BlazBlue: Chronophantasma Extend

BlazBlue: Chronophantasma Extend

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Hakumen: The guide to justice.
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A guide to the character Hakumen.
   
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Basic Overview
Hakumen is a more defensive character with explosive damage output. His playstyle relies heavily on solid fundamentals, reads, and meter management. With OverDrive and 50% + meter Hakumen can do staggering amounts of damage, the highest in the game. Hakumen has poor pressure and Okizemi, depending more on neutral and punishing opponents mistakes. Hakumens' meter is unique from the rest of the cast as he has 8 stocks of "Magatama" that passively recharge, These are consumed when he uses any of his special moves. With meter management and defense being so relied on with Hakumen, he is not recomended for beginners.










Pros:
  • Insane explosive damage (100% combos possible)
  • Very good normals
  • Above average health (12,000 HP)
  • Specials can cancel into each other
  • His counters create a unique obstacle for some characters
  • He can cut projectiles, leaving a temporary damaging void on screen

Cons:
  • Highly dependant on spending meter for even basic pressure/combos
  • Poor pressure and Okizemi
  • Heavily relies on OverDrive
  • Backdash has no invincibilty
  • Reversal options are limited/risky
  • Counter is now blockable, and no longer grabs opponent on projectile catch
  • Poor mobility
Move Set
5A: It's fast, and must be barrier blocked from the air. It's a decent anti-air but it has very little range so it's difficult to stuff air-to-ground approaches unless timed well. It can be delayed-cancelled into 5B and gatlings into 3C, any D move, and throw.




5B: A solid normal. This will be your go to in many close/mid range encounters. It's + on block and jump cancellable, allowing you to continue pressure and try mix ups. It has good reach and decent hitstun leading to respectable combos on confirm.





5C: 5C is the move that strikes terror in your opponent. You should be fishing for 5C confirms the whole match. This will be your go to punishing move when opponents leave themselves open. It has a great combo rate and is special and OD cancellable, making it the ideal starter for big damage combos or resets. It's even a decent anti-air, but as with any of his C moves, use sparingly and watch your timing/spacing. 5C can cut projectiles.









2A: One of the longest reaching 2A's of the cast. It's slightly plus on block so you can create a frame trap by delay-cancelling it into either 2b, 3C, or even 6B. 2A's brief blockstun makes it useful for tick throws and 50/50 mixup of 6B/2B.




2B: This move has pretty good reach and speed. It's fast startup and long active frames make it useful for picking up combos off stray hits or catching tech rolls/late wakeups.





2C: Very situational. It has a large vertical hitbox and must be barrier blocked in the air making it good for catching jump-outs. It has a long startup and horrible recovey on whiff, that coupled with no upper body invincibility makes it a poor anti-air choice. Can be special cancelled to make it safe on block. 2C can cut projectiles.















6A: Your go to anti-air for most situations. It has head invulnerability for a long time, but it can be hard to space correctly. It's very hard to combo off of, making the reward for a succesful anti-air minimal. Can be comboed into 6B if opponent is low to ground, and Gurren (214A) off of a counter hit.







6B: 6B is pretty fast, and is a guranteed knockdown on hit. This move has lower body invulnirability from frame 1 so scrubs can knaw on your ankles all day and you'll be reaping sweet, sweet counter hits. It leads to big damage on counter or rapid cancel, being able to chain into 5C, making it great for punishing people who like to mash on wakeup or block strings.





6C: This puppy right here is the definition of pain. It can be held to to increase it's damage and properties. It's startup has been sped up in Chronophantasma Extend making it a good tool for ground to ground. It's even a decent anti-air if spaced right. It causes a fatal counter state on counter hit and if fully charged it will force fatal counter state regardless of if it countered or not. A fully charged 6C will throw the opponent across the screen, off the wall, and land them right at your feet ready to eat a 70-100% life combo.Don't expect to ever land a fully charged 6C. Full charge 6C hits are extremely rare and even then your opponent will probably just burst out. Still this is a great punishing tool for when the opponent really screws up. 6C can cut projectiles




3C: It's very fast and has good reach. One of Hakumens' most useful tools for punishing and interrupting pressure. You'll be using this a lot so learn his options off of 3C well. It causes hard knockdown giving you some Oki. On counter hit it can be comboed into 2B>Gurren>etc. or Renka>Kishin>etc. It's punishable on block at close range so be careful when you throw it out. 3C can cut projectiles



4C: Use this to smack some sense into zoners and people trying to close the gap in neutral. It's fast and has very long reach. It has a goofy hurtbox so you can actually get hurt in some situations if their attack touches the sword. It also can whiff on a lot of low profile moves or crouching characters so be careful. It can be super cancelled into Shippu for some decent damage or linked into itself or Gurren(214A) on counter hit. 4C can cut projectiles




j.A: Not all that useful by itself. It's an ok air-to-air but it's very difficult to combo off of so mainly use it to set up or prevent grab situations.






j.2A: One of Hakumens' best tools. It's a good air-to-air if you can get it out before the opponent attacks due to its long active frames and hitbox. It's a good way to get in on zoners while cutting projectiles in your way, and leads to good comboes on air or ground hit. j.2A can cut projectiles.







j.B: It's not active long and has a medium startup so it can be hard to air-to-air. Pretty good for jumping in on people or crossing them up.















j.C: Probably Hakumens' best air-to-air tool. It has very long reach and a lot of knockback. It can wallstick on hit allowing for combo conversion. You can jump forward and use j.C as a falling poke to cover a lot of screen real estate. j.C can cut projectiles.




j.2C: Good for air-to-ground or air-to-air. It covers a lot of area and leads to good comboes. Backjump j.2C can stuff a lot of poke and rush attempts. Forward dash j.2C can cover a lot of ground. Don't get too predictable however since it's highly telegraphed and easily punishable with anti-airs. j.2C can cut projectiles





















Move Set (Drives)
5D: Can be held for longer active frames. Neutralizes projectiles and will counter mid and high attacks, even supers and astrals. A very useful tool to teach the opponent some respect. Won't catch lows, throws or unblockables and the counter attack can be blocked in some situations. It makes a good anti-air defense if your not too predictable with it. All of Hakumens Drive (D) moves give 1 Magatama on successful counter attack and can be special and super cancelled.














6D: 6D is next to useless and not recommended for any situation other than maybe after 6A/6B to catch burst or mash attempts. It has a long startup and short active frames. Neutralizes projectiles and will counter mid and high attacks, even supers and astrals. Won't catch lows, throws or unblockables and the counter attack can be blocked in some situations. It's the only ground Drive (D) move that be comboed off of successful counter. All of Hakumens Drive (D) moves give 1 Magatama on successful counter attack and can be special and super cancelled.










2D: It's active from frame 1 so it can be a good reversal. Neutrilizes projectiles and will counter low and mid attacks, even super and astrals. Won't catch highs, throws or unblockables and the counter attack can be blocked in some situations. It's not active very long so timing can be difficult. A whiffed 2D can be punished badly so it's not recommended to rely on. But if you have a good read, it can be a good corner reversal option. All of Hakumens Drive (D) moves give 1 Magatama on successful counter attack and can be special and super cancelled.





j.D: Has slightly higher damage than Hakumens' other basic counters. Neutrilizes projectiles and will counter anything blockable, even super and astrals. Won't catch throws or unblockables and the counter attack can be blocked in some situations. One of the more dangerous counters since on whiff you don't recover till shortly after you reach the ground. Useful against overheads or highly telegraphed moves like Ragnas' blood scythe. Can be followed by a short air combo or Shippu though the timing is strict.



Move Set (Specials)
Fumajiin(Void): One of my favorite things about this character. When his sword comes into contact with a projectile or a move with projectile properties it creates a void that neutralizes it. Cutting a projectile awards 1 magatama. The void will stay on the screen for a short amount of time and continue to neutralize any projectiles that come into contact with it. Projectiles hitting the void reset the time it stays on screen. It can also hit the other player if they come into contact with it, opening them up for a combo or even sometimes interrupting theirs.




Gurren (214A): Gurren is useful to end frame traps with to teach respect or to hitstun off a confirm to give you time to react/decide combo route. The distance can be extended by dashing or using Kishuu(623A) immedietly before Gurren. Costs 1 Magatama.



Kishuu (623A): Useful for closing space quickly and can low profile a lot of moves. Cannot go underneath projectiles. Costs 1 Magatama.




Enma (A after Kishuu): A good way to punish jump-outs or someone outside of 5C range. Enma has a lot more vertical reach than it appears to, so don't be afraid to use it to swat players out of the air. Can lead to big combos on counter hit. Costs 1 Magatama (plus 1 for Kishuu)















Renka (236B): Probably the least useful of Hakumens' specials. It's combo proration is not good and its meter to damage potential ratio is low. But it has its uses. It's a lightning fast low that's special cancellable so if you have meter to burn you can use it to open them up to Zantetsu, Crush Trigger, or a 6C corner combo. Costs 2 Magatama.












Zantetsu (41236C): Hakumens' main damage dealer. Used in most of his big combos and sometimes as a mix-up. It has good proration so it'll do high damage anywhere in a combo. It has huge reach and the first hit is an overhead followed by a second low hit. The first hit can be special cancelled to keep combo proration high. Smart use of Zantetsu is important since it costs nearly 50% meter. Costs 3 Magatama.








Agito (j.214A): Excellent air-to-ground option that is safe on block and most cases even whiff. Can be instant air dashed to cross up. It has good reach, and on counter hit, leads to big damage with meter. Cancelling a hop into Agito will shoot Hakumen forward during its animation. Agito has projectile properties. Costs 1 Magatama.











Hotaru (j.214B): Hotaru is a powerful tool for only 2 stars. Master it and people will be salty. It's fully invulnerable so it will straight up reject most things. Ragna DP? Hotaru don't care. Litchi DP? Hotaru don't care. Hazama Jesus kick? Hotaru don't care. It can be tiger kneed or hopped into. Use Hotaru to convert random air hits into corner carry and combos. It will whiff on crouchers. Costs 2 Magatama.









Tsubaki (j.214C): Another of Hakumens' air specials. It can be useful as an instant overhead if tiger kneed. It can combo into Hotaru or Agito, or on counter hit, 2B. It's can also be tacked onto the end of an air combo but this is only recommended to end a round as it's almost 50% meter for not much extra damage. Costs 3 Magatama.












Move Set (Supers)
Shippu (632146C): One of the best Distortions in the game hands down. High damage, long reach, fires a projectile wave, and can cut projectiles. Can be held to charge to 4 different levels. A fully charged Shippu does 5000 damage and is unblockable. In overdrive the damage is increased further and the wave becomes much larger, faster, and wall bounces on hit allowing combo follow up.










Yukikaze (236236D): An enhanced version of his Drive counters. This will catch anything besides unblockables and throws. It is unblockable and Hakumen is fully invincible until recovery making it unpunishable after activation. In overdrive it deals 4400 damage, and the Magatama gauge continues to fill during the animation.















Mugen (214214B): Can only be activated with 100% meter. Once activated Hakumens' Magatama will drain at about 1 Magatama/second. Mugen will end when Hakumens meter reaches zero (roughly 8 seconds). In Mugen state, Hakumen has unlimited meter. If OD is activated as well, the Magatama drain will be stopped until OD is over. He cannot use rapid cancel, crush trigger, or counter assault while in this state. Mugen state changes the properties of many of Hakumens' moves. Agito will bounce on regular hit, Gurren and Kishin go much farther, Enma becomes jump cancellable, Tsubaki cannot be emergency teched, the first hit of Renka will float the enemy higher, and Shippus damage has a small increase.
Strategy (Neutral)

So you got matched up against a zoner, wat do?

