I figured I’d just start this thread for Hakumen. Discuss the strats, combos, and glitches you find for the lovable lug.
edit: Move listing added, taken from: http://www.dustloop.com/forums/showthread.php?t=5442
(credit goes to Veteru or whoever helped compile this move list)
The numbers state how many magtama it uses. The magtama are the 8 stars that surround his super meter. Magatama fills on it’s own, and it also builds like a regular super meter via hits.
Guren: :qcf: :snka:(1) Lunges forward and thrusts with the hilt of his sword. Wallbounces opponents if they were airborn or knocked down. Doesn’t launch standing opponents.
Renka: :qcb: :snkb: (2): Does a double kick combo which launches the opponent on either hit. The first hit is a low attack.
Zantetsu: :hcf: :snkc: (3): Massive overhead slash for the first hit (must be blocked high), followed by a sweeping slash (must be blocked low). Is NOT SAFE.
Kishuu: :dp: :snka:(1): A command dash of sorts. Reportedly has upper body invincibility. Covers more distance than his normal dash, and can be cancelled into as a combo extender.
Enma: After Kishuu, press :snka:(1): Cancels the command dash into an uppercut. Launches opponents on hit, and can be jump cancelled on hit or block.
Hotaru: jump :qcb: :snkb:(2): A shoryuken of sorts (read: invincible special), with the restriction that it can only be performed in the air. He does a single upward kick that launches the opponent on hit. Appears to be safe on block if
tigerknee’d (:qcb::ub::snkb:). Resets his jump options(On hit apparently, not 100 percent sure, must test) (but does not give you an additional airdash). 11F startup, invincible from frame 1-14.
Tsubaki: jump :qcb::snkc:(3): Downward sword slash which knocks down opponents on hit. Can be used as an air combo ender, to knock down the opponent, or tigerkneed (:qcb::ub::snkc:) as a quick overhead. (Body is invincible during move)
Shippuu: :hcb::r::snkc:(4): Huge downward sword slash which releases a projectile wave. You can charge this move and it becomes unblockable – however, you aren’t invincible while charging, and the opponent can just jump over it. If you predict their jump, you could try releasing it at the exact moment their jump startup occurs, but that’s a guess that isn’t in your favor. This move can still be cancelled into other specials, as long as it hits/is blocked. The projectile wave deals signifigantly less damage than the initial hit of the super, but luckily the sword slash has great range so typically it’s the part that connects. I haven’t been able to get both hits to connect, I think the sword slash hitting might prevent the projectile wave from doing so.
Yukikaze: :qcf::qcf::snkd:(4): Counter super, doesn’t work against low attacks
Mugen: :qcb::qcb::snkb:(8) – Puts you into a special mode, your bar drains rapidly, but during this time you can perform unlimited specials/supers, until your bar runs out. Gives you a 20% damage bonus on all moves. Possibly increases the damage of Shippu by more than 20%. Disables roman cancel until the super ends. Meter drain does not stop during your superflash or the opponents.
(All info taken from the later pages in this thread, thus, directly from the posters themselves, to ensure accuracy and practicality) (As of now, the info is not organized correctly, on a later date I shall reorganize to make it easier to read through)
Hakumen’s sword can slash through projectiles. You gain 1 star for every hit
The drive counters give you a chunk of meter, BUT only when the followup attack connects. Whiffing drive counters don’t give you any meter. Half a meter for connecting with all the counters, but 6D which gives no meter. Killing projectiles with your C attacks give you 1 star for every hit.
j.214C only gives followups on low altitude counter hits. You get stuff like 214B and 6B. Normal hit guarantees nothing.
Jin, most will try to throw a 5D out, which is your chance to block and do whatever after. Don’t forget that they can dash cancel after the ice if it connects or not. If you see it coming, poke him out. Otherwise, I don’t know what else to tell you outside of not getting stuck in the corner so that Jin can pressure you for no reason. Most of his attacks can be stopped with his D counter.
7 stars = slash super off any hit (with 214B (1) -> 236P -> 6C).
- Throws lead to very efficient damage. B+C->236A->6C does some 3kish damage for one star and combos easily into Super. Back-throw seems a little worse, but combos easily into 214B and whatever else you want to link on the back of that.
6A and 6B have no invincibility at all. They are both anti-attribute attacks. Anti-head and anti-foot specificly. They’ll beat out any attacks that possess the attribute that they are anti to, as long as you time it correctly, no matter how deep the attack. This is different from traditional invincibility, like what 623A has.
TK 214C -> C -> 236A ->6C 3 stars
TK 214C -> C -> 214B (1 hit) -> 236A -> 6C 6 stars
66214+C > 2C > j.C/j.2C
(Corner) 66214+C > 2C > j.2C > falling j.C > 2C > j.2C > air-dash > j.2C x3
66214+B > 2C > j.2C > air-dash > j.2C
(Corner) 66214+C > 2C > j.2C x2 > air-dash > j.2C x3
623A~A -> jump -> falling j.C, land 2C, sj.2C -> j.2C -> airdash j.2C -> [j.2C x n*] (optional 214C knockdown).
*Can do up to 3 in the corner.