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[ BLAZBLUE: CONTINUUM SHIFT STRATEGY GUIDE ]
Friday
May222009

HAKUMEN - INTRO

 

CHARACTER STATS & INFO
TYPE DEFENSIVE, CLOSE/MID RANGE
STRENGTHS Great defense and damage.
WEAKNESSES Below average mixup, and pressure options. Meter dependent.
STAMINA 12,000 - ABOVE AVERAGE
COMBO RATING 80% - BELOW AVERAGE
GUARD PRIMER 6 - ABOVE AVERAGE
GOOD MATCH UP VS. HAZAMA
BAD MATCH UP -

Friday
May222009

HAKUMEN - SUMMARY

Drive attack: Zanshin

Hakumen has the ability to counter incoming attacks and throw them back to start your own combos. If you are good at predicting when the opponent is going to attack, this character will bode well. His moves do extremely high amounts of damage as well, he has great defensive options, and his moves have great range with the help of his long sword. He has a unique magatama meter style that no one else in the BlazBlue cast has, which charges over time. In Continuum shift, he has received better tools for ranging opponents.

Friday
May222009

HAKUMEN - SPECIAL MOVES

 

CRIMSON (214A)

Hakumen dashes forward and strikes with the hilt of his sword. This attack starts off many combo possibilities depending on the type of hit. However, this move offers no invulnerability and is unsafe on block, so it sees little use outside of combos. Costs 1 magatama. In Continuum shift, this move works after a neutral throw with all characters, including Carl.

 

 

LOTUS (214B)

Hakumen kicks twice for a two hit special. The first hit has 120% reverse proration and the second hit launches and scores knockdown. First hit hits low. Can be canceled after the first hit into another special. Costs 2 magatama. Used often in combos and in the corner to lead to high damage, low meter combos.

 

 

STEEL SLASH (41236C)

Hakumen steps forward and heavily slashes his sword down, following up with a low slash attack. Can cancel into another special after the first hit. Given its magatama cost and combo potential, it is most often used in Mugen combos (Judgement Infinity). Costs 3 magatama. In Continuum shift, more of the moves damage is in the first hit, making it slightly better.

 

 

DEMONIC LEG (623A)

Hakumen dashes forward. Invulnerable from the waist up for most of the move, this move is used almost exclusively in combos. This attack does no damage and costs 1 magatama.

 

 

HADES (A, after DEMONIC LEG)

After dashing forward, Hakumen attacks with an uppercut that launches the opponent into the air in a float state. Used most often after a 5c or after the first hit of Renka to start one of Hakumen's BnB air combos. Costs 1 magatama.

 

 

FIREFLY (214B, in air)

Hakumen deftly kicks upward in this incredibly useful move. Full body invincibility from the moment the attack starts, safe on guard, resets double jump option on hit and guard, and is air unblockable. Incredibly useful and versatile move, it can be used for baiting punishes on blocked jump ins, can be dash canceled to bait rush ins, can be tiger kneed for use as a launcher. Easily Hakumen's scariest move, due to its invincibility and combo potential. Costs 2 magatama. In continuum shift this move is one of Hakumen's best anti-air options.

 

 

TSUBAKI (214C, in air)

Hakumen circle slashes over the opponent. Aerial overhead. Can be dash canceled or tiger kneed for ground mixup. Scores knockdown, untechable for 22 frames. Costs 3 magatama. In Continuum shift this move has increased untechable time, which increase it usefulness as a combo-ender and increases it's combo potential.

 

 

 

DISTORTION DRIVES

SQUALL IS NOW EMPTY SKY FORM: SUMMER'S ADVANCE (632146C, chargeable)

Hakumen swings up his sword with full power, then slams it down, creating a shock wave which travels across the entire stage. The first slash does the bulk of the damage. Unblockable on full charge. Can be used outside of combo by charging while opponent is knocked down and predicting the opponent's recovery, causing the attack to land during the opponents wakeup recovery. Costs 4 magatama.

 

 

INFINITY IS NOW EMPTY SKY FORM: WINTER'S REPOSTE (236236D)

Hakumen guards himself in an aura and puts him in catch state. From startup to finish, the move itself is entirely invincible. If an opponent hits you with a physical attack during this state (Except for sweeping lows) they freeze in place and Hakumen retaliates in a sweeping slash across the stage for massive damage. He will also do the same for any projectile attacks that hit, but the opponent will not freeze, and must jump or do an attack with invincibility frames themselves, because the sweeping slash is unblockable. Similar to Jin's "Judgement Snowstorm".

 

 

INFINITY IS NOW EMPTY SKY TRUE FORM: LIGHT OF JUDGEMENT (214214B)

Hakumen brings up his sword and focuses all his power. For a short time Hakumen's specials do more damage and do not cost magatama. Costs 8 magatama to enter this mode. Lasts 12 seconds. This super allows him to access his famous 100% kill combo's. Best used mid combo for a sure hit.

 

 

 

 

ASTRAL HEAT

EMPTY SKY TRUE FORM: JUDGEMENT OF THE SWORD ([2]8D)

Hakumen puts his sword out in front of him, focusing all of his power into countering the opponent for one, final, deadly attack. If successful, a cutscene takes place where they are slashed multiple times mercilessly, and then he ultimately kills the opponent. For the first 20 frames after input, Hakumen counters any non-projectile move in the game, including distortion drives or even the opponent's astrals.

Friday
May222009

HAKUMEN - COMBOS

Friday
May222009

HAKUMEN - MATCH UPS