Neutral
Hakumen has powerful normals that cover a good amount of space. You'll be using these to beat up your opponent while you stock meter for big combos. Hakumen has good neutral and it's important to play it well since he lacks in most other areas. Things like j.C, 4C, 6C, 5B and 3C will be useful in keeping people at bay. Hakumens' passive meter gain is slightly faster while grounded so if your opponent is in no hurry feel free to keep those little piggies in the dirt. Try not to just throw out his specials since they cost meter. Be smart, be unpredictable. A good counter or stray hit can lead to 6000+ damage with Hakumen. If they are super aggressive or spamming, Hakumens D moves can punish them handily, as well as swap positions if your near the corner. Don't be predictable with them, no-one likes a D spamming Hakumen and good players will start to bait and punish them. The good thing about this is if someone keeps trying to bait your D counter, it usually gives you room to escape and reset to neutral, where Hakumen excells.
If it's a zoner you can get some good meter just hanging back and cutting projectiles. If they are good or unpredictable it may just be better to block, or use j.2A since it lasts long and covers most of your body. Don't forget that you have an absolutely devastating projectile of your own, OD Shippu wave. It covers a huge amount of space and will plow through opposing projectiles. If it hits, it'll wall bounce them allowing you to combo off of it for big damage. A powerful tactic is to activate OD just before a projectile connects to make it whiff, then counter with Shippu. Sometimes catching a projectile with a regular counter drive, then canceling it into Yukikaze will catch zoners off guard, giving you some good damage or at least closing the gap between you. Note that a regular counter cancelled into Yukikaze does not freeze the opponent in place (It is still unblockable however) and does reduced damage (From 3800 to 2800). Yukikaze cannot be punished if its activated in either way, but you may find yourself stuck blocking immediatly upon recovery if it whiffed.

Ground-to-Ground
  • 4C is probably the best normal to start out a match; its fast and not many moves can punish it at that range. "Although it should be noticed that depending on the match-up, 4C might be the worst way to start the game : it loses badly to Kokonoe's 3C and even worse to Azrael's 3C, leading to a sentinel dump > rekka corner carry 2400 damage combo. And being cornered at the 96 second mark on the start of the game against Azrael is painful. Pretty sure it loses to some over low pokes like Tao's 2B as well." -[CPC]von_yaourt
  • 2A: Has a decent range and is plus on block, but is mainly used in closer distances.
  • 2B is fast and good for punishing ground approach, but it has quite a bit of recovery so make sure to cancel it into a special move should you confirm it either on hit or block.
  • 3C sweeps the opponent and instantly grants Hakumen knockdown, and due to its fast startup can stuff a lot of ground approach and poorly timed pressure. On Counter Hit, you can perform all sorts of combos that have respectable damage due to it being a good starter. It has even more recovery than 2B however, and cannot be cancelled into anything on hit or block, so be sure to properly space this normal so you aren’t punished.
  • 6C covers a large amount of space in front of Hakumen, both on ground and air approaches. However, it is cancellable into Distortion Drives on hit or block. You can get 4.5k on hit though when cancelled into Shippu.
  • Kishuu (623A) can be used to cover a decent amount of space and instantly close the gap to the opponent due to its Head and Body invulnerability. It can also be cancelled into Renka or Zantetsu for an even more ambiguous approach.

    Air-to-Ground

  • Agito (j.214A): An excellent tool for approaching by air. Its fast, recovers fast enough to make it safe, even on whiff and can actually beat a lot Anti-air attempts by the opponent due having Body, Foot, and Projectile properties. On CH, you can do j.B>5C>Zantetsu for even more damage.
  • J.B: Good tool for jumping in and can be cancelled into j.A on block. It has crossup properties due to a hitbox in back of the move animation.
  • J.2C: Large amount of range covered under Hakumen and is very good when used close to the ground. It’s very easy to Anti Air however, so don’t abuse it.

    Air-to-Air

  • J.C is a good air-to-air option and for keeping your opponent off of you due to its blow back effect. Near the corner, it wall splats and on Counter Hit, can lead to a combo depending on how much meter you have.
  • J.A: Is fast and can be used for air TRM setups by cancelling into throw.
  • J.2A: Has a lot of active frames and is very fast at 12f. It’s also a good tool for approach if you’re fighting a character who specializes in projectile zoning by getting Fumajin.

