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|overview=Mr. Hero is here to show you what it's like to be a complete tool! | |overview=Mr. Hero is here to show you what it's like to be a complete tool! | ||
Perhaps the single definition of "all bark and no bite", Hakumen has a clear idea of what he wishes to accomplish in his CT debut, but is horribly incomplete. To start off on what's good about Hakumen, he has very high damage ''potential'' and decent pokes. Now for the bad. Hakumen | Perhaps the single definition of "all bark and no bite", Hakumen has a clear idea of what he wishes to accomplish in his CT debut, but is horribly incomplete. To start off on what's good about Hakumen, he has very high damage ''potential'' and decent pokes. Now for the bad. Hakumen lacks traditional gatling options preventing most of his normals from comboing into each other. He's almost as immobile as Tager, with terrible "hop dashes" uniquely having zero frames of invincibility on either his forward or back dash. His damage output on an average hit is pathetic, with his Magatama Meter mechanic holding him back from doing any real damage unless he saves all of it up to cash out on a single hit, ultimately making his explosive damage output worthless as any other character would've killed in that time. And of course, his pressure is terrible, with his only overhead options requiring a large amount of meter and the aforementioned problems preventing him from running any kind of pressure at all. | ||
The end result is a character thoroughly marred by mediocrity, fighting with resource management to accomplish what multiple other characters get to do for free. Although he has a great anti-air and strange low crush options, he can't actually manage to get anyone to respect him for any extended period of time. Even if he happens to find a character who needs to resort to blocking, then the question of "what's Hakumen supposed to do here" gets asked. The answer is, unsurprisingly, nothing. | The end result is a character thoroughly marred by mediocrity, fighting with resource management to accomplish what multiple other characters get to do for free. Although he has a great anti-air and strange low crush options, he can't actually manage to get anyone to respect him for any extended period of time. Even if he happens to find a character who needs to resort to blocking, then the question of "what's Hakumen supposed to do here" gets asked. The answer is, unsurprisingly, nothing. |
Revision as of 12:51, 27 November 2022
Mr. Hero is here to show you what it's like to be a complete tool!
Perhaps the single definition of "all bark and no bite", Hakumen has a clear idea of what he wishes to accomplish in his CT debut, but is horribly incomplete. To start off on what's good about Hakumen, he has very high damage potential and decent pokes. Now for the bad. Hakumen lacks traditional gatling options preventing most of his normals from comboing into each other. He's almost as immobile as Tager, with terrible "hop dashes" uniquely having zero frames of invincibility on either his forward or back dash. His damage output on an average hit is pathetic, with his Magatama Meter mechanic holding him back from doing any real damage unless he saves all of it up to cash out on a single hit, ultimately making his explosive damage output worthless as any other character would've killed in that time. And of course, his pressure is terrible, with his only overhead options requiring a large amount of meter and the aforementioned problems preventing him from running any kind of pressure at all.
The end result is a character thoroughly marred by mediocrity, fighting with resource management to accomplish what multiple other characters get to do for free. Although he has a great anti-air and strange low crush options, he can't actually manage to get anyone to respect him for any extended period of time. Even if he happens to find a character who needs to resort to blocking, then the question of "what's Hakumen supposed to do here" gets asked. The answer is, unsurprisingly, nothing.
So basically, Hakumen's strength in this game is lore accurate.
Normal Moves
5A
A very quick, plus on block jab. As you may have guessed, it whiffs on crouchers, which just makes it a glorified anti-air.
Useful for that purpose if nothing else, but only when Hakumen is in situations where he can't access his immaculate 6A, a rare situation typically the result of him getting crossed up.
- Standing hit stun 14F, guard recovery 24F
5B
A strong mid-range poke with an awkward hitbox.
While effective at contesting other characters' buttons and remaining very safe, 5B has a bad tendency to whiff on crouchers. In these situations, it's advised to interchange it with 2B to catch people attempting to stuff or duck under this.
5C
Kind of a terrible button, but also amazing.
5C sets the ground for the rest of Hakumen's sword normals here, dealing a ton of damage on its own, having a very large hitbox, and leading to even higher damage if Hakumen's loaded on enough resources to let it count. But at the same time, it's also quite slow to start up with terrible recovery. As such, it's best used when Hakumen has meter to spend to try and make himself safer. Has surprising use at the start of a round, and also knocks down aerial opponents.
