your friend is silly and so are you, listen up!
when going against hakumen then you can use 6C, especially if he's ducking he likes 3C then you like jumping, hakumen attacks slow and you can IB punish almost everything, hell don't even worry about 360 punishing his j.C if he IAD's in then you can just block it, j.c isn't jump cancelable either so you can actually ruin him with a 360A depending on when he does it, you can also do 360 right before the j.c hits, if he likes double jumping then air throws and coliders makes him instant bitch, don't use 2D in this fight infact becareful using D attacks in general, hakumen has a tendancy (good ones) to "catch" them on reaction, don't sledge alot here either, just work on getting close, from what i read your friend would lose to j.c, colider, air throws, and flying tager, once you get a poke on him punish him with simple shit, like 360/720's and mix-ups, something like 5A>5B>sillyness.
another thing is tech trap, simply do this to a magnetized hakumen in a combo, 6C>j.D>colider and he tech's and reset.
i like using 236B>5A or 2A to reset them so they don't see it coming, the whole trick in this fight is punishing hakumen for being in the air.
moves to watch out for:
hotaru-hate yourself for getting hit and eating combo's.
zentetsu-overhead IB that shit and 360/720 him for reals.
J.B-jump cancelable and may lead to hotaru.
TK bs- yes he can TK and make you feel like crap.
throw-throw+5 meter=4.6k damage.
counter-obvious.
meter-keep a eye on this and try to make him waste it by blocking surprises and mix-ups which hakumen doesn't have anyways.
things you should do:
be patient.
don't use drive outside of combo's.
save sparkbolt, use to magnetize or for combo's hakumen can't get in on you without jumping or you will ruin him.
air throw pogo hakumen but beware of 2star hotaru boo!
tech traps tech traps tech traps!
keep him grounded and apply pressure with minor pokes.
720 him, J.C>720 sounds like it works on him.