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    Haku-Men by Dycro

    Version: 1.5 | Updated: 11/17/09 | Search Guide | Bookmark Guide

                BlazBlue: Calamity Trigger - Haku-Men Character Guide
                               Copyright Alex Labins
                               Gamertag: "Ctrlaltwtf"
    [A_00]...Guide Description
    	[A_04]...Input Notation
            [A_05]...Update History
    [0_00]...Character Description
    [2_00]...Basic Moves
    [3_00]...Special Moves
    	[3_01]...Advanced Uses
    	[3_02]...21478 Moves
    [4_00]...Zanshin [God Slash]
    [5_00]...Distortion Drives
    	[5_01]...Kokuujin: Shippu [Judgement: Squall]
    	[5_02]...Kokuujin: Yukikaze [Judgement: Snowstorm/Blizzard]
    		[5_02_01]...Perfect Yukikaze
    	[5_03]...Kokuujin Ougi: Mugen [Heavenly Judgement: Infinity]
    [6_00]...Combos - Linking Instructions
    	[6_01]...Ground Combos
    	[6_02]...Air Combos
    	[6_03]...Grip Combos
    	[6_04]...Wall Combos
    	[6_05]...Rapid Cancels
    	[6_06]...Infinity Combos
    [7_00]...Astral Heat: Kokuujin Ougi: Akumetsu [Heavenly Judgement: Perish Evil]
    	[7_02]...Ideal Situations
      [A_00] Guide Description
    Hello and welcome, I am Alex and this is my first GameFAQs guide. This guide 
    is for people who want to learn to play "Haku-Men" in AKSYS Games newest 
    addition (at time of writing), BlazBlue: Calamity Trigger. You'll find your way
    around this guide using the Find function like other guides. When you search in
    Find, you should type the opening and ending brackets [ ] as well, I use the 
    numerals as a referral device sometimes so if you just search for "9_02" you 
    might find my referral, instead of the actual section. So search with "[9_02]",
    not just "9_02".
    The instructions in this guide assume that all players involved have already 
    mastered their characters. If I tell you watch out for a certain character's
    move, it's because I'm talking from experience fighting experts, and I expect
    all enemies to be able to pull them off easily.
    There is no commandant that says "Thou Shalt Always Obey This Guide." Guides
    are intended to give *GOOD* advice on how to play a character. The choice is
    ultimately up to you, the player. Don't be afraid to try different combinations
    of tactics other than the ones in this guide.
    This guide is very comprehensive, if I say I'm going to show you how to get off
    a certain move, I'm going to show you a LOT of ways to do it.
      [A_01] Legal
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.
    This guide is in no-way intended to be used for profit or commercial use. This
    guide may in no way be copied onto sites other than GameFAQs, Neoseeker, and
    This guide is open for suggestion, but all edits and decisions are ultimately
    decided by me, the writer. 
    BlazBlue: Calamity Trigger, Haku-Men, and all other characters, images,
    backgrounds, and gameplay elements are copyrighted Aksys Games and ARC SYSTEM
    WORKS Co. Ltd.
      [A_02] Glossary
    There are a lot of things to talk about in this game, and I'm going to use a
    lot of terms I made up myself, so I've included this Glossary to let you know
    what I mean. If you ever find a word I use and think "Huh?" simply refer here
    to see what I meant. This Glossary also includes some common BlazBlue terms.
    |  WORD                 MEANING                                               \
      Counter               Hitting an enemy while they were trying to hit 
                            you/perform another action, this will make them freeze
                            longer, allowing combos not previously possible.
      Weak Hit              A hit performed by a relatively wimpy attack, these 
                            hardly freeze the enemy at all. The easiest example is
                            to simply hit someone with 5A. Observe the graphic.
      Heavy Hit             A hit performed by a stronger attack, these freeze the
                            enemy even when they're not counters. Most 5B and 5C
                            moves count as a heavy hit. Notice the difference in 
                            graphic and sound between Weak and Heavy.
      Delay                 Pretty self-explanatory, but I'll still spell it out. 
                            Delay is any pausing during a combo, rather than 
                            performing all your moves as soon as possible. Delay is
                            something that must be mastered to use Haku-Men's truly
                            powerful combos.
      #Zanshin              Zanshin is Haku-Men's Drive, and it does nothing by 
                            itself. It is the only true "Counter" move in this game
                            Bang's Burning Heart is really an attack with 
                            countering properties. Zanshin is just a Counter move,
                            it does not attack if it doesn't counter anything. The
                            numeral that precedes it is which direction I'm telling
                            you to use it with. An entire section of this guide is
                            dedicated to using Zanshin.
      Follow-Up             I use this to mean that there are multiple options 
                            after a certain move. So if I say 6A, follow-up. That 
                            means there's far too many options to list that you 
                            could do after 6A.
      Immunity              This means that a move has complete invulnerability to
                            the indicated direction, the enemy's attack will be 
                            completely ignored.
      Evasion               This means that a move has evasive properties against 
                            the indicated direction, it does NOT however, provide 
                            immunity. I abbreviate it with "Eva" usually, such as 
                            "LowEva" or "HighEva"
      Full Hold             I use this term to indicate that you should hold the 
                            button down for as long as the game lets you.
      Unblockable           Pretty straightforward, the attack can't be blocked. 
                            You block it, it still hits you, kapeesh?
      Unstoppable           This means that an attack cannot be interrupted until 
                            it goes off. This does NOT mean unblockable. Ragna's
                            AH is a prime example.
      Warm Up               This means the time it takes between when a move is 
                            started, and when it actually hits.
      Super Jump            Performed by pushing 2 before a jump. i.e. 27, 28, and
                            29. The super jump jumps far higher than a normal jump
                            and manipulates many combos.
      [A_03] Suggestions/Advice
    This is my first guide, so I am very open to suggestions and improvements. I
    thoroughly test every strategy and combo I suggest but there's no guarantee I
    may have missed something.