    Anti-Airs

  • 5A: Decent vertical reach, it's one of the rare 5-frame 5A and is air unblockable without barrier.
  • 6A: It has 13 frames of startup, and its head invincible from frame 5, but it has an unreliable hitbox. It pushes Hakumen, so some cross-ups may whiff. Comboing after it is unstable as well, since it only cancels into 6B and 6B whiffs if the opponent is too high. On CH and high enough, 6A CH > Guren and 6A CH > Kishuu > 2C works, but it requires anticipation.
  • 2C: It's as fast as 6A, but it doesn't have any invincibility. Even though, it has a great hitbox and leads to more powerful combos than 6A, it suffers from a colossal recovery on whiff (On block, its special cancellable). As such, it's hardly ever used and almost solely on hard read.
  • 5C: Another hard read kind of anti-air, since its one frame slower than 2C. The recovery isn't as huge and it's easier to combo after it for a higher reward. Due to its hitbox, it may also hit an opponent trying to cross-up with a low air-dash.






Strategy (Defense)
Defense
This is the main reason I don't recommend Hakumen for a beginner. BlazBlue favors offense much more than defense, and with Hakumens style, you won't be on offense nearly as often or as long as most of the cast. Even with good neutral, odds are your opponent will eventually get in and it's difficult to get out of pressure safely. His D moves are risky since they can't be rapid cancelled on whiff and will actually make a throw un-techable if they grab you. The lack of backdash invincibilty also hurts Hakumens defense, although it is at least throw invincible meaning if you really feel like they're gonna go for a throw you can backdash on wakeup safely and punish. Don't forget counter assault! If you aren't confortable defending against that characters' mixup you can spend 50% meter to counter-assault them off of you (While in blockstun, push forward and A+B). Even though meter is extremely important to Hakumen this can be a wise choice, especially if the other character has trouble getting in or dealing with Hakumens' neutral.
Basically you want to know your opponents character, know what they can do, and know what you can do to stop it. I can't go into every matchup here but http://www.dustloop.com/forums/index.php?/forums/forum/67-hakumen/ is a good resource for learning about how to play Hakumen against other characters.

-Your defensive tools-

D moves: Mainly 2D since it's the only true reversal of the basic drives. It will catch mids and lows. It's active on frame 1 but not for long so it can be tricky to catch with it. You also have the super, Yukikaze. For 50% heat you can catch anything other than throws and unblockables on wakeup. Then you have Hakumens' Astral heat, which is one of the most useful in the game since it'll even catch throws. His Astral will not catch projectiles like Yukikaze, and i'm unsure if it'll catch unblockables or not.

Tiger knee Hotaru: It's not quite a true reversal but it's close. If you have a split second to breath on wakeup you can input 2147B to throw out Hotaru while close to the ground. This is a good punish for throw attempts and people doing overheads/jump-ins because they're expecting a 2D.












Backdash: I'm pretty sure Hakumen is the only one in the game without an invincible backdash, so the only possible use for his backdash in defense would be escaping a predicted throw attempt.

Counter Assault: Hakumen has a good counter assault. It uses his 6A animation and I've never had it whiff so it's a viable option in the right circumstance. Make sure you use it against them when they're close.









Blocking: Despite popular belief you don't have to mash out or try to reversal every time you're on defense. Remember that you can barrier block to push the opponent farther away from you than regular blocking. Unless it's a very experienced player there's going to be room to escape if you can block for a little while.


Mashing out: I hate to say it but sometimes it works. It's not the smart choice, but if you have a read or are just out of ideas 2A is a pretty good poke to interrupt someones' pressure. Link it into 3C for a knockdown, allowing you to escape or apply pressure.