- Slam down in air, untechable
- Sword has guard point against projectile in active frames, when guard point succeed Hakumen receives an additional meter.
2A
Probably the best crouching jab in the game.
Plus on block with huge range, the only downside is that it doesn't hit low. The reward on hit isn't stellar, as is typical of a jab, but being a 6f button with so much range makes it hard to complain about. Use it a lot.
2B
Fantastic low poke with little recovery.
While it doesn't have as much range as 5B and won't catch jumpers, 2B does just about everything else. The advantage on block combined with the speed and low hit makes it a staple of Hakumen's mid-range presence. Not many approaches can easily circumvent this button.
2C
A very high damaging and launching anti-air, but it's not 6A so you won't want to use it often for this purpose.
Instead, 2C is more or less a combo tool, a running theme with Hakumen's sword normals. It's jump cancellable on hit for very damaging aerial combos, but on block Hakumen is nearly guaranteed to die, so get to cancelling fast.
- Sword has guard point against projectile in active frames, when guard point succeed Hakumen receives an additional meter.
6A
Godlike anti-air. One of Hakumen's best moves.
Plus on block and staggers on hit for combos, and is one of the few normals Hakumen has that can gatling. This gatling leads into 6B for a knockdown on hit, although 6A is sadly not special cancellable which prevents any real mixup grime from being done here. Sees use as a frametrap as well, since the reward is so high and the risk is so small.
- staggers (31) on hit
6B
A low-hitting, foot-invulnerable move.
More or less a counterpoke option and occasional low "mixup." Just gives a basic knockdown on a regular hit, but options open up significantly on a counterhit thanks to a huge bounce, ultimately being one of Hakumen's most reliable ways to get cheap, big damage. Unsafe on block, so be ready to cancel this.
Was made into an overhead in future games so Hakumen could actually open people up.
- knocks down on hit, floor bounce on counter hit, untechable
6C
Chargeable, combo filler sword swipe.
Deals a lot of damage if you can hit someone with it, but that's about it. Both slow and unsafe on block. Can be used against Tager in neutral at least, since its large range is difficult for him to contest or punish. This is also Hakumen's only move that combos into his super, Shippu, without requiring a counterhit previously. This is easy to access after Gurren, and is helpful for Hakumen spending his Magatama for damage.
- Standing hit stun 32
- Can charge the attack by holding button
- start up is 11F after button release
- Attack damage is 1740 when held for 10~13F (start up 21~24)
- Attack damage is 1940 when held for 14~17F (start up 25~28)
- Sword has guard point against projectile in active frames, when guard point succeed Hakumen receives an additional meter.
3C
A punish and nothing more. Look at that frame advantage. Using 3C and having it blocked is a historic joke among Hakumen players for just how bad it is.
That said, it's good at its one job. Great speed and range along with a knockdown. On a counterhit, it's possible to followup with a combo, with 2C yielding the best results.
- Knocks down and vacuum effect on hit, untechable
- Sword has guard point against projectile in active frames, when guard point succeed Hakumen receives an additional meter.
j.A
It's an air jab, all right. Most use this normal gets is comboing after an air hit 5A, an already niche normal, making this by extension even more niche.
j.B
A great jump-in.
Hakumen's j.B hits surprisingly deep for its speed, making it great for approaches or for pressure. Although it lacks gatlings, it can be used as a double overhead option on select characters by jump cancelling it into another, rising j.B. This will require an extensive amount of meter for a combo, but it's an option for a character who desperately needs them.
j.C
Demolishes the air. Anyone who wishes to compete with this in the air can try, but they'll usually just die.
Slow to start up so it's far from infallible, but carries a massive disjointed hitbox and a ton of damage. If it's not being used in neutral, it's Hakumen's only real air combo ender, sadly blasting them all the way to the other side of the screen with no real followup. At the very least, this is really useful in the corner, as it acts as another part of Hakumen's highly damaging corner loop.
- Sword has guard point against projectile in active frames, when guard point succeed Hakumen receives an additional meter.
j.2C
A very strange button that only sees use in corner combos, but does a lot for them.
Bounces the opponent up on hit in an odd way, letting Hakumen easily follow up with an airdash j.C for big damage. In the corner it also leads to very easy and high damaging loops, assuming you can get them in the corner to get smacked around by this.