    Those wishing to make suggestions on improving the guide, such as new
    strategies or typo/formatting errors should send their e-mails to
    rated_d_for_dumb@yahoo.com with the subject line "[guide] Improvement", in
    this case that would mean "BlazBlue: Calamity Trigger - Haku-Men Character
    Guide Improvement"
      [A_04] Input Notation
    The way I input things is something that I learned first from Soulcalibur IV.
    I prefer this method because it outlines the exact directions that need to be
    The numbers I will use to represent directions are in relation the numbers on
    your numpad on your keyboard. (Unless you're on a tiny laptop of course, in
    which case I suggest you google a picture of a numpad..)
    A numpad is laid out like so:
    7  8  9
    4  5  6
    1  2  3
    So, for all direction inputs I give:
      8 is up
      2 is down
      6 is right
      4 is left
      5 is neutral
      9 is up-right
      7 is up-left
      1 is down-left
      3 is down-right
    So for a basic example, doing a quarter-circle backwards then pushing the C
    button would be "214C"
    I use this method because there are some inputs that aren't included in the
    more standard abbreviated method "qcb" "qcf" etc.
    For instance, 21478 moves (3_02) are ways I use Tsubaki/Hotaru instantly from
    the ground. 
    As always in fighting game notation, the input assumes the character is on the
    left side of the screen.
      [A_05] Update History
    May 30th, 2010  - v1.5
      -Added Haku-men's life total to character description.
      -More Ground Combos and Grip combos.
      -Added 2C to the basic move chart, can't believe I completely forgot it.
      -Additional information about Renka.
    January 31st, 2010  - v1.4
      -Changed "9-Tailed Fox" to "9-Tailed Wolf." Look at Haku-men's Coat-of-Arms,
       you'll see what I mean.
      -Typos/phrase fixes.
    November 18th, 2009 - v1.3
      -Added "Sticky Fingers" to the Grip Combos section. 9116 damage, 4 magatama.
    November 16th, 2009 - v1.2
      -More typo fixing.
      -Fixed some "walls of text"
      -Added a few more lines to some moves' descriptions.
      -Reduced some of my OVERZEALOUS emphasization because I only now realized how
       ANNOYING it could BE.
      -Fixed the description for Kishuu, as it does not provide exactly 100%
       projectile immunity.
      -Added a guide describing how I notate input directions in reponse to
       numerous emails. It's A_04 now.
    October 30th, 2009 - v1.1
      -Added High Evasion to 6C, 2A, and 2B.
      -*IMPROVED* Barrier Burster, has less hits, more damage, and is slightly 
        easier. (6_06)
      -Changed a few combos to include 21478 moves.
      -Fixed a few typos.
      -Added "21478 Moves" (3_02)
    October 4th, 2009  - v1.0
      -Guide up.
      [0_00] Character Description
    #Non-Spoiler#: Haku-Men is an incredibly powerful cyborg with wolf-like
    characteristics, mainly his claws, "tail" (his hair), and the ear-like features
    on his mask. He has a strong sense of justice and mercilessly puts down anyone
    who enters his forbidden domain. When left idle during a match, Haku-Men lets
    out an eery vacuum-like noise (granted he's not fighting Ragna). We can only
    assume this is his version of "breathing".
    Haku-Men has 12,000 life, 2,000 above the "average" life total and 500 below
    the highest life total in the game, Tager's.
    This is my own uneducated guess about what his name means:
      "Haku" can mean to affix a weapon to oneself, to arm oneself or something 
      (i.e. stringing a bow).
      "Men" can refer to a mask, a face-guard etc.
      I believe the two combined are supposed to suggest "An armed masked one."
      So, for example "Masked Swordsman". 
    Haku-Men goes into battle with incredibly powerful attacks and ferocious
    special attacks that consume "Magatama" from his heat gauge to use.
    His voice actor is (opinions incoming..) awesome in Japanese and really
    terrible in English.
    #Spoiler description at the bottom of this Guide.#
      [1_00] Advantages/Disadvantages
    Haku-Men is an extreme character, he is not all-around in the slightest. Below
    are the most notable advantages and disadvantages he has over other characters.
      [1_01] Advantages/Disadvantages - Advantages
    Power. His damage output is through the roof, there's even an achievement for
    finishing a 10,000+ damage combo without using his Astral Heat (in case you are
    wondering, most characters have around 9.5k~ life.) His C attacks have
    incredible stopping power and range, and a single 6C does 1640 damage, 1940 if
    That's more damage than some characters do in an entire combo. Tager is the
    second runner-up but his damage comes from painful combos and crazy powerful
    throws. Haku-Men can do massive amounts of pain in just *one* swing.
    Haku-Men has an excellent jump and air-dash, and will prove to be your main
    method of movement. However be advised that relying on jumps too much makes him
    very vulnerable to anti-air attacks.
    Hakum-men's C attacks are his trademark bread-and-butter. They all usually have
    very long range and massive damage output. Almost all of your C attacks can be
    used to start a combo on someone on/off counter. Counter is still preferable.
    This is where Haku-Men's uniqueness starts, and this is his style of play:
    ALMOST** all of Haku-Men's moves can be interrupted by his Special Moves, and
    all Special Moves can be interrupted by other Special Moves once per combo.
    Remember that all Special Moves consume Magatama.
    **THE EXCEPTION to this is 6C and 3C. 6C does not allow any special move to
    interrupt it EXCEPT Distortion Drives. Astral Heat is NOT allowed.
    3C does not allow anything at all.
      [1_02] Advantages/Disadvantages - Disadvantages
    Haku-Men pays dearly for this immense power with also being very punishable.
    Pretty much every single move he has besides 5A, 2A, 5B, and 6B are punishable.
    Haku-Men is not a character for people who always want a sure-fire method for
    defeating the enemy, his slow moves simply do not allow for one strategy alone.
    You must adapt to whatever enemy you're fighting.
    Haku-Men has the worst ground mobility in the game. Most people would argue 
    that Tager takes that (dis)award, but I'm putting Haku-Men higher on the list
    for one very specific reason:
    Haku-Men's backstep does NOT grant invulnerability, unlike other characters in
    the game and especially unlike Tager, who has the best backstep.
    Many people accuse Haku-Men of "C spamming", and while I can easily see where
    they get this impression, it's mainly poor sportsmanship in response to
    Haku-Men using his range to his advantage. Put bluntly, Haku-Men frequently
    uses C instead because his A or B moves simply can't cut it in the given
    situation. In exchange for excellent C moves, his A and B Moves are very
    situational and not suited for general combat.
    **REMEMBER**: Haku-Men's C moves are one of the(the most?) punishable moves in
    this entire game.
      [2_00] Basic Moves
    |.|  Term  |.| Meaning                                                       |
    | MID          Mid-hit, blockable by either stance.                          |
    | LOW          Low-hit, blockable only when crouching.                       |
    | HIGH         High-hit, blockable only when standing.                       |
    | All          Usually vertical attacks, blocked in either stance. Cannot be |
    |              avoided by evasion.                                           |
    |                                                                            |
    | MIDL         Mid-low hit, blockable in either stance but can be avoided by |
    |              low-evasive moves.                                            |
    |                                                                            |
    | MIDH         Mid-high hit, blockable in either stance but can be avoided   |
    |              by crouching.                                                 |
    |                                                                            |
    | LEva         Has low evasion.                                              |
    |                                                                            |
    | HEva         Has high evasion.                                             |
    |                                                                            |
    | LHEva        Has both high and low evasion.                                |
    |.|  POSITION  |.|  INPUT  |.|  HIT  |.|  DMG   |.|  IMMUNE?  |.|    SPEED   |
    |.|   GROUND   |.|   5_A   |.|  MIDH |.|  180   |.|   NONE    |.|  Fast      |
    |.|   GROUND   |.|   2_A   |.|  MIDL |.|  160   |.|   NONE    |.|  Fast      |
    |.|   GROUND   |.|   6_A   |.|  ALL  |.|  620   |.|   HIGH    |.|  Medium    |
    |.|   MIDAIR   |.|    A    |.|  HIGH |.|  220   |.|   NONE    |.|  Fast      |
    |.|   GROUND   |.|   5_B   |.|  MIDH |.|  620   |.|   LHEva   |.|  Fast      |
    |.|   GROUND   |.|   6_B   |.|  LOW  |.|  930   |.|   LOW     |.|  Medium    |
    |.|   GROUND   |.|   2_B   |.|  LOW  |.|  600   |.|   HEva    |.|  Fast      |
    |.|   MIDAIR   |.|    B    |.|  HIGH |.|  590   |.|   HEva    |.|  Fast      |
    |.|   GROUND   |.|   5_C   |.|  All  |.|  1110  |.|   NONE    |.|  Medium    |
    |.|   GROUND   |.|   2_C   |.|  All  |.|  1030  |.|   None    |.|  Medium    |
    |.|   GROUND   |.|   6_C   |.|  All  |.|  1640  |.|   HEva    |.|  Slow      |
    |.|   GROUND   |.|  6_[C]  |.|  All  |.|  1940  |.|   HEva    |.|  Very Slow |
    |.|   GROUND   |.|   3_C   |.|  Low  |.|  1200  |.|   HEva    |.|  Fast      |
    |.|   MIDAIR   |.|   5_C*  |.|  HIGH |.|  1070  |.|   None    |.|  Fast      |
    |.|   MIDAIR   |.|   2_C   |.|  HIGH |.|  980   |.|   None    |.|  Fast      |
    * Midair 5_C is really any direction besides 2.
      [2_01] Basic Moves - Descriptions
    A moves being the most common moves in the game, I will take the opportunity to
    explain the unique way that Haku-Men's A attacks work. For most other
    characters, mashing A as fast as you can will make them attack as fast as you
    can. With Haku-Men, this is not the case. All his A moves are more effective if
    you precisely push A at the right moment. This can easily make the difference
    between a combo starter and an embarassing failure. A good way to see this in
    action is to make sure the training dummy is set to escape everything as fast
    as possible in training, force counter hits, then do 3C 6A 6A. If you are
    spamming, there's a very high chance it won't combo. Precisely timing it
    however, will produce a combo (This is a very extreme example, don't worry, his
    normal A moves aren't nearly this difficult). Mastering the timing to all his A
    moves is key to starting combos.
    5A       - This is your straight-forward slapper. Very fast but people who are 
    **         crouching won't be hit by it and can punish you if they have good 
               reflexes or you accidentally use it too many times.
    6A       - Anti-air, hands down. Large high-immunity and has a huge stun on 
    ****       hit. If you manage to get this off on the ground, you better not 
               waste the combo opportunity. Oddly enough, this attack also hits 
               anyone crouching and it even hits people who are downed. And it 
               re-launches downed people. Can begin almost any combo with or 
               without counter due to stun.
    2A       - This move is a tiny bit faster than 5A, and combos on itself easier.
    ****       More importantly, it cannot be avoided by crouching, It is not, 
               however, a "low" move. This is one of the best moves to use on 
               landing to prevent people punishing you, use it immediately when you
               touch the ground and there's a good chance you'll score a counter or
               at least force them to block, preventing punish.
               Also has a bit of high evasion.
    Midair A - Standard super-quick midair poke. Not useful for much as Haku-Men 
    **         except stopping pesky midair spam. You can use Hotaru or Tsubaki off
               of it, however they will be scaled.
    5B       - A very quick kick to the head-area. This move is very unique in that
    ***        it has both High Evasion AND Low Evasion, more so Low. A perfectly
               timed 5B can stop a midair assailant in his tracks, as well dodge
               most low hits. However, as it hits MidHigh, crouching enemies will
               dodge it. Most low hits also make the enemy crouch, so if you dodge
               a low hit with this move, there's a good chance you WON'T score a 
               counter. Block or use 2A to prevent punish if you dodge a low with
               this and miss.