Strategy (Offense)
Offense

Mixup

Hakumen possess extremely fast overheads in 6B and TK/Hop Tsubaki (2147C, 66214C respectively), the former is 18f and causes hard knockdown and is an excellent combo starter on counter hit. The latter might take some time to master due to how fast they need to be inputed, but Tsubaki is excellent as an Instant Overhead option that not many opponents can react to. Like 6B, its only comboable on a counter hit and still hard to link despite that, but it does a raw 2800 damage.
  • 2A>2B and 2A>6B: Basic meterless high and low mixup, 2A is +1 so the opponent will get hit unless they instant block the 2A. You can also add additional 2A before the 2B/6B to keep the opponent guessing.
  • 2A> (delay) Throw: Another mixup using 2A’s frame advantage. This will trick the opponent into pressing a button and then you grab them out the startup of their move.
  • 5B/2B/5C/2C>Renka/Zantetsu: Another high-low mixup that uses meter, be wary however as Zantetsu has a rather obvious animation and a relatively slow startup which makes it easily reactable, so don’t get predictable with it. Renka is faster, so the opponent won’t be able to react as much.
  • 5A/5B>Renka/Tsubaki: Same mixup as the above but replacing Zantetsu with Tsubaki. Can only be used off of 5A & 5B due to their jump cancels. This mixup however is far more ambiguous and harder to react to.
  • 5B>IAD Agito: Crossup setup, Agito can only be combo’d on counter hit however.

    Frame Traps

    Because Hakumen can late cancel most of his moves together, this makes them great for catching opponents who like to mash buttons when you’re pressuring them.

  • 2A> (delay) 2B: Basic Frame trap, you can also cancel 2B into 2A as well, but only once per string.
  • 5B/2B/2C/5C> (delay) Guren: Gapless string that is easy to cause the opponent to mash if you delay the guren. Be aware, it will lose to mashing if 2B or 5B are instant blocked.
  • Guren: Is +1 on block, which is good for resetting pressure. However, any move will that’s 6 frames or less will beat whatever options you do after.
    Renka: Can be late cancelled to beat fuzzy jump attempts, and is +1 to reset pressure as well.

    Okizeme

    As mentioned prior, Hakumen’s oki is pretty weak as he doesn’t really have any options to keep the opponent locked down after knockdown. However, he can cover a few defensive options and should be learned.

    Midscreen oki: The most standard oki for here is hop, and then meaty 2B. 2B has a lot of active frames, so will catch a lot of opponents if they try to roll forward or backward and you can pick them up for an additional combo. This will lose to most reversals and a delayed neutral tech.
    Corner oki: Your main oki here will be off j.C>5C. You technically have three variations that you can use. J.C,5C, 5C>214A, 5C, 3C will net you more damage but your only option is meaty 2B, which only catches forward rolls. Your options include j.C, 5C, 5C>Guren, 5C, 5C. The last 5C will whiff if the opponent emergency or neutral techs, but you’ll have enough time to throw out 2A/2B/Barrier block to catch rolls, but tends to lose to reversals as well. A stronger version of the last option is replacing “5C>Guren” with “6A>6B”, which will you put you in throw range on your opponent’s wake up for another ambiguous option.
    An additional option is off an air knockdown (i.e. j.B>j.2A>Agito). By using j.2C on your way to the ground and cancelling into barrier, you can utilize a safe jump. Use it to catch forward rolls or extremely long delay techs, and to bait reversals.
    "Cross-up j.B is useful although not as safe as dash 2B, and 6A after a 6B knockdown can be used to beat delay techs, leading to a 6A > 6B > 5A > air combo (if 6A isn't subject to same move proration, obviously). Spark said on dustloop that 6A after 6B is +3 if the opponent choses to neutral tech : he's not catched but it might give him the incentive to use a reversal, giving the opportunity to land a good counter hit combo. I've tried it myself, it's especially useful against characters who like to abuse their DP, like Ragna, Jin or Makoto, and it leads to an easy 6C FC combo (6K with 4 magatamas) if the opponent doesn't have enough meter to rapid cancel."-[CPC]von_yaourt

    Punishes

    Hakumen possess some of the highest damage output of the roster, which makes punishing a vulnerable opponent very practical. In fact, he can defeat an opponent very quickly before they get their burst stock back off of a good combo starter. Combined with his Overdrive, punishes can be the best way for Hakumen to turn a match in his favor. It’s important to know when to punish the opponent and what moves to use.

  • 5C: Most common punishing starter. What you cancel into depends entirely on how much meter you have, if the opponent is standing or not, and if it’s a counter hit.
    Standing no CH: 5C>Guren>Zantetsu>…
    CH, anti-air, or crouching: 5C>Zantetsu>…
    Standing non-CH, OD stock: 5C (ODc)>2C>Guren>Zantetsu>…
    Crouching or CH, OD stock: 5C (ODc)>Zantetsu>…
  • 3C: Is very fast, which makes ideal for punishing unsafe moves, but are too far for 5C to reach.
    Most common punish is “3C CH, 2B>214A>…” (Note, this doesn’t work on Amane, Azrael, Kagura, Mu, or Valkenhayn due to their air hitboxes)
    If your back is to the corner, you can do “CH 3C>2B>Renka(1)>Kishuu>…” for a quick side swap combo.
  • 6C: Hakumen’s best starter, but at 20f uncharged, it’s not very fast and most opponents will recover before it hits them. This is probably the least likely punish you’ll use, so only use it if your confident it will hit. It has FC properties, so FC 6C, 5C>Zantetsu will work as well as FC 6C, Guren, 6A.
Resources
Dustloop: http://www.dustloop.com/forums/index.php?/forums/forum/67-hakumen/
Wiki: http://www.dustloop.com/wiki/index.php?title=BBCPE/Hakumen/Strategy

Notable Hakumen players: Poropiccho, Film, Camelia, Chin, A92, Oka, Chibaken.

Combo Videos

Top Ranked Hakumen Matches

Edited 3/6/16
Mislabeled Drive moveset have been corrected. Added note that projectile cuts grant meter.
Edited 3/10/16
Added some suggestions from [CPC]von_yaourt in quotation.
Added some suggestions from Serrated Jiangshi about Yukikaze in Neutral section.
23 kommentarer
pangzi 4 apr, 2017 @ 0:20 
-.+
wee.jewel 15 jan, 2017 @ 8:18 
-.+
Phonics Wright 3 jul, 2016 @ 1:39 
You talk about pulling off combos and technical stuffs and I am just sitting here playing as Terumi :P
von_yaourt 13 maj, 2016 @ 11:12 
Hotaru is invincible from frames 1 to 17. Kagura's flashkick is invulnerable from frames 1 to 27 and has even more active frames. So it's kinda normal you got hit if both moves started around the same frame.
Raxyz 13 maj, 2016 @ 8:58 
Say, how much invicibility frames does Hotaru haves? I just ate a Kagura's 28C while doing Hotaru...
oOFrostByteOo  [skapare] 2 apr, 2016 @ 15:34 
@Serregated Jiangshi: I mentioned this briefly in the Neutral strategy section. I'll add the damage note though.
Bimpy Belpertson 2 apr, 2016 @ 15:30 
One more thing, I forgot to add this
If you cancel Zanshin into Yukikaze, it will NOT do as much damage as a regular Yukikaze. A regular Yukikaze will do 3800 damage, canceling Zanshin into Yukikaze will do 2800 damage.
Bimpy Belpertson 2 apr, 2016 @ 15:20 
I'm not sure if someone said this already, or if it's even worth noting, but you can cancel Hakumen's basic counters into Yukikaze. If you activate Yukikaze after they hit your Zanshin, you'll do Yukikaze instead of the basic counter. However, they can move during this and therefor may avoid it by trying to jump over it.
:SD_HakuMen:
oOFrostByteOo  [skapare] 1 apr, 2016 @ 13:40 
@JoshuaVv: Thanks for the input. I'll fix it.
JoshuaVv 1 apr, 2016 @ 13:00 
Informative, but not overwhelming. Very good.

Small error, however. You note Counter Assault's input is 6B+C when it is 6A+B.