It's also a decent option against projectiles due to its speed, and being a jumping normal means Hakumen doesn't risk much using it to stop zoners.
- Slightly jump back on hit or guard
Drive Moves
5D
A counter. It sucks.
Unlike many other BlazBlue guard point or counter-style attacks, Hakumen only parries based on how the move needs to be guarded. In 5D's case, he'll counter attacks that hit High and Mid and lose to lows. Use this to beat slow moves that you can't just interrupt with 5C. It's slow to startup and very punishable, although it gives one magatama on hit, swaps sides, and a chunk of damage, so it's not all bad.
5D:
- Guards High/Mid attacks
5D Attack:
- Floor bounce on hit
2D
A quicker counter. Better, but still dangerous to use.
Beats lows and mids and is active immediately, although not for very long. Best used against very predictable frametraps or setups. Deals less damage than its standing counterpart, but still gets a magatama and swaps sides on hit.
2D:
- Guards Mid/Low attacks
2D Attack:
- floor bounce on hit
6D
Basically 5D if it didn't suck.
It's frame 1 similar to 2D and beats mids and highs, but is more akin to a gimmicky pushblock. It's seemingly rewardless on hit with zero damage and no magatama built, but the big difference is that it's possible to actually follow up with j.C afterwards, which lets Hakumen get himself out of a bad situation and back into neutral or even shoving the opponent into the corner. It's recommended to interrupt predictable offense with this instead of 5D as a result, unless he really does have a window so large he can use it.
6D:
- Guards High/Mid attacks
6D Attack:
- spinning collapse on hit
j.D
An air counter. About what you'd expect if you've read the previous descriptions.
Once again, active immediately but not for very long, gives a magatama on hit, and a decent chunk of damage. Sadly, it's not possible to combo off of this at all. Also weirdly stalls Hakumen's aerial momentum, letting him use it as an anti-anti-air to enforce more respect for j.B.
Notably can escape from Carl's Clap Loops, which gives Hakumen a ton of favor against in that matchup.
j.D:
- Guards High/Mid attacks
j.D Attack:
- launches on hit
Universal Mechanics
Forward Throw
5B+C
It's a throw. Good damage, and basically Hakumen's only mixup should he not have meter.
- 2nd hit blasts away
Back Throw
4B+C
Also a throw. Deals less damage, but swaps sides.
- 2nd hit launches
- 3rd hit blasts away
Air Throw
j.B+C
You guessed it, a throw. Useful for making Hakumen's aerial presence even more annoying, or to catch people greedily trying to jump away from your bad pressure.
- 2nd hit launches
- 3rd hit slam down
Counter Assault
6A+B while blocking
WHY
6A+B while blocking:
- Guards High/Mid attacks
- Opponent's hitstop is 4F longer than Hakumen's
6A+B while blocking Attack:
- Spinning collapse on hit
Backdash
44
"aw crap i accidentally input 44 welp time to lose the round"
Quite possibly THE WORST BACKDASH in BlazBlue history. With ZERO frames of invuln and 27 frames of recovery, it is without a doubt a hindrance should it ever come out. This is more recovery than even Tager's backdash, but Tager's backdash is loaded on invincibility. There's frankly no upsides to this backdash.
NEVER USE THIS!
- 5~15f Airborne
- 8~15f can cancel into aerial specials
Special Moves
Gurren
236A with 1 Magatama
A very basic lunging special move. Most frequently used in combos, or to make Hakumen safe on block after one of his specials.
Launches aerial opponents for an easy 6C followup, giving Hakumen a reliable (if very expensive) way to combo into his massively damaging super. Also a way to add enough hitstun on a grounded hit into 623AA, another reliable albeit expensive way for Hakumen to get some damage.
- Wall bounce on air hit
- Uses one meter
Renka
214B with 2 Magatama
A strong option for adding some damage to Hakumen's combos, or just for corner routes.
The first hit is a low that has a bonus proration of 120% and knocks the opponent off their feet, while the second hit launches them away. Overall a basic tool, but highly useful for Hakumen's routes, especially when combined with his other specials for meterburn routes.
- 1st hit launches
- 2nd hit blasts away
- During Mugen (214214B) the 2nd proration is 90%
- uses two meters
Zantetsu
41236C with 3 Magatama
An extremely damaging overhead, but not the best mixup despite that.
The first hit is a high, while the second hit is an untechable low, but that's not the reason to care about this. Zantetsu does an insane amount of damage, nearly an entire combo's worth on its own, and Hakumen will want to be using it as much as possible to compensate for his otherwise very poor damage.
The best way to combo into this is by cancelling the first hit of 214B into Zantetsu, which takes the benefits of the bonus proration of the first hit as well for even higher damage. If it's possible to combo into this, the opportunity should always be taken. Sadly it's also very expensive, and as an overhead option it's very reactable.
- 1st hit slam down
- 2nd hit knocks down, untechable
- During Mugen 2nd hit is techable
- uses three meters
Kishuu
623A for 1 Magatama (+1 Magatama for the followup)
Kishuu is a low profiling dash. The main way Hakumen can try to enforce a throw mixup, or extend combos.
The followup, Enma, is likely what you're really here for. At the cost of just one more Magatama, it gives Hakumen a reasonable launcher and at long last a legitimate way to actually combo someone. Hideously unsafe on block, so don't go using this as a frametrap from Kishuu.
The most reliable way to combo into Enma is from Gurren (236A), ultimately charging Hakumen 3 Magatama for a decent combo. Have to take what you can get with this guy.
623A:
- 12~16 cancel to follow up
- uses one meter
623AA:
- Launches on hit
- uses one meter
Hotaru
j.214B with 2 Magatama
An invincible aerial kick that's both invincible and air unblockable without barrier.
A strong part of just about everything Hakumen can have in the air. It's jump cancellable for longer combos, resets Hakumen's air actions on connect, invincible to stop approaches, strangely unblockable, you name it, Hotaru does it. Best of all, Hotaru recovers incredibly quickly for its properties, which can let Hakumen get away with tossing it out and whiffing it surprisingly frequently. At the cost of 2 Magatama, it's not wise to get used to spamming this, but it can come in handy a lot.
Since Hakumen's dashes are considered airborne, this is also a way to safely check someone trying to stuff a dash. On block, just jump cancel away.
- Launches on hit
- Reset jump count on hit or block
- Can only perform this move once in the air
- uses two meters
Tsubaki
j.214C with 3 Magatama
An overhead combo air combo ender that actually gives a knockdown instead of blasting the opponent away.
Useful as an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. or after a dash to catch people off guard, and gives a combo if done low enough to the ground. It's highly expensive which can make it sometimes hard to justify using over Hakumen's other specials, but can come in handy against turtling opponents, especially thanks to its high raw damage.
- Slam down on hit, untechable
- uses three meters
Distortion Drives
Shippu
632146C with 4 Magatama
A very basic damage super. Startup slower than Tager. Basically impossible to combo into without 6C, but at least it does a lot of damage.
Awful reversal, don't even try.
- Blasts away on hit
- sword portion's hitstop 25F
- projectile's hitstop is 12F
- Charge the attack by holding the button
- start up is 14F after button release
- maximum charge (55F)'s sword portion does 5500 damage and unblockable
- uses four meters
Yukikaze
236236D with 4 Magatama
Counter Super.
236236D:
- Guards High/Mid attacks/When countering a strike, Hakumen's hitstop is 15F, opponent's hitstop is 73F/Uses four meters
236236D Attack:
- Launches on hit
- Start up 35 after super freeze
Mugen
214214B with 8 Magatama
Meme mode engage. Hakumen's infamous install super, with an incredibly long startup animation and price, it's rare that Hakumen's allowed to use this in a match.
Fortunately, if he can get it off, the rewards are huge. Hakumen is awarded infinite meter while in Mugen, albeit unable to Rapid Cancel, which lets him go crazy in combos and deal upwards of 10k damage! One surprisingly practical way to get Mugen off is to land a 6D, which will give Hakumen just enough time to activate the install and continue a combo. But with how much Hakumen already needs meter, holding onto so much of it for a comeback is not what anyone would call an ideal gameplan.
- Powers up Hakumen for 720F
- Attack damage is 120% during Mugen
- Guard crash value is 25%
- All specials and supers (except 214214B) use zero meter
- Uses 8 meters
Astral Heat
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Mechanics •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Archived Fan Wiki • Tier Lists •
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Danger State
- Distortion Drive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State