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BlazBlue: Continuum Shift II has turned Hakumen into a more offensive character. Almost all of his Zanshin counters can no longer be comboed from, and some of his normals have been reconfigured for pressure and mixup. His pokes and sword attacks were made slightly faster, allowing for quicker reactions and punishes. Yukikaze no longer activates immediately after input; instead the red barrier pops up like a normal Zanshin and only changes to the Distortion screen when the opponent's attack connects. This change makes it easier to trick the opponent into falling prey to Hakumen's unblockable Distortion Drive, but also riskier to pull off during a block string.

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rdfs:label
  • Hakumen/Move List
rdfs:comment
  • BlazBlue: Continuum Shift II has turned Hakumen into a more offensive character. Almost all of his Zanshin counters can no longer be comboed from, and some of his normals have been reconfigured for pressure and mixup. His pokes and sword attacks were made slightly faster, allowing for quicker reactions and punishes. Yukikaze no longer activates immediately after input; instead the red barrier pops up like a normal Zanshin and only changes to the Distortion screen when the opponent's attack connects. This change makes it easier to trick the opponent into falling prey to Hakumen's unblockable Distortion Drive, but also riskier to pull off during a block string.
dcterms:subject
Literal Translation
  • Firefly
  • Camellia
  • Demon God
  • Crimson Lotus
  • Demon Kickoff
  • Empty Air Array Secret Technique: Evil Destroyer
  • Empty Air Array Secret Technique: Fantasy
  • Empty Air Array: Hurricane
  • Empty Air Array: Snowy Wind
  • Lotus Luster
  • Outspoken Blade
  • Remnant Iron
  • Sealing Devil Array
  • Slaying God
  • Town Demon
dbkwik:blazblue/pr...iPageUsesTemplate
Korean name
  • 질풍
Keys
  • -SD
  • A-D
  • AS-
  • ASD
English Name
  • Firefly
  • Lotus
  • Hades
  • Camellia
  • Demon God
  • Earthbind
  • Crimson Lotus
  • CP: Empty Sky Form Forbidden Art: Dream State
  • CP: Empty Sky Form Forbidden Art: Perish Evil
  • CS: Empty Sky Form: Summer's Advance
  • CS: Empty Sky Form: Winter's Reposte
  • CS: Empty Sky True Form: Judgment of the Sword
  • CS: Empty Sky True Form: Light of Judgment
  • CT: Judgment: Snowstorm
  • CT: Judgment: Squall
  • CT: Retribution: Infinity
  • CT: Retribution: Perish Evil
  • Demonic Leg
  • God Slash
  • Rending Steel
Skill Type
  • Weapon Skill
  • Armor Skill
  • Helm Skill
  • Trinket Skill
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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