BBTag/Hakumen

From Dustloop Wiki
Overview
Overview
Pros
Cons
  • Above average health
  • High damage potential as well as a high damage assist.
  • Long ranged normals that make for excellent spacing tools.
  • Specials can be cancelled into each other, making for excellent metered damage and decent blockstring potential.
  • Many of his attacks can cut away opponents' projectiles and make it his own, which can stop zoning.
  • Counters can help him escape certain setups.
  • Poor ground mobility
  • Tall hurtbox leaves him susceptible to many forms of mixup.
  • Because his dedicated anti air is rather slow, he has very limited vertical range and ways to deal with ground to air approaches.
  • No reliable projectiles.
  • Limited stagger windows leaves him somewhat vulnerable to pushblock
  • Slow normals make it hard to get in and start combos
Hakumen can cancel Skills from one into another for 1 Skill Gauge. This means canceling from a Skill to an Extra Skill costs 2 Skill Gauges! Each Skill can only be used once per string, with both versions of Gurren and Renka counting as the same move. An added benefit for canceling this way is that the second attack does not add an additional damage scaling (P2 = 100).
Hakumen's sword cuts through projectiles and creates a floating orb that can damage the opponent or be used as a shield against other projectiles. ALL of Hakumen's attacks that use the blade of the sword have this property, from Normals, to Skills, to Distortions. See Fuumajin for more info.
Hakumen
BBTag Hakumen Portrait.png
Health
18,000
Prejump
4F
Backdash
15F (1~7F Inv All)
Forward Dash
12F
Unique Movement Options
No run
Fastest Attack
Reversals

Normal Moves

4A

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 2000 All 14 2 20 -3 B
5AA 1500 All 15 5 21 -9 B
5AAA 1700 All 15 3 24 -8 B
5AAAA 2200 All 17 3 27 -9 B

  • Can cut projectiles
  • Knocks down airborne opponents

5A is Hakumen's primary damage starter, use this to begin your punish combos. Hakumen can freely chain this into 5B, which is useful if you're just outside of range for 5AA to connect. If this attack hits an airborne opponent, it will knock down and give you a small window to OTG them.


  • Can be jump cancelled on block

5AA can be jump cancelled on block. It's interesting to note that after cancelling this move into a jump, Hakumen still keeps his forward momentum, meaning the following jump will travel further than usual. This allows the attack to be useful for corner carry combos.


5AAA is mainly used as a combo/blockstring filler.


  • Can cut projectiles

At the end of a combo, 5AAAA can allow for some safejump setups, though it does hit opponents far away. In the corner, a properly spaced 5AAAA can set up a safejump that can catch all ground techs.

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 15 3 22 -6 B
5BB Total: 24 -9
5BBB 1700 All 6 7 21 -9 B

  • Can cut projectiles

5B is a far reaching sword poke that is essential for Hakumen's neutral. On CH, 5B has enough hitstun to let you followup with 5BB and allow a 2A or 2C to connect. This CH property is useful for allowing Hakumen to start a full solo combo while from poking distance.


  • Safe if 5B hits on block. Not safe if 5B is push-blocked.

Hakumen's Kishuu dash special from BB is now part of his B auto combo. This portion of the auto combo is not an attack, but instead moves him forward for the next B input to launch the opponent. If the opponent is anticipating the last B input, 5BB can serve as an effective way to close in on the opponent to either reset pressure or possibly attempt a throw. In blockstrings, The range and speed of this dash can allow Hakumen to stay close even when push-blocked.


The last part of this string is Hakumen's Enma special from the mainline BB series. Because it now counts as a normal, you can cancel it into any special without any meter cost. In combos, the attack launches lower than it used to nor is it jump cancellable to make up for this, meaning that you may want to use an assist to properly follow it up. If the opponent was already airborne prior to being hit with this, you will have enough time to pick them back up with a 2A as they are falling, allowing Hakumen to extend combos this way.

5C

2A

2B

2C

j.A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1500 High 12 4 30 H
j.AA 1500 High 11 12 12 H

  • Can cut projectiles

j.A works as a pretty good jump-in due to its impressive hitbox. Because it reaches low enough, j.A works really well as an IAD string along with its followup. When against larger characters(Hakumen,Tager, etc.) an instant j.A during the rise of your jump can act as an unreactable overhead if said enemies are caught crouching. Under certain situations, j.A can be used for a fuzzy guard mix-up.

j.AA has a good hitbox that allows it to be a consistent followup to j.A. Since it is only a followup, j.AA is mainly just used as combo filler.

j.B

j.C

Hotaru


Universal Mechanics

Ground Throw

5B+C

Zanshin

5A+D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Catch Total: 45 1~25 Guard All
Ground Attack 0, 3300 Air Unblockable 16 10 10 -10 BT 1~End All

  • Triggers on strikes, throws and projectiles.

