Hakumen

# Overview

Hakumen is an incredibly strong & bulky close-range fighter, however his mobility is quite slow to compensate. Hakumen is the only character capable of blocking enemy attacks without potentials and he can retaliate with his own strike. With this ability he can use his skill at anytime for a smaller cost, however manual activation of the strike will cost additional MP so it's recommended to block attacks for the most effective skill usage. Hakumen's mobility can be enhanced through potentials including an invincible dash and he can even earn a mid-air attack combo something he doesn't start with at all.

## Base Abilities

Hakumen is extremely unique compared to other characters solely due to the fact that he does not have a dodge, nor does he have a Basic Attack after Dash (without the use of a potential)

### Basic Attack (Ground)

His Basic Attack is composed of 3 hits. His first strike is a downward swing that pushes him forward slightly. The first hit is very good for carrying enemies and keeping loops. The second hit is a downward stomp with an upward moving hitbox. This move, while doing more damage that the first strike, isn't as useful for keeping loops as it does not move Hakumen at all. The last strike is a shortened version of his Held Basic Attack, dealing high damage and knocking down enemies. Since this move is a 3rd hit, it is much better to start loops with a Held Basic Attack rather than to do the entire combo. The 3rd hit has a large hitbox (for a melee strike) so it is also useful for looping.

### Held Basic Attack (Ground)

The Held Basic Attack can only be inputted after the first or second strike of the Basic Attack. This attack has a massive range, dealing high damage and knocking down enemies. This is probably Hakumen's best looping tool in his kit, and is effectively even through to the Susano'o fight.

### Basic Attack (Air)

The Air Basic Attack is composed of 2 hits, the first hit is a short forward swing that pushes Hakumen slightly forward and let's him linger in the air. This attack does little damage, but is a good looping tool. The second hit is a downward lunge that deals heavy damage in a big AOE, however without a proper cancel, this attack has a lot of end-lag. This means that the second hit can break loops, therefore it is much more useful in ending combos.

### Dash

Hakumen's Dash is unique in the fact that he is unable to dodge, the tradeoff being however, that Hakumen can use his dash for damage without the use of potentials. This is insane for looping and carrying, and is probably the second most important tool is his base kit. It does very little damage, but is extremely effective in extending combos and loop, however it is lackluster against bosses.

### Skill (50% MP)

Hakumen's 50% Skill is probably the most useful tool in his base kit, and possibly in his overall kit. Hakumen raises a counter and anyone who strikes at him **FROM THE ANGLE HE IS FACING** will take medium damage, then Hakumen will perform a blink which deals extremely high damage and knocks most enemies. He is also fully invincible during the duration of his blink, and takes no damage from being struck while countering. This is Hakumen's most effective damaging tool against bosses. (It is good to note that freezing can throw the player's timing off)

### Skill (100% MP)

Hakumen can cancel his 50% Skill and spend another 50% MP to perform a Blink without needing to be hit. The Blink still does the same damage as the 50% Blink, and does not get the small damage bonus from countering. This skill is much worse than his 50% Skill, so most players would be better off to learn the timings of attacks and just countering, as this skill is not as useful. This skill is better at crowd control, but against bosses (which is what most players will die to 90% of the time), this attack costs too much, for too little output.

## Potentials

### Kokuujin: Yukikaze [Empty Sky Form: WInter's Riposte] (Recur)

When Blinking, the player now deals more damage multiple times and immobilizes enemies for a lot longer.

### Shiden [Flash Lightning]

When holding down and dashing, Hakumen will perform a blink. This tremendously increases Hakumen's dps, and opens up many more loops and combos.

### Sekka [Fire Spark]

This attack further improves Hakumen's held basic attack, turning it into a blink-like lunge. It deals heavy damage, and due to the massive distance it moves Hakumen it's extremely useful for sideswitching against bosses like the Serpent and for sideswitch loops. This makes bosses much safer, and Hakumen less reliable overall of his Skill.

### Kandachi [Tact]

This directly adresses the problem with Hakumen's Held Basic Attack, being that to input it you must perform either hits 1 or 2 of Hakumen's Basic Attack. This potential allows the use of the Held Basic Attack after a dash or an air attack. This opens up new loops, and even opens up high damage combos after the 2nd hit of the Air Basic Attack. (i.e. Air Basic, 2 Air Basic, Dash, Held Basic.)

## Legacy Skill

### Kokuujin: Jinrai [Empty Sky Form: Spring's Thunderbolt]

Hakumen's legacy is a powerful counter that calls down lightning on all nearby enemies. A noteworthy thing is that, like Hakumen's Skill, the player is completely invulnerable when this skill is being used, however, unlike Hakumen's Skill, **YOU DO NOT NEED TO FACE THE ENEMY** when struck.

## Trivia

* Hakumen is one of the four, "original twelve" in BBEE.
* Despite being the same person as Jin, Hakumen has a seperate birthday to him.
* According to Daisuke Ishiwatari, Hakumen is his favorite BB character, along with Taokaka and Nine the Phantom.
* It is canonically impossible for Hakumen to fight Susano'o (as of now).