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JackG already covered most of Hakumen's moves and mechanics. So I'll cover the changes made in CS and things missing from the CT guide.

General CS Pros and Cons:

Pros:

- Can now zone others instead of getting zoned.

- Can get knockdown in the corner without spending meter.

- Average damage is up.

- Can mix up even without meter.

- New gatlings for better pressure.

Cons:

- Still can not do much without meter.

- Lost a very strong anti-air option.

- It's harder to punish DPs and Supers with nerfed 6C.

Normals:

5A:

- +6 on block *Changed from +3

- Chains into 6A.

- Chains into D moves

5A is useful against Hakumen and Tager as it will hit them both crouching. Also with the nerfs to 6A you now have to rely on 5A and a combination of other moves as anti-air depending on the situation.

2A:

- Chains into 6A.

- Chains into D moves

2A late chains into itself fast enough that it cannot be interrupted with 2As even if they IB. 2A -> 6A chain cannot be interrupted by pokes on less they IB the 2A.

6A:

- +5 on block. *Changed from +2

- No head attribute invincibility. *Changed from frame 3-13

- 16 Frame start up. *Changed from 11

- Chains into D moves

- General Proration 85% *Changed from 75%

Mainly used for pressure, now that it’s lost all head attribute invincibility. When chained from 2A on non-IB there is a 4 frame gap between attacks.

j.A:

- No Change.

- Late chains into itself and j.B even on whiff.

Great to throw out to keep opponents from jumping up and anti-airing as you jump up. Also is used after 5A to launch the opponent higher in air combos, so that j.C will hit.

j.2A: *Same as old CT’s j.2C just new command

- Frame 5-18 will cut projectiles. * Note1

j.2A has not really changed between games, still mainly used for combos. It can be ok to use as an air to air poke as it recovers fairly fast and has a big hit box. Also has the biggest window of all the sword attacks where it will cut projectiles.

5B:

- Can duck under 5B from afar: Hazama, Litchi, Noel, Jin, and Tsubaki.

- Hits everyone up close.

- Late chains into 2A.

- Chains into D moves

It can be used as anti-air against some moves as 5B causes Hakumen to lean back.

2B:

- Late chains into 2A.

- Chains into D moves

- Increased untechable time

Causes Hakumen’s hit box to not be as wide as it normally is when he’s crouching. It is also Hakumen’s only safe, and free low.

6B: *Everything about this move has changed

- -4 on block.

- 18 Frame start up

- 1st hit is an overhead, 2nd hit is a mid

- 2 Hits

- Both hits break guard, but only one will if both are blocked

- Can chain into D moves form both hits

- Not special cancellable

- Initial Proration 100%

- General Proration 90%

Hakumen now has a free, fast overhead that can be done on the ground. The downside is he can’t combo after it in normal situations. Is punishable only on IB, but Hakumen can cancel into a counter to catch the poke. Note this is move is bad against Tager as an IB into 360B or 720 will beat anything Hakumen does, excluding his astral.

Careful when breaking the last guard primer with this move as the second hit will hit the opponent out of guard break state. If you know they will block the first hit, aren’t FDing, and have one primer left, cancel the first hit into a D move to stop the second hit from hitting them. Another solution is to space yourself so only the second hit will hit them, as the second hit is a mid you don’t have to rely on them blocking it high or low.

j.B:

- No change.

Has a good hit box, which extends very far below Hakumen. It also hits a bit behind him, so you can use it as a cross-up. Now that j.2C has slowed down this might be a better option as a jump-in.

5C:

- -3 on block *Changed from -12

- Move level 4 *Changed from level 3

- General proration 92% *Changed from 89%

- Frame 13-15 will cut projectiles *Note1

Lost a lot of horizontal range, in CT it used to hit far beyond the slash, now it hits a little behind the slash. The trade-off is that it has a lot less recovery and a higher move level.

2C:

- No major changes.

- Frame 13-18 will cut projectiles *Note1

2C can be used as an anti-air if the opponent is high above Hakumen. Hakumen’s hit box is actually bigger than the attack's hit box, so it will pretty much lose to any attack that is already out.

6C Lvl1:

- -6 on block *Changed from -14

- 20 Frame start up *Changed from 17

- 1440 Damage *Changed from 1640

- Frame 16-22 will cut projectiles *Note1

- Breaks guard primer

Not as useful against Tager as it was in CT, but with j.C and 4C it doesn’t really matter. It doesn’t put the opponent into as much hit stun on counter hit anymore. So to follow up after hitting someone with it you will have to be very close.

6C Lvl2:

- -6 on block *Changed from -14

- Frame 10-16 will cut projectiles *Note1

- Breaks guard primer

No big difference between this and Lvl 1 besides damage.

6C Lvl3:

- Can fatal counter

- 50 Frame start up

- At least +50 on CH

- Frames 46-52 will cut projectiles *Note1

- Breaks guard primer

You have enough time to punish Arakune’s laser super with this if the legs are blocked. Also can combo after 6D, other than that it does not seem to have any other practical uses.

3C:

- -9 on block *Changed from -16

- Frame 8-15 will cut projectiles *Note 1

With the reduced recovery, it is safer to use at a distance to stuff the opponent’s pokes and attempts at jumping out of pressure.

On counter hit the opponent seems to fall back further than they used to.

4C: *New move

- -5 on block

- 15 Frame start up

- Not special cancellable

- Staggers on CH

- Not super cancellable

- Frame 11-15 will cut projectiles

- Hakumen is in CH state for the entire move

- Has high proration

4C is very useful for stuffing slow moves at a distance; attacks like Lambda’s 214D, Rachel’s Cannons/Summons, and Hazama’s chains; However you should not use this attack recklessly because if they guess correctly and IAD over it you could eat a big counter hit combo.

j.C: *New move

- 11 Frame start up

- High untechable time

- Frame 9-17 will cut projectiles

j.C is an amazing air poke. It has a very big horizontal hit box, and is very fast. The untechable time on it is long enough that you can combo it into itself if you are still in the air when you recover.

j.2C: *Same as old CT j.C

- 16 Frame start up *Changed from 14 frames

- Frame 14-19 will cut projectiles *Note1

Still has a big hit box when active, but the slower start up speed makes it harder to use as a jump in and changes the timing of some combos.

Note1: Changed from only the active frames cutting projectiles

Posted

Counters:

5D:

- 20 Active frames *Changed from 12

- Does not ground bounce opponent

- 12 frames recovery *Changed from 20

They basically just took 8 of the recovery frames and made them active frames for this counter. This is the only counter to not receive a proration nerf, although that is pointless because you can’t really combo after this counter any more.

6D:

- 70% General Proration *Changed from 80%

Same use as before, but with the proration nerf you don’t get as much damage off this as you used to, unless you combo into a fully charged 6C. Although with the change to how meter gain is done, you still get a good chunk of meter from doing a combo after this.

2D:

- 60% General Proration *Changed from 77%

Same use as before, but comboing into 5C is harder because of the smaller horizontal range on 5C. So if you want to combo in to 5C you have to walk forward a little bit.

j.D:

- 60% General Proration *Changed from 80%

- Increased untechable time

- Will always have 11 frames of landing recovery whether successful or not.

With the increased untechable time, this is probably Hakumen’s best counter. It provides a perfect 5C > 5C/2C set up giving you huge damage and a lot of meter.

CA:

- No change.

In most situations it is a terrible counter assault because it is just a 6D with 20 active frames, so a low will beat it completely. However in situations where something is hitting Hakumen multiple times like George, Gear Super, falling D bug, etc you are guaranteed the attack part of the CA will come out if you use the CA. So you will either hit them or cause them to jump away to avoid being countered, either way you get out of the pressure safely.

Throws:

BC:

- 1600 Damage *Changed from 2100

No real change, but you don’t get 3/4th of a star from landing this anymore due to the changes in how meter gain from attacks is done.

4BC:

- Wall bounces

- Not special cancellable

- Overall reduced proration

You can only combo after this throw by rapid canceling it.

j.BC:

- 1500 Damage *Changed from 2000

Same as BC in that you don’t get as much meter from landing it anymore, but other than that it hasn’t changed.

Specials:

214A:

- No major changes.

- May have a bigger hit box

Either some characters have a bigger hit box or they made the hit box on this move larger because BC > 214A now works on Carl.

214B:

- No changes.

623A:

- No changes.

The frame data says that the entire move is above the waist invincible, but that is misleading because there is at least one frame at the beginning where you cannot go under some attacks, but in later parts of the dash you can. An example is that you cannot reversal 623A under Jin’s ice swords, but if they were coming from afar you can 623A under them if you do it early.

623AA:

- No changes.

41236C:

- First hit does 2430 Damage *Changed from 1830

- First hit has 80% General Proration *Changed from 94%

- Second hit does 550 Damage *Changed from 1530

- Second hit has 94% General proration *Changed from 80%

-Both hits break guard, but only one will if both are blocked

Most of the damage on this attack is now on the first hit, this can be seen as a buff because most people will burst this attack after being hit by the first part, causing you to lose out on the damage from the second hit. However now that the damage is in the first hit, bursting is a waste because the biggest damaging part of the attack has already landed.

j.214B:

- Fatal counters

- Breaks guard primer

- Fastest dash j.214B is plus on block

Still one of if not the best move Hakumen has. With the 6A nerf dash j.214B or TK j.214B will be one of the things Hakumen has to depend on for anti-air.

j.214C:

- Increased ground untechable time

- Breaks guard primer

The increased ground untechable time is a pretty big buff for j.214C. It makes doing TK j.214C worthwhile, but not so good that dash j.214C is pointless.

Posted

Supers and Astral:

632146C:

- Breaks two guard primers

- Will only take away 50% barrier when faultlessed with one primer left

- Minimum damage is 800

- Minimum damage is 300 for the wave

No big changes to this super. It might be good to tack this super on to the end of a corner knock down combo to kill.

236236D:

- Counters overheads, mids, and lows. *Changed from only mids and overheads

- Minimum damage is 760

Even though it counters lows now I haven’t seen too many people use this counter outside of getting out of oki when the opponent uses a meaty projectile.

214214B:

- No change

Can still be used to after 6D to kill most characters in one combo. Especially with the ability to combo dash j.214C into itself.

2(Charge)8D: *Astral

- Only the input changed.

Same as before it will counter everything, but projectiles. If an attack has physical properties and projectile properties the astral will count it as physical.

Other:

Anti-Projectile Orb: *New

- Appears after Hakumen cuts a projectile

- Lasts 183 frames

- If a projectile touches the orb, it restarts the 183 frame timer

- Floats the opponent on hit.

- All projectiles are checked against this first before Hakumen (including bursts)

Hakumen instead of receiving meter for cutting projectiles, he now creates a floating orb that absorbs all projectiles that touch it. Projectiles that say around after hitting like Rachel’s cannon shots will just bounce off of it after being nullified.

Misc: *Character mechanics changes

Slower meter gain: In CS Hakumen’s meter refills a bit slower than in CT, but the trade off is that he gets a lot more meter from doing combos. In fact the standard 5C > enma combo will give back almost two stars.

Projectile Cutting: I wrote a bit about this in the section about the anti-projectile orb. But, basically cutting projectiles will no longer give Hakumen a full star and cause him to be stuck in hit stop. Instead it will create a floating orb that absorbs all projectiles. This orb will even absorb a burst for Hakumen as long as he is standing in the orb when someone bursts near him.

Forward/Back dashing: Not much if anything has changed about Hakumen’s dashes, although it is apparently possible to jump cancel the first few frames of his forward dash.

Posted (edited)

Pressure Strings and Mix Up:

Normal Gatlings: [Window w/o IB]

2A > 6A [5F]

2A > BC/4BC

2A > Drive

5A > 6A [2F]

5A > BC/4BC

5A > Drive

6A > 6B [0F w/ IB]

6A > Drive

2B > Drive

5B > Drive

6B > Drive

Late Gatlings: [Window w/o IB] (2B and j.A are the only ones listed in the mook for some reason)

2A > 2A [1F]

2B > 2A [0F]

5B > 2A [1F]

j.A > j.A

j.A > j.B

Pressuring your opponent:

Hakumen's pressure is very different compared to the pressure of other characters. Pretty much every character can chain from A normals to B normals to C normals and when they chain their normals for the most part there are no gaps between the attacks. On less their attacks were instant blocked then there may be a small gap (less than 5F) between attacks. However this is not true for Hakumen he has only one normal chain that has no gap in it and that's 6A > 6B. His other two normal chains 2A > 6A and 5A > 6A both have gaps in them even without IB. So that means that on IB there is a big enough window for your opponent to poke out of.

So if you see someone IB one of your attacks and you want a safe way to keep attacking there are some things you can do:

- Chaining into 214B is safe on block, has a small gap w/ IB or even no gap w/ IB depending on the normal being chained from, and on hit can go into 4k any where depending on how much meter you have left.

- Chaining into 623AA can lead into more mix up and pressure on block, a good way to dodge many of the normals they use to poke out of pressure, and on hit goes into the basic Hakumen BnB.

- 214A is great for frame traps, but is too slow to have 2A > 214B be air tight. So if you use this move as a frame trap make sure to use it off a high level move like 5C, 5B, or 2C. On CH links into 5C which leads into a BnB. Also keep in mind this move is -8 on IB, so it is not completely safe.

- Chaining right away into a throw, even though the throw will be purple if they had tried to jab out the throw will CH them. Worst case they break the throw and you are left at neutral.

Even though his pressure isn't air tight without spending meter, it doesn't mean that the second they IB you should always spend meter to make it air tight. You do this a few times here and there after they IB to show them that it is not a good idea to try to poke you out of your pressure. Once you've conditioned them to not press buttons you can be more loose with your pressure and start to mix them up.

Mix up:

Here's what mix up you can do depending on how much meter you have. With how much risk there is to using it.

Risk: (Of course the risk changes if you have more meter and depends on who you are fighting)

4 - Really bad. They don't have to IB to punish and have their choice of combo starter.

3 - Bad. They have to IB to punish, but it's an easy IB and they can get a decent combo.

2 - Semi-safe. They have to IB to punish, but it's a hard IB and even if they do punish it will be with a 2A or 5A.

1 - Safe. The only way you're going to get hit is if they know or see it coming.

Also I'll have the same mix up written multiple times because with more meter the risk and reward is different.

0 Star: (Honestly with 0 stars you probably shouldn't attack)

Throw: Risk 1

-Setups: 2A > BC, 5A(whiff) > BC, Empty jump > BC, 66 > BC

-Reward: Just the throw damage, on less you are in the corner or the throw damage gives you enough meter to have 1 star.

6B: Risk 3 (3.5 for Tager because on IB Tager can always 360B/720C)

-Setups: 6A > 6B, Jump in/Empty jump > 6B, 2A/5A(tick) > 6B

-Reward: Low, although they are forced to neutral tech or you can 2B them into a combo.

6A Frame Trap: Risk 1

-Setups: Jump in > 6A, 2A > 6A, 5A > 6A

-Reward: On CH you can do j.2C > 6A > 3C > 3C, on normal hit you only get 3C > 3C.

2A Frame Trap: Risk 1

-Setups: Jump in > 2A, 2A > 2A, 6A > 2A, 2B > 2A, 5B > 2A

-Reward: 2A (xN), nothing else because you don't have meter

j.B Fuzzy Guard: Risk 3

-Setups: Deep Jump in j.B > djc > j.B, Deep jump in j.2C > jump > j.B (if they don't IB j.2C)

-Reward: j.B damage, can't follow up and may even be punished on hit.

1 Star:

Throw: Risk 1

-Additional Setups: Any normal > 623A > BC, 623A > BC

-Reward: 2.8k Average damage off a throw with 1 star, on less you spent that star setting up the throw.

214A Frame trap: Risk 2

-Setups: Any normal > 214A

-Reward: 3C > 3C on CH or 214A > 2A(xN) on crouching hit, otherwise nothing because you have no meter.

2 Stars:

Throw: Risk 1

-Reward: ~3.5k because you can do BC > 623AA > BnB on almost everyone.

j.214B Frame Trap: Risk 1

-Setups: 5A > dash/tk > j.214B, 6A > tk > j.214B, Whiff quick normal > Dash > j.214B

-Reward: ~3.5k mid screen, ~5k in the corner.

214B Low/Frame Trap: Risk 2

-Setups: Any normal > Delay > 214B, Empty jump/Dash > 214B

-Reward: ~4k in the corner, just 214B damage any where else.

j.B Fuzzy Guard: Risk 1

-Risk changes because you can do j.214B on the way down to prevent them from punishing.

3 Stars:

Throw: Risk 1

-Setups: 214B(1)(Wait for 2nd hit to almost come out) > 623A > BC

j.B Fuzzy Guard: Risk 1

-Setups: Deep jump in j.B > dj > j.B > j.214C

-Reward: ~3k if you land and pick up with 2B > 5A.

214B Low/Frame Trap: Risk 2

-Setups: 214A > Delay > 214B

j.214B Throw bait: Risk 1

-Setups: 623A > Walk a bit > TK j.214B

-Reward: 3.6k mid screen, more in the corner

j.214C Overhead: Risk 1

-Setups: 5A/5B > jc > j.214C, 6A(hit) > wait for stagger tech > j.214C, Dash/tk > j.214C, Empty jump > j.214C, Deep jump in > j.214C

-Reward: ~3k mid screen, ~5k in the corner

41236C Overhead: Risk 2

-Setups: Any normal > 41236C, 6A(hit) > wait for stagger tech > 41236C, jump in > 41236C

4 Stars:

Throw: Risk 1

-Setups: 41236C(1)(Wait for 2nd hit to almost come out) > 623A > BC

j.B Fuzzy Guard: Risk 1

-Reward: ~3.5k if you land 2B > 214A > dash > BnB.

214B Frame trap/Low: Risk 2

-Setup: 623AA > Delay (or no delay) > 214B

-Reward: 4K in the corner, not a lot anywhere else

41236C Overhead: Risk 2

-Setups: 214A > 41236C

-Reward: Over head does good damage, but no follow up on less they're cornered.

j.214C Throw bait/Overhead: Risk 1

-Setup: 623A > Walk a bit > TK j.214C

-Reward: ~3k mid screen, and ~4.5k in the corner.

5 Stars:

j.214C Overhead: Risk 2

-Setup: 623AA > TK j.214C

-Reward: ~3k mid screen, and ~4.5k in the corner.

j.214C Cross up: Risk 3

-Setup: 623AA > IAD (early or late)j.214C

-Reward: 3k mid screen, and ~3.4k in the corner.

Will fill in more later.

Edited by Spark
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