Hakumen's reversal which can stop a wide variety of attacks thrown at him. Since this is a counter, unlike most other characters' reversals, it cannot be used as an anti-air. Fortunately, this reversal doesn't have a lengthy animation which makes it one of the safest to whiff in the game. Despite the animation, it can also catch lows.

A strategy to using this is to reversal the opponent's partner tag-in after one of their characters is downed. The invulnerability granted by the attack followup allows you to recover much faster than them, letting you take the advantage.


  • Hakumen is invincible during the entire attack

After the counter is triggered, Hakumen extends his arm and throws his opponent backwards. The side-swap can be useful for getting yourself out of the corner. The attack has invulnerability during the entire animation and is completely safe on whiff. You can use this to your advantage against okizeme that involves the opponent planting a meaty projectile/assist on you while they go high/low. This attack's invul. frames can be used to escape certain setups since the counter catches both highs and lows.

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Air Catch Total: Until L+21L 1~15 Guard All
Air Attack 0, 3300 All 17 4 36 BT 1~End All

The air version completely halts air momentum, though this shouldn't be used to bait anti-airs, since you're still punishable until you land. Other than that, it works just like the ground version.


Much like the ground version, Hakumen is invincible during the entire attack, so even if you miss, you can't be punished. Launches the opponent up, though it can't combo'd off of. (As of 2.0 this can now be linked into j.236B+C distortion during Resonance Blaze)


Skills

Renka

236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1300×2 Low,All 9 3(10)3 20 -4 F, B

  • First kick is a low

Hakumen's Renka is a low hitting special move that can be used as a mixup when in conjunction with Zantetsu. A delayed Renka after a 5bbb can allow Hakumen to extend his combos in the corner. This move can be used to make blockstrings safe. If you happen to be pushblocked during the first kick, you can be opened up by your opponent since this is a double hitting attack so be careful of being predictable with this move. The first kick knocks down and allows for OTG's.

Zantetsu

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2500, 1500 High, Low 22 3(14)3 26 -12 B, F

  • Can cut projectiles
  • First hit knocks down airborne opponents

Has a slight delay before the first strike, first hitting overhead, then hitting low. Useful as a mixup when paired with Renka, and can be combo'd into from a variety of Hakumen's options. Useful at the end of combos as it allows Hakumen to do airdash safe-jumps after it. While it is telegraphed, this can be a very effective tool when active switched from since it has plenty of active frames as well as provides a strong mixup opportunity. Don't be predictable with it since much like Renka, this is a double hitting attack, meaning that if this special is push-blocked you can be opened up by your opponent.

Gurren

214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214A 1500 All 14 3 20 -4 B
214B 1700 All 19 3 25 -9 B

  • In midscreen, after OTG AAA or after 5BBB this version will hit the opponent, B version will pass right under them.

While it doesn't have the same range as the B version, this special has a faster startup and can make blockstrings safe.


  • Good for baiting reflects after A normals.
  • Massive hit-stun on counter-hit

Gurren's B version has a slower startup than its A version, but travels much further and deals a bit more damage. On counter-hit, causes a massive amount of hit-stun allowing Hakumen to followup without spending a bar to special-cancel it. Due to its speed and range, Gurren can be useful for closing the distance from neutral and can even serve as a whiff punisher from afar.

Agito

j.214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 12 4 Total: 36 -1 P1

  • Does not hit overhead
  • Counts as a projectile
  • Frame advantage is for hop version

A possible air combo ender. While it deals less damage than Tsubaki, this move is faster and recovers quicker which at least makes it safer to do in the air. Unlike Tsubaki, Agito moves Hakumen forward a bit, sometimes letting him side-switch his opponent. You can OTG opponents after hitting them from a low height which can reward a full combo, though the timing is a bit tricky. When combined with an assist, Agito can make for a pretty useful cross-up.

Hakumen recovers very quickly after this move, allowing you to do more air moves if done from normal jump height or higher. This can be useful for delaying your fall slightly to avoid an anti-air attack. Another use of the recovery is for safejump setups, as an Agito ender from a certain height will allow you to airdash before landing and fall towards your opponent. (It is recommended to use the mapped airdash button for this as it can track the opponents position, allowing you to catch back techs as well.)

