dj asakura Posted July 2, 2009 Posted July 2, 2009 This will probably be useful Notes 1: Standing hit stun 14F, guard recovery 24F 2: Slam down in air, untechable, ※1 3: 7~19 High + mid counter 4: Entire motion invincible, floor bounce on hit 5: 3~13 invincible from head attribute attack, staggers (31) on hit 6: 4~15 invincible from foot attribute attack, knocks down on hit, floor bounce on counter hit, untechable 7: Standing hit stun 32, you can charge the attack by holding the button, start up is 11F after button release, attack damage is 1740 when you hold it 10~13 (start up 21~24), attack damage is 1940 when you hold it 14~17 (start up 25~28), ※1 8: 1~7 High + mid counter 9: Entire motion invincible, spinning collapse on hit 10: ※1 11: 1~7 High + low counter 12: Entire motion invincible, floor bounce on hit 13: ※1 14: 1~9 High + mid counter 15: Entire motion invincible, launches on hit 16: Knocks down and vacuum effect on hit, untechable, ※1 17: Slightly jump back on hit or guard 18: 1~20 High + mid counter, opponent's hitstop is 4F longer than Hakumen's 19: Entire motion invincible, spinning collapse on hit 20: 2nd hit blasts away 21: 2nd hit launches, 3rd hit blasts away 22: 2nd hit launches, 3rd hit slam down 23: Floor bounce on air hit, uses one meter 24: 1st hit launches, 2nd hit blasts away, during Mugen (↓↙←↓↙←B) the 2nd proration is 90%, uses two meters 25: 1st hit slam down, 2nd hit knocks down, untechable, during Mugen 2nd hit is techable, uses three meters 26: 1~25 Upperbody invincible, 12~16 cancel to follow up, uses one meter 27: 1~8 Upperbody invincible, launches on hit, uses one meter 28: 1~14 Invincible, launches on hit, reset jump count on hit or block, can only perform this move once in the air, uses two meters 29: Slam down on hit, untechable, uses three meters 30: Invincible until 4 frames after super freeze, blasts away on hit, sword portion's hitstop 25F, projectile's hitstop is 12F, you can charge the attack by holding the button, start up is 14F after button release, maximum charge (55F)'s sword portion does 5500 damage and unblockable, uses four meters 31: Invincible until 12F high + mid counter, other than countering projectile Hakumen's hitstop is 15F, opponent's hitstop 73F, uses four meters 32: 1~101 invincible, launches on hit, start up 35 after super freeze 33: Invincible before super freeze, duration in data table indicates the duration of the effect, attack damage is 120% during Mugen, guard crash value is 25%, uses 8 meters ※1: Sword has guard point against projectile in active frames, when guard point succeed Hakumen receives an additional meter.
frcflyingjohnny Posted July 3, 2009 Posted July 3, 2009 That line 32 move, counter super is pretty cool. Was messin around with it last night. If you counter a move with it the instant the move hits you, it comes out VERY fast. But if you counter the move a little late, then it comes out slower, giving the opponent the chance to jump out of the way.
4r5 Posted July 4, 2009 Posted July 4, 2009 What move were you testing the counter-super with? The only way a person should be able to escape the super is if it catches a projectile move. If you catch a non-projectile move, the person is locked in place and can't do anything.
frcflyingjohnny Posted July 4, 2009 Posted July 4, 2009 I was testing it against Nu's swords. Like I had myself in the corner and was tryin to IB some of the attacks of her lazer swords and then the super would come out faster different times than other times. Try to get out of her pressure strings w/ the super. The overhead hit comes out slower than the other moves giving you enough time to counter it. Only she has time to jump unless you time it perfect.
Kumlekar Posted July 10, 2009 Posted July 10, 2009 Question about the command dash. It states that it has upper body invincibility on frames 1-25, does it cancel the invincibility early if you do the followup? I never seem to go through anything with this move.
ryokoalways Posted July 10, 2009 Posted July 10, 2009 the follow-up, enma, has it's own invincibility frames, it's right under kishuu. And you really should just post the site rather than just Hakumen's. Hakumen needs to know most of the important frame data for catching purposes. While experience will make up for much of it, some things can only be figured out via looking at the data. Here is the entire site: http://s1.zetaboards.com/blazblue/pages/index/
Kumlekar Posted July 10, 2009 Posted July 10, 2009 So the followup has invincibility while active but not during its recovery? What does EXE stand for?
ryokoalways Posted July 10, 2009 Posted July 10, 2009 Execution, how long it takes for the move to come out. A move with 5F execution means the hit actually comes out on the 5th frame.
Kumlekar Posted July 10, 2009 Posted July 10, 2009 ok, so basically the startup. I assume SD is the difference in frames between the recovery and block stun? Is there a place that has a traslation for the collums?
ryokoalways Posted July 10, 2009 Posted July 10, 2009 Yes. It's on the website I provided. Most of them are pretty self-explanatory though.
whitevoid Posted July 10, 2009 Posted July 10, 2009 Distortion Drive execution frames read X+Y with X being frames before the super flash and Y being frames afterwards?
Blade Posted July 10, 2009 Posted July 10, 2009 Can someone list all of Haku-men's 2-in-1s, jump-ins links, and special-cancellable normals?
Kumlekar Posted July 12, 2009 Posted July 12, 2009 me too penguin, almost all of haku's (if not all) are special cancelable. Not quite sure what the other two terms mean, but his only jump attack that can't be comboed off of is 214C, though 214B might require a air followup, not sure.
Blade Posted July 12, 2009 Posted July 12, 2009 What I meant was normals that link from jump in, like jC>2C or normals that cancel into specials or TKs (low jump specials like 2149B), basically stuff that's air to ground or ground to air that doesn't combo normally. 3C doesn't combo with much unless you delay 236A and hope it links.
dejeuner Posted July 12, 2009 Posted July 12, 2009 Can someone list all of Haku-men's 2-in-1s, jump-ins links, and special-cancellable normals? http://s1.zetaboards.com/blazblue/pages/hakumen_data/
Esjihn Posted July 12, 2009 Posted July 12, 2009 how do you get the 1F D counters and the slower D counters. What do you do to get lvl1 and 2?
4r5 Posted July 12, 2009 Posted July 12, 2009 Every D counter comes out in 1f, except for 5D, which has 4f startup. The D counters don't have any level associated with them. Hakumen's counters are composed of two moves: the initial startup (and whiff), and the actual attack that is initiated when you successfully counter a move. What you are in the frame data next to (1) is the startup and whiff data, and next to the (2) is the data for the initiated attack.
JackG Posted July 12, 2009 Posted July 12, 2009 His 5D actually activates in 7 frames (on the 6th). You were looking at 5D (2)
Esjihn Posted July 12, 2009 Posted July 12, 2009 Every D counter comes out in 1f, except for 5D, which has 4f startup. The D counters don't have any level associated with them. Hakumen's counters are composed of two moves: the initial startup (and whiff), and the actual attack that is initiated when you successfully counter a move. What you are in the frame data next to (1) is the startup and whiff data, and next to the (2) is the data for the initiated attack. Thanks for the info bro. Had a friend that needed to know.
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