| Description
| - -18(xsd:integer)
- Jump cancelable.
- Does a standing low sweep kick, then a back turning kick which launches the opponent on either hit. Costs 2 magatama. The first hit is a low attack, and even reverse prorates .
- Massive overhead slash for the first hit , followed by a sweeping slash . Costs 3 magatama. Safe on block, and does huge damage.
- If you hit an aerial opponent with it, you can connect with a j.A to combo as well.
- Costs 8 magatama, and Hakumen goes into a long super animation. From there his meter starts draining quickly, but while you still have meter you get infinite specials and supers.
- Alright to cancel your largely frame disadvantaged moves as a frame trap.
- A big slash in the air all around him angled downward.
- Can also be used as a counter hit bait due to its upper body invulnerability.
- Low counter, lifts then on the foots and swings them over. Active immediately.
- Has a fast startup of 9 frames, so rolling to the other side of your opponent and canceling into Renka is a decently fast crossup low which can lead to big damage in the corner. Fatal Counters.
- Hakumen grabs his opponent, then does a smashing elbow attack.
- Not really useful to use on opponents on the ground.
- Great for frame traps after a landing blocking j.C if you do not think you have enough time to do 6A.
- In BlazBlue: Chronophantasma, this move can be delayed, but also blockable.
- On counterhit, you can follow up with 6B, 5C, or 2C optimally.
- Hakumen blocks his opponent's attack, then he reverses it with a various attacks. Depending on what direction use, Hakumen will do a different counter for each one.
- The counter will activate as a missed 'connect with initial blow' type move if Hakumen blocks a non-physical attack unless the is within range of the actual attacking part of the move.
- It has a 5F startup, which is tied for the fastest in the game.
- Removes one guard primer and fatal counters in BlazBlue: Continuum Shift.
- Does a massive 1640 damage, but can be held to do 1940 damage.
- As an opener to a round it is a great choice for those reasons, and will catch jumps too.
- It is fairly slow with a 14F startup, but has a huge hitbox and usually a good damage payoff on counter hit.
- On a Counterhit you get a huge bounce, and can follow up with a jump in, falling j.C > land 2C > etc. OR 6B > 6C > super if you want unburstable lazy big damage.
- Counter super. Hakumen counters with a double handed battoujutsu attack in one stroke. Costs 4 magatama. Active on the first frame and counters mid and high attacks.
- The big uses of this move are for combos after 236A/214A, and 6C is Hakumen's only move that combos into Shippū super without CH.
- This move is -16 on block, so if you're too close you run a risk of getting punished for throwing this out.
- Standard counter, grabs his opponent with a one-armed shoulder throw. Vulnerable at the start, but has the longest active period of all the counters.
- Opponent is launched when this connects, can combo into Guren on everyone except Carl, but this is no longer the case in BlazBlue: Continuum Shift.
- Has a 9F startup and reaches decently far, making it a great counterpoke as well as a quick low.
- Countering projectiles causes the counter to work, but the opponent can move out of the way.
- Hakumen sticks his hand out at a slightly downward angle.
- The slash is unblockable, so generally they have to superjump out of the way to get it.
- In BlazBlue: Calamity Trigger, this hits low, but in BlazBlue: Continuum Shift, this now becomes a 2-hit overhead with no special cancels, removes one guard primer. In BlazBlue: Continuum Shift Extend, no longer removes a primer.
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