Tsubaki

j.214B

Fuumajin

Cut Projectile


Extra Skills

EX Renka

236C

Yanagi

214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000, 0, 3500 All 30 3 9 +7 B 4~27 Guard All

  • Can be special cancelled
  • Knocks down

Has no active hitbox unless triggered by an attack during the dash. Will throw the opponent over Hakumen's head and slam them on a successful counter, allowing for a combo. Useful for catching bursts since it can cancel off of anything except supers. Since the move can be punishable if not triggered, it can be a good idea to use an assist at the same as Yanagi to make up for the recovery, but do be careful using this since your partner can get hit. It is fairly hard to punish if the opponent isn't expecting it due its unique animation (it doesn't look like a DP or Yukikaze) and short recovery, so it can be fairly safe if used sparingly, especially if the opponent doesn't know the matchup (or you're playing online).

EX Tsubaki

j.214C


Partner Skills

5P

Gurren

6P

Shippu

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
3900, 1950 All (18)+90 4,P 41 -24 B, P1

  • Sword can cut projectiles

An assist version of one of Hakumen's distortion skills. At far range, it may seem like just a fast moving ground projectile with a huge windup. But up close, this is the highest damage assist in the game if the sword connects to the opponent. On hit, the attack launches your opponent up and away and Causes a knockdown. If you can handle the long startup, this is a very useful assist to add high damage to your partner's combos. Keep in mind that the long startup can make it risky to use out in the open.

4P

Enma


Distortion Skills

Shippu

236B+C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Normal 5800 [11600] All 13+(47 Flash)+(6~86) 4 41 -24 B 1~22 All
Enhanced 5000, 200×15, 1800
[12500, 200×15, 1800]
All 13+(47 Flash)+(6~86) 4 41 -24 B 1~22 All
Wave 2500 [3000] All 13+(47 Flash)+(9~89) Until Hit P3

  • Can cut projectiles
  • Can be charged for additional damage

Hakumen can charge this super for additional damage, but he is left vulnerable as he does so. The sword hitbox deals more damage than the projectile. Projectile damage does not scale from charging. It is actually possible to land a full charge in a combo if an assist is used to cover for the charge time. A full charge will deal massive damage, though doing this reliably will depend on your partner having the right assist to cover for it.

Normal version's full charge minimum damage is nearly 4k, so if you can tack it onto the end of a combo, it's probably worth it! Because the minimum damage is so high, this is great for combos with poor starters like throws, as it'll still do incredible damage even fully scaled.

Yukikaze

214B+C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Catch Total: 44 1~27 Guard All
Attack 6000
[2500, 100×18, 4000]
Unblockable 1+(36 Flash)+44 12 52 B 1~End All

  • 1-27f counters
  • Triggers on strikes, throws and projectiles
  • Counter can't be blocked but can be jumped out, use invincibility frames, etc
  • Unblockable

Hakumen's counter super from the mainline games. Unlike in all previous BB games, in BBTAG this move can also counter throws. Useful for countering raw supers and predicable gaps in your opponents' offense. While Yukikaze can stop most distortion skills, it cannot counter ones with invincibility frames (ex. Azrael's 236B+C, Hyde's 214B+C). Yukikaze can be used along with an assist call to counter an incoming character after a KO. However, if the opponent activates Resonance Blaze on time or uses their reversal, Hakumen will simply phase through them and become helpless to pressure. If the attack whiffs, Hakumen is completely invulnerable until he can block, but he will be extremely minus. This counter should be avoided if used carelessly since it has lots of recovery if not activated. Keep in mind that while the strike is unblockable, the opponent can manage to jump or reversal out in a few cases, meaning that Yukikaze may not always be the best answer. Does less damage on catching a projectile since the opponent isn't in Counter Hit state (unless they're mashing).

Tengai

j.236B+C


Distortion Skill Duo

Yukikaze

P during Partner's Distortion Skill


Astral Heat

Akumetsu

222B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Total: 1+(60 Flash)+36 1~20 Guard All

  • Counter Astral that also combos.

Just like mainline BB, Hakumen's astral is a counter. However, if you cancel into the astral, it will become a strike attack and activate as if the counter triggered, giving you the win regardless. The strike attack has a very large range, but it isn't full screen. It will whiff on targets near the maximum range of Hakumen's 5B, and it will also whiff on targets that are completely knocked down (even if they're still in hitstun). The counter version includes throws and unblockables, which you can bet a lot of players won't see coming. Strangely, the counter does *not* trigger on projectiles. Instead, it eats the projectiles without triggering, likely leaving you vulnerable to a hard punish.



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