|| Hakumen || "Doushita!?"

after actually taking a look at the DVD, 6A became much more of a staple in my game.

6A is too awesome of a Anti Air than it should be. 5B isn’t bad either but 6A just ignores all offensive air game.

Hakumen has to work pretty hard for his wins. I think he deserves his 6A.

I feel for Tager players.

maybe it’s like 2b in how it ignores all low attacks (in this case all air attacks)
awesomeness! now if only i could do that combo… D:

also, anyone have tips on timing for counters? I try to use the time the little symbol is active but it doesn’t seem right Dx

I think the window is different for each direction. I don’t usually have a problem with 5D, but I can’t counter anything with low with 2D. My best guess would be to go into training mode and get your depth down.

Got Blazblue yesterday, I’m surprised by how slow Hakumen is, I expected him to be faster. Atleast he can dash, unlike Tager.

ah i see. I really need to spend an hour or two in training… but it’s so boring!!! stares at network symbol T_T

online driving my patience, about to give up since stupid delay fu** up everything and my controller a piece of sh**. Curse xbox flaw d-pad desighn

use the analog stick! :smiley:
like meee~

I actually switch between the two depending on what I’m doing. I know this is terrible, but until I get the parts to mod my stick for the 360, it’s what I’m reduced to.

i’m defineyely starting to like the raw strength of hakumen.

From what I understand, 6B (I’m assuming that’s what you meant) has lower body invincibility while 6A has upper body invincibility (or at least around the head).

The 6D, 2D, JD, and Distortion Drive counters all have the same timing–they are active on the first frame, so just perform them a split second before their move touches you. 5D is slightly slower and activates on the 7th frame, but it has more active frames.

Generally I use 5D if a move is slow or predictable (full screen Ice Car :P), and 6D if I need something faster (for example, IB > 6D during an enemy’s blockstring). Performing an instant JD is good for some stuff too if you’re careful about the recovery at the end.

oh ho i see. But i have one more gripe. That little shieldish symble that you see when you whiff a D, it lasts for like half a second/a full second. I always feel like i have that entire window to do it. When i have like 7 frames sniff
I guess i’ll just have to get used to it. Whenever i DO land a counter i’m too shocked to even combo off of it ._.
off to practice :smiley:

~and yeah i did mean 6b. For some reason the num pad thing is really confusing. I confuse it with the numbers on the clock. So when someone says 523a i start jumping randomly >.<

also, anyone know the active frames for the super counter? I would think it has a 1 frame startup but hopefully longer active frames? :
(i tried doing it vs a projectile from jin but i did it a tad early. whenever i DO land it tho the other dude goes WTF and just sits there as i slice through him! bwahahah >:D

so i find myself doing this as my main combo tryin to get ready for a tourny was wondering if its to megatama intensive or not, i like the combo and it seems to work but maybe theres somethign better i can do. its goes as follows…

forward A, forward B, hcf C (Zantetsu), qcb B (Renka), qcf A (guren).

any thoughts on this?
total it requires 5 megatama but can usually initiate at about 4 and still be able to finish.

^if you’re gonna use 5 stars in a Zantetsu combo, I would skip the renka and do something more like this:

41236C, 236A, 623A, A, JC, J2C juggle (I still suck at the j2c juggle so anyone who’s good at it could explain it better)

The point being if you’re gonna waste that much stars, you mind as well try to earn some back with juggles, although maybe not a whole lot. If you are gonna do something like what you posted though, make sure you nail them with a 6C after Guren.

renka reverse prorates though, which is what makes it pretty good as an opener into your big star combo strings.

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.

Holy shit, that’s A+ information.

Any thoughts on meter efficiency? I think it might be worthwhile to spend some time in training mode, testing out some damage-per-star ratios on B+B combos, but I’m wondering before I get started if that’s already been done.

Also, the combo list I’m working from mostly indicates that you need a super-jump cancel for the 623aa / 6d -> j.C, 2C -> j.2C, etc. combo, but I’ve been having mixed luck with that. In some cases, it seems like a regular jump is sufficient, but timing feels a bit strange on the followup (either I’m botching my input, or it’s dramatically easier to get an airdash out after the sj). Is this a character-specific thing?

I haven’t seen any. It would be awesome if you would, cause I run out of stars pretty quick and am not great at managing them:(

I personally love 6b -> 41236 c -> 5c -> 236a -> 6c. It’s not too hard to get a counter hit since it has anti-low attribute (is that right?) and with a counterhit it knocked off half of ragna’s hp for me, which is about 5k damage? like 1.2-3k per star? only uses 4 stars :smiley: