INFOS/STRATEGIES :
- Topic Hakume version CT :
- Combo List :
http://blazblue.byethost13.com/bbcs/cha ... combo.html
- Frame data :
http://dustloop.com/guides/bbcs/frameData/hakumen.html
- Changements/modifications de CT à CS :
Seal Barrier: Hakumen has a new barrier system that absorbs projectile. To activate it Hakumen has to auto guard a projectile with his C attacks. Then a barrier appears in front of him that nullifies other projectiles. It disappears after a period of time, or opponent gets hit by it. The damage of Seal Barrier bases on the damage it absorbs and range from 500 to 1000 pts.
* →B, →C, J↓↙←B, Jump ↓↙←C and →↘↓↙←→C causes Fatal Counter on counter hit.
Normal Move
Standing A: Didn't change much, links to ↘C on counter hit.
Standing B: No change, still jump cancelable and has a quick start up.
Standing C: Reach is a bit shorter but the start up and recovery are quicker.
→A: Hakumen moves forward a bit and no longer special cancelable.
→B: Becomes a 2 hit overhead. Not special cancelable and removes a guard primer point on block.
→C: Range is a bit shorter, but maximum charge inflicts massive hit stun and removes a guard primer point on block.
↓A: No change, it is still not a low attack and a good poke in close range.
↓B: No change, it is a stable low attack.
↓C: Has a quicker recovery.
↘C: Key move, links to ↓B and ↘C on normal hit.
←C: Main poke, a quick stab that has a long range. On counter hit links to ←C or →C easily. Small disadvantage on block.
Jump A: Quick midair jab, no change.
Jump B: Quick midair kick, still jump cancelable, no change.
Jump C: This quick horizontal slash is a really good air vs air poke and an important combo patch.
Jump ↓A: Same as Jump ↓C in Calamity Trigger.
Jump ↓C: Same as Jump C in Calamity Trigger with a slower start up. Cannot use back jump Jump ↓C to get away. However it's still useful as a jump in attack.
Neutral throw: Damage reduced to 1600pts. Throw > ↓↙←A works on Carl now.
Back throw: 1800, unable to do any follow ups though it causes wall bounce in corner.
Jump throw: Damage reduced to 1500pts.
Drive - Zanshin
Standing D: Unable to cancel to anything. Fixed 1700 pts damage and knocks opponent down.
→D: No change.
↓D: No change.
Jump D: An important counter in this game. Increased untechable time is a stable
Special Move
Guren ↓↙←A: Command changed. Costs 1 Magamata.
Renka ↓↙←B: No change, still a quick low attack that gives frame advantage on block. Costs 2 Magamata.
Zantetsu ←↙↓↘→C: No change. Costs 3 Magamata.
Kishuu →↓↘A: No change. Cost 1 Magamata.
Enma →↓↘AA: Has quicker start up that gives Hakumen more time to hit confirm or delay jump cancel in mix up. Cost 1 Magamata.
Hotaru ↓↙←B in air: Causes Fatal Counter on counter hit. Removes a guard primer point on block. Cost 2 Magamata.
Tsubaki ↓↙←C in air: Has a much quicker recovery for more combo and frame advantage. Removes a guard primer point on block. Cost 3 Magamata.
Distortion Drive
Shippu →↘↓↙←→C: Takes a bit longer before super freeze. Removes two guard primer points on block. Cost 4 Magamata.
Yukikaze ↓↘→↓↘→D: Counters low attack now. Cost 4 Magamata.
Mugen ↓↙←↓↙←B: Has a slower start up. Cost 8 Magamata.