    6B       - A move so epic it even has a T-Shirt made in its honor 
    ********   (http://www.aksysgames.com/wp-content/gallery/merch/bb_6b_shirt.jpg)
               And yes, I do happily own that T-Shirt. Anyways, this move is 
               extremely Low-Immune. The immunity covers everything the game has to
               offer in the form of low attacks and on top of that you will always
               score a combo off of it. Counter or not. The way Haku-Men will yell
               "OSOI!!" ("SLOW!!") and stomp on their head is extremely satisfying
               too. (Again, see the T-shirt).
    2B       - This is a good little low poke that combos on counter hits. You are
    ***        high-evasive during this attack. The real thing worthy of not is 
               that this move is not punishable, something very rare for Haku-Men.
               It's a little slow to actually hit though. This relaunches downed 
               Haku-Men ducks very low during this, very high evasive.
    Midair B - A surprisingly good kick in midair. I've used this frequently 
    ****       instead of Midair A to take priority against fast air spammers. 
               This move can be used on itself twice in midair via jumps. (Jump B 
               Jump B) It also opens up an air combo off of Kishuu Enma. I also
               believe this move has some High-Evasion, something VERY rare for a
               midair attack. This means that if an enemy uses a hit on you from 
               the ground, you can avoid it and hit them instead with this move on
               landing. I believe this is because the attack's hit box comes before
               YOUR hit box. (Very similar to Ragna's "Hell's Fang") Don't think 
               that means it will do squat against High-Immune moves though. That's
               not its job.
    5C       - A standard slash downward vertically. This is the standard variation
    ****       of Haku-Men's infamous C moves. It boasts 1110 damage and has great 
               anti-air properties as well. On counter this move starts just about
               any combo you have. This move shoves enemies into the ground when 
               you intercept someone in midair with it, making them downed but 
               unable to recover for a split second, allowing combos.
    2C       - This is the exact opposite of 5C, this one slashes upward vertically
    ****       The focus is more on anti-air this time instead of anti-ground. A
               job that this move performs excellently. A lot of Air Combos come
               out of this move, and will be discussed more in-depth in the Combos
               section. This move seems to be a tiny bit faster then neutral C, as
               well, but with less damage.
               Relaunches downed enemies.
    6C       - This move is what symbolizes Haku-Men in every way. Very slow, but
    *****      so absurdly powerful. Just one of these will do 1640 damage, and it
               can be held down to do 1740-1940 damage, depending on how long you
               hold it, this increases its delay. This is very frequently your
               last-hitter that end a ground combo on for a nice chunk of damage.
               It is also a very good long-range deterrent and can be very 
               irritating if spammed at range. Keep in mind that enemies that have
               quick ground approach (i.e. Hell's Fang) can punish this move so
               easily it's almost not funny.
               Despite the fact that it does not allow special moves to interrupt
               it apart from Distortion (that excludes Astral Heat!), this move
               actually combos on counter only, with Gurren right after it.
               Something else worth mention is that if you immediately do this
               after you do it once, some people will try to jump out of the way,
               and get hit again. The damage adds up amazingly fast.
               This move has high evasion only after he enters the final stage of
               his swing. During the beginning he has no evasion.
    3C       - For a C move, this move is amazingly fast. It swipes low very
    ****       quickly and combos on counter hits. The combos can be difficult
               however, more in-depth in the Combos section. If you don't feel
               like being risky, simply use this move twice on counter hit. All
               people aspiring to play as Haku-Men must know that this move does
               not allow ANYTHING to interrupt it! It doesn't even allow Astral
    Midair C - Probably the most infamous move in Haku-Men's arsenal, Midair C
    ****       takes priority over most of the other midair moves out there and
               has great range. Timing is everything, make sure to use it quick
               enough that you will use its range to your advantage, but not so
               quick that the hit box disappears. This move is punishable if you
               miss, so make sure to time it right. High-immune moves will ignore
               it, so know your opponent. Also, 2C is a different move, be aware.
               I do not believe you are allowed to act after using this in midair
               if you miss, similar to 5Zanshin. You can only jump/combo if you
               land a hit on your opponent. This may really be due to the fact
               that it is incredibly slow to return to the idle though.
    Midair 2C- This is what I like to call "The Pogo-stick". Haku-Men will smack
    ****       his opponent squarely in the face and send them flying away from him
               He also bounces off them backwards and upwards a little bit when he
               does this. Midair 2C is used for his air combo, but better used for
               his crazy wall-rape combo. I explain it in more detail in the Combos
               section, but all you really need to know is that he can get this
               move off five times when wall-raping. Boing! Boing!
      [3_00] Special Moves
    Unlike all other characters, Haku-Men's special moves are very unique. Every
    single special move can interrupt almost anything he does, and they can even
    interrupt each other.
    However, each special move may only be used once per combo. They are very few
    special exceptions to this rule, mostly dealing with Kokuujin: Shippu and
    Kishuu Enma. To start you off though, just assume you can only use each move
    All Special Moves require Magatama, Haku-Men's equivalent of Heat. Unlike
    everyone else though (you'll hear that phrase a lot) Haku-Men's "heat" always
    gradually charges over time.
    Comboing with Haku-Men is borderline impossible without using Special Moves.
    The most you will ever get off is 3 or so crappy hits. While other characters
    use a lot of basic moves, and finish with a powerful special move, Haku-Men is
    constantly expending Heat and using Special Moves to BUILD his combos, rather
    than finish them. 
    All of his special moves have a name and ranking that you can hear when he uses
    them (much better in Japanese). This can really make you feel like some martial
    arts badass when you pull off a huge combo. He alternately says the moves' name
    or ranking depending on which character he is fighting, I personally prefer
    when he says the names.
    NAME      INPUT    Magatama  Damage    DESCRIPTION									
    Rating    	   Cost
    Gurren    236A     1          560      A rapid straight-forward dash that rams
    (Crimson)                              the enemy with Haku-Men's sword hilt.
    ***                                    This is used to start a lot of combos as
                                           it counts as a Heavy-Hit.
    Kishuu    623A     1          0        Haku-Men dashes forward rapidly, he
    (Demon Leg)                            becomes high-immune and 95% projectile
    *****                                  immune during this. Can be continued
                                           with Enma for another 1 Magatama. This
                                           move is invaluable for Haku-Men.
                                           That other 5% of none-projectile
                                           immunity is, annoyingly enough, V-13.
                                           Projectiles that are really low to the
                                           ground hit him as well.
                                           I've tested this with Spark Bolt and
                                           can confirm that it works however.
    Enma      A        1          860      Performed by pushing A immediately after
    (Hades)                                using Kishuu. It is so fast it's best to
    *****                                  consider  them one move with an input of
    Renka     214B     2          1573     An incredibly fast low hit followed
    (Lotus)                                immediately by a kick to the gut. It
    *****                                  also has an awesome ink graphic for it's
                                           Renka is very special due to its
                                           ability to negate combo scaling. Attacks
                                           performed after Renka will be less
                                           reduced by combo scaling. This is an
                                           extremely good move to use before
    Zantetsu  41236C   3          2865     This is the powerhouse move. It delivers
    (Rending Steel)                        a high-only hit followed immediately by
    ****                                   a low-only hit. Both hits do immense
                                           damage. The only way you're going to get
                                           it off without combo is by surprise, it
                                           is very slow.
    Hotaru    MA 214B  2          1250     A sudden kick diagonally upwards in
    (Firefly)                              midair. You are invulnerable during this
    *****                                  attack! This has been my final hit in
                                           many matches when the enemy is acting
                                           skiddish. It also has the awesome ink
    Tsubaki   MA 214C  3          2200     A sudden slash downwards in midair. You
    (Camellia)                             are not exactly invulnerable during this
    *****                                  but it has very high priority over other
                                           attacks. It is an excellent last hitter.
      [3_01] Special Moves - Advanced Uses
    While Haku-Men's Special Movelist is easily one of the best in the game, bear
    in mind they all require heat. That means you certainly aren't going to be able
    to just go in gung-ho and spam the crap out of them. Listed below are some more
    tactful uses of these special moves.
    Tactic Name               INPUT(S)  Magatama  DESCRIPTION
    Rating (1-5)                        Cost
    "Low-High Zantetsu Mix"   2B        3/5       This involves badgering the enemy
     ***                      3C                  with low-attacks frequently 
                              214B                throughout the game, get them
                              41236C              used to blocking low. Surprise
                                                  them with a sudden Zantetsu which
                                                  starts with a high-only hit.
                                                  Renka can be used for immediate
                                                  pressure, but that's 2 magatama
                                                  for no damage. It's hardly the
                                                  fastest mix-up out there however,
                                                  and will probably only catch
                                                  inexperienced players off-guard.
    "214 Floating"            Midair    2/3       You may have noticed when you
     ****                     214B                first used either Hotaru or
                              214C                Tsubaki, but they compeletely
                                                  stop your "falling" animation.
                                                  This can be used to avoid enemy
                                                  land-camping. The most common
                                                  thing I use this for is to deny
                                                  Tager's Distortion grip that
                                                  does 5500'ish damage.
    "Kishuu Grip"             623A      1         I have used this many times to
     ****                     B+C                 great effect. However, for it to
                            follow-up             work right, you need to first get
                                                  the enemy used to the entire
                                                  "Kisshu->Enma" combination. Once
                                                  they see that a few times, they
                                                  will probably start blocking the
                                                  moment you use Kishuu. So instead
                                                  of finishing with Enma let Kishuu
                                                  carry you right next to them, and
                                                  grip. If they are the type of
                                                  player who Barrier Blocks a lot,
                                                  they probably won't react in time
    "Kishuu Quickstep"        623A      varies    This is simply using Kishuu over
     *****                    Repeat              and over. It covers ground very
                                                  quickly, but the real reason for
                                                  doing this is projectile immunity
                                                  I have turned a match completely
                                                  on its head by using this against
                                                  Rachel/V-13- and other projectile
                                                  spammers. Haku-Men simply	runs
                                                  through them all and closes in.
                                                  It can be hard on your magatama
    "Gurren Grip-Bounce"      B+C       1         This is something you must know.
     ******                   236A                It's even featured on the DVD.
                            follow-up             This involves following ground
                                                  grip up with Gurren immediately.
                                                  This will bounce them off the
                                                  wall. The most common follow up
                                                  for this is simply 6C. However,
                                                  you can also use Kokuujin: Shippu
                                                  after it immediately. The nice
                                                  thing is, you can hold Shippu the
                                                  entire time. The enemy will
                                                  likely try to block immediately
                                                  on recovery. 
                                                  Unfortunately for them, a fully
                                                  charged Shippu is unblockable. It
                                                  also does a whopping 5500 damage.
    "Hotaru Third Jump"       9         2         This is a neat little trick I 
     ****                     9                   discovered only recently, Hotaru
                              214B                actually enables you to use a
                              9                   midair jump after using it, even
                            follow-up             if you've already jumped twice.
                                                  Note that you have to hit the
                                                  enemy with it (hitting a block
                                                  still counts). You can air-grip
                                                  after this or follow it up with
    "Renka Cancel"            214B      2         We know that Renka is 2 hits
     ******                  one hit              right? Well that second hit
                            follow-up             inconveniently sends your enemy
                                                  flying out of range. So instead,
                                                  interrupt Renka immediately after
                                                  it's first hit with either Shippu
                                                  or Zantetsu. This also massively
                                                  reduces damage scaling, resulting
                                                  in a lot more bang out of your
    "Shippu Intimidation"     63216C    4         The way this one works is if you
     *****                     vary               manage to get a fully-charged
                              holding             Shippu on an opponent. They will
                                                  likely be very pissed that it's
                                                  unblockable, and have made a
                                                  personal vow never to fall for it
                                                  So, this time around, let's hold
                                                  Shippu for only a LITTLE bit,
                                                  then let go. They will likely
                                                  immediately try to jump backwards
                                                  or backstep this time...Eating
                                                  our quick-release Shippu in the
                                                  As you become more skilled, you
                                                  may even be able to watch your
                                                  opponent for signs of letting
                                                  their guard down, and releasing
                                                  Shippu precisely.
    "Yukikaze Save"           63216C    8         This is a desperate tactic that
     *****                    blocked             usually yields very good results,
                              236236D             especially when in Infinity. If
                                                  you happen to release Shippu and
                                                  the enemy blocks it, and they're
                                                  relatively close to you, I can
                                                  guarantee they will want to
                                                  punish you.
                                                  So, instead, the moment you
                                                  realize Shippu was blocked, use
                                                  Remember: Haku-Men can interupt
                                                  special moves with others. Shippu
                                                  is no exception.
      [3_02] Special Moves - 21478 Moves
      Description                                                                 |
    21478 is used when you want to perform Tsubaki or Hotaru instantly. You are
    actually inputting the 214 part of the move before the jump. Hotaru is tricky,
    as it will default to "Renka" instead unless you give it a tiny smidge of
    delay before inputting B. Tsubaki does not have this issue as there is no 214C
    equivalent on the ground.
    In case you didn't realize, 21478 is a vertical semi-circle on the left side
    of the D-pad.
    Just remember, 21478C for an instant Tsubaki. 21478(delay)B for an instant
    It is extremely effective for dealing with Tager's backsteps.
      [4_00] Zanshin
    You may have noticed that I didn't include any D attacks in Haku-Men's Basic or
    Special moves. This is because Haku-Men's Drive does absolutely nothing by
    itself. Haku-Men summons a protective circle in front of him that blocks
    anything except grips. If a hit is blocked by Zanshin, and the enemy is within
    range, Haku-Men will counter with a heavily damaging throw, which can also be
    followed up.
    I'm not going to beat around the bush here, Zanshin's counter-box is tiny. It
    is also easily punishable.
    Basically, the moment the circle reaches it's peak opacity (brightness), the
    counter box ends. Even though you can still seet he circle fade away, the
    counter-box has long since disappeared. You are punishable the entire time it
    takes to return to idle. If you need a more visual example, go into training
    and push D, then hold Barrier Block and see how long it takes for it to
    actually appear.
    I am in no way telling you that shouldn't bother with Zanshin, it is EASILY
    Haku-Men's #1 most powerful asset. I am simply telling you to make sure you
    really have the timing down before trying to use it in real battle. Once a
    Haku-Men player masters Zanshin, crap-tactics like spamming the icicle on Jin
    can be completely reversed and turned against them. I even have a replay of me
    winning vs Jin with nothing but D counters.
      Key Things to Remember:                                                     |
    1. There are 4 variations: 5D, 6D, 2D, and Midair D. Technically, 236236D
       (Yukikaze) and 720degrees D (Astral heat) are also forms of Zanshin, though.
    2. Zanshin never counters grips. The exception is your Astral Heat, which
       counters everything in the game except projectiles.
    3. 5D has around 2x the counter box then that of 6D or 2D. And deals the most
    4. 6D Works only on people who are on the ground. And it does ZERO damage! Why
       use it? Because instead it makes your enemy vulnerable to any combo.
    5. 2D Counters lows and mids, but doesn't counter highs. As I said before
       though, 2D/6D's counter boxes are even smaller!
    6. Midair D has no follow-up. It has around the same time-frame as 5D but
       there is nothing you can do after it, so don't worry about it. It's great
       damage anyway.
    7. All of your ground Ds can be followed up! 6C or Shippu work very well. You
       can even get 6C->Shippu off with good timing!
    8. All your counters negate projectiles. If the enemy is near you when you
       block the projectile, he will still grab them!
    9. Basic Zanshin never counters anything that is unblockable.
       Yukikaze counters basic unblockables, but not distortion drive/AHs.
       Astral Heat doesn't care.
    10. And finally, Zanshin can counter Barrier Burst! 
        If you manage to miraculously counter Barrier Burst, and have 4 magatama,
        6C->Shippu does a whopping 7465 damage! That's more than likely to 1-shot
        them if they were in a situation where they wanted to Barrier Burst. Don't
        rely on this tactic at all! It's only ever going to happen by chance but
        you should act immediately if it works!
        The only way you'll ever get this off on purpose is extremely risky. You
        must stop doing a combo right before you think they will barrier burst, and
        use Zanshin instead. This is very unlikely to work because Barrier Burst's
        explode-delay varies greatly depending on the situation. Sometimes it's
        instantaneous. Sometimes it has an entire second of delay.
      [5_00] Distortion Drives
    Haku-Men's distortion drives are extremely difficult to use compared to others.
    Shippu is incredibly slow. Yukikaze has a very small hit-box and doesn't get
    grips or lows. Infinity is tricky to get off without being punished if you
    don't first use a combo to delay the enemy.
    Any aspiring Haku-Men must know when and where to use these moves properly.
    It's extremely frustrating to use Infinity and then immediately get punished
    and KO'd.
      [5_01] Kokuujin: Shippu - [Judgment: Squall]
    *Judgement can also be translated as "Retribution". Either way,	
    the Japanese always means "To make one atone for past sins."
    Description                                                                   |
    Input: 632146C
    This is actually Haku-Men's only direct-damage distortion drive, the other is a
    counter and the last is Infinity. If you want damage, you're doing Shippu.
    Haku-Men raises his mighty Zanbato directly above his head, covering the entire
    vertical space of the screen. He then brings it down in a mighty arc, dealing
    4000 damage at melee range and sending out a shockwave that travels on the
    ground. Enemies only take 1500 if only the shockwave hits them. The most
    important aspect to remember about Shippu is that it can be held down. Also, if
    you delay it for the entire time allowed, around 3 seconds, the *sword* attack
    becomes completely unblockable and deals 5500 damage instead.
    Even if you hold it fully, the shockwave does not become unblockable, and still
    does its normal 1500 damage.
      [5_02] Kokuujin: Yukikaze - [Judgement: Snowstorm/Blizzard]
    Description                                                                   |
    Input: 236236D
    Summons a powerful warding circle. When an unlucky enemy strikes this circle,
    Haku-Men reacts so fast that they aren't even able to respond. Haku-Men
    performs an powerful 3800 damage running slash through his enemy, completely
    unblockable. He cannot be interrupted or countered in any way once he gets this
    off. When Yukikaze counters a melee hit performed by an enemy character, they
    will be entirely frozen, unable to do ANYTHING, not even Barrier Burst, until
    it hits them. If Haku-Men counters a projectile with this, he will still
    perform it, even if the enemy is on the other side of the field, unlike Zanshin
    If Yukikaze counters a projectile, or any other attack not performed
    specifically by your enemy (i.e. Carl's Nirvana), the enemy will NOT be frozen!
    This allows them the chance to dodge Yukikaze. Yukikaze hits the entire
    horizontal field of the screen. It also hits fairly high vertically but not so
    high that it cannot be jumped over.
    Think of this as nothing more than an insanely powerful, long-range 5Zanshin.
    It counters everything 5Zanshin will counter. Specifically, highs, mids, and
    projectiles. Lows and throws are no good. The timing is very close to 5Zanshin,
    although slightly smaller. Remember that Distortion Drives will freeze the game
    for a split second, so as long as you input the move and get it off, you cannot
    be stopped from using it. You can still be countered though.
    Yukikaze cannot counter unblockable *distortion drives*. The best example is
    Haku-Men's full-charge Shippu or Jin's Astral Heat. It *does* counter
    non-distortion unblockable attacks, however. The best example is Jin's 623D
    hold move.
      The Best Use                                                                |
    What's the #1 without-a-doubt BEST use of Yukikaze? That's easily answered, and
    the answer is particularly evil at that:
         Countering other people's Distortion Drives and Astral Heats. Bear in mind
         that some of those moves are unblockable, therefore not counterable.
    When an enemy performs a DD or AH, the screen freezes. Use this moment's pause
    to immediately perform Yukikaze. Some DD's require more specific timing
    depending on distance (i.e. Carnage Scissors) or warm-up (most Astral Heats).
    Also, this doesn't counter Grip DDs/AHs such as Tager's or Nu's.
      The Worst (But Still Plausible) Use                                         |
    Countering projectiles or attacks performed by something other than the enemy
    When you counter one of the aforementioned attacks, Yukikaze does not freeze
    the enemy. This allows them to jump over it with some specific timing. They
    can also time Barrier Burst at the precise moment to avoid it. This can still
    work sometimes in a pinch if your enemy gets themselves stuck in delay, or they
    panic and mess up their dodge. But if they do dodge it, you're very punishable.
    Use it only when you're annihilating your enemy or they're owning you and
    you're desperate.
      Honing Your Reflexes                                                        |
    One way to train yourself to react properly with Yukikaze is to mute your
    television set, now select someone with a really quick Distortion Drive (Jin's
    632146C is excellent).
    Now push the Memory hotkey for the training dummy, once you see that it's
    recording, close your eyes. (Trust your feelings, Luke!)
    At a completely random time, use his Distortion, make sure you didn't get to
    see what the number on the recording was. Don't take too long though, the
    maximum is 1000 frames.
    Unmute your TV, now go stand right next to Jin, tell Jin to replay, try to
    block his attack with Yukikaze and nothing else. Do this over and over and
    increasingly random times. Try not to think about when you performed Jin's
    attack, otherwise you'll unconciously try to remember the timing.
    *If you want to try on an even harder level, use Tager's spark bolt instead.
      [5_02_01] Perfect Yukikaze
      Description                                                                 |
    Input: 236236D (just frame)
    This is my nickname for inputting Yukikaze with almost same-frame perfect
    Usually, when you score Yukikaze, Haku-Men has a big delay between when he
    starts his animation and when he actually hits his enemy, this opens up the
    opportunity to dodge it at a distance.
    When you score a Perfect Yukikaze, however, he has almost zero delay between
    when he counters and when he attacks, the enemy is also frozen for a tiny
    little bit at the start of the move (on projectiles/non-enemy attacks), making
    it (basically) impossible to dodge, no matter what range. It still does the
    same 3800 damage.
    For an example, make a Training Dummy Jin use his 632146C move over and over.
    Counter it with Yukikaze til you get perfect timing, you'll see what I mean.
    When I performed usual Yukikaze, he returned to idle and sat there a bit before
    I hit them. With a perfect Yukikaze, he didn't even have time to sheathe his
    sword fully. 
    The best indicator that you got it is the visual cues. If you perform a
    standard one, the blast from his attack will seem to pass right through you. On
    a perfect one, it seems to be frozen "on" you for a split second, then you
    Don't even think about trying to do this on purpose, it'll happen by accident
    sometimes though. When it does, it's awesome.
      What's "Actually Happening"                                                 |
    The enemy is actually getting frozen here due to you using Yukikaze. The
    default "Distortion Drives freeze game" game mechanic is making it impossible
    to dodge Yukikaze because your enemy is frozen a tiny bit while you're
    performing it.
    This only happens if you get Yukikaze off on like, the same exact frame that
    the attack hit you give or take 1 or 2 frames.
      [5_03] Kokuujin Ougi: Mugen - [Heavenly Judgement: Infinity]
    "Ougi" is used in Japanese to indicate a hidden power of sort. A mysterious
    technique. It's often used to represent the secret techniques of a martial arts
    style. I personally think "Heavenly Judgement" fits best.
      Description                                                                 |
    Input: 214214B
    Drawing from the power of the 9-Tailed Wolf, Haku-Men enters a state of pure
    concentration, allowing him access to his most powerful techniques.
    It's go time. That pretty much sums up Infinity. This move requires all 8
    magatama. Once activated, your heat gauge will begin to drain rapidly back
    down from 8. During this time, you may use all your special moves without using
    any magatama. Also, the rule of "only use each special move once each combo"
    gets bent a little bit now. Remember the key factors.
      Key Factors                                                                 |
    1. Special Moves should just be considered moves now, don't even care how much
       they cost.
    2. It's usually a good idea to never let your 2-hit moves hit two times. There
       are some combos that use two hits, though.
    3. Kishuu lets you use Shippu again. Shippu -> Kishuu -> Shippu is possible.
    4. Unless your enemy is a newbie, they're going to Barrier Burst the moment you
       get a combo on them in Infinity, provided they are able.
    5. If your enemy is in DANGER, and you score a hit in Infinity, the round is
       usually over. If you can't end it, it's a failure on your part.
    6. Infinity wall rape = instant death from max HP (provided your not playing
       Unlimited) for most characters. They have to Barrier Burst or die.
    7. Tsubaki can be used over and over and over as many times as you can stay in
       the air. This does not apply to Hotaru.
    8. Tsubaki now has a "smash" effect that delays the enemy greatly when they hit
       the ground. Allows combos.
    9. Standard ground combo always begins with a hit with Renka or a comboable
       move followed by Renka.
    10. Standard ground combo continuation is almost always: Renka (one hit) ->
        Zantetsu (one hit) -> Kishuu Enma -> Continuation.
        (Discussed more in-depth in "Infinity Combos")
    11. The enemy can ALWAYS escape anything EXCEPT Renka or Gurren after a two-hit
        Zantetsu during Infinity.
    12. Gurren is a good way to crapify your damage.
    13. Infinity takes forever to return to idle, you are very punishable the
        moment you use it. A good tactic is to do a grip then do it.
    14. One extremely finicky way to get this off, is 6A -> Infinity -> Gurren or
        Renka. It does indeed combo them right into Infinity but the timing is very
        picky and the Infinity needs to come out as fast as you can possibly input
      [6_00] Combos - Linking Instructions
    The thing you really came to this guide for, Combos. Haku-Men basically
    requires Magatama (which is technically Heat) to perform combos. His basic
    attacks aren't even allowed to interrupt each, so they don't even link together
    in a standard ABC. It's all about Special Moves and tieing them together
    in-between basic attacks to continue combos. So, now that we've learned all our
    moves, let's figure out how we can slap 'em together.
    Bear in mind that Haku-Men has an absurb number of possibilities when put next
    to other characters, therefore I'm not going to waste my time listing EVERY
    tiny little variation. Instead, I'm going to tell you what links off of what,
    as well as list some of my favorite combos.
      LINKING - What Special Moves can successfully link off of what              |
    Gurren        - Basic Moves:
                   -Independant:   Any basic move ground hit besides 3C and 6C.
                   -Counter Only:  6C
                  - Grips:
                                   Either ground throw, 4B+C must be canceled for a
                                   hit. Carl Clover does not get hit by this!
                  - Special Moves:
                   -Independant:   Zantetsu, Renka(1 hit)*, Yukikaze.
                   -Counter Only:  Shippu (counter, Shippu is first hit of combo)
                  Renka works with 2 hits but requires some very specific timing.
                  Good chance it will miss some small characters (namely, Carl).
    Kishuu Enma   - Basic Moves:
                   -Independant:   6A, 5B, 6B, 5C, and 2C.
                   -Counter Only:  Any ground hit besides 6C, 3C, and 2A.
                  - Grips:        
                                   4B+C, must be canceled for a hit. B+C works but
                                   follow-up is a bit tricky.
                  - Special Moves:
                   -Independant:   Gurren, Renka, Zantetsu (only 1 hit during
                                   Infinity), Shippu, Yukikaze (both require
                                   super-jump to continue combo).
    Renka         - Basic Moves:
                   -Indepedant:    Any ground hit besides 3C and 6C.
                   -Counter Only:  6C and 3C, both require close range
                  - Special Moves:
                   -Independant:   Gurren, Zantetsu (only 1 hit during Infinity)
                   -Counter Only:  Shippu (counter, Shippu is first hit of combo).
                  Some moves require specific delay.
    Zantetsu      - Basic Moves:
                   -Independant:   6A, 6B.
                   -Counter Only:  5B, 5C, 2C.
                  - Special Moves:
                   -Independant:   Gurren, Renka (1 hit), Kishuu Enma (delay after)
                                   Yukikaze (fast input, requires medium+ range for
                                   both hits to land)
                   -Counter Only:  5C, 2C
                  Works off Shippu, but only one hit lands so it's a waste.
    Hotaru        - Basic Moves:
                   -Independant:   Any midair hit.
                   -Counter Only:  None.
                  - Grips:         Midair grip -> C -> Hotaru. You must be at a
                                   decent height to do this, but not too high.
                  - Special Moves:
                   -Independant:   Kishuu Enma.
                   -Counter Only:  None.
                  Tsubaki can be linked off of this, but not the reverse.
    Tsubaki       - Basic Moves:
                   -Independant:   Any midair hit.
                   -Counter Only:  None.
                  - Grips:         Midair grip -> C -> Tsubaki. You must be at a
                                   decent height to do this, but not too high.
                  - Special Moves:
                   -Independant:   Hotaru and Kishuu Enma.
                   -Counter Only:  None.
                  Tsubaki misses Carl a LOT.
    Kokuujin:     - Basic Moves:
    Shippu         -Independant:   6A, 6B, 6C
                   -Counter Only:  5B, 5C, 2C
                  - Grips:         B+C -> Gurren -> Shippu. 4+BC is the same except
                                   it must be canceled.
                  - Special Moves:
                   -Independant:   Gurren, Kishuu Enma, Renka (1 hit), Zantetsu
                                  (2 hits. Does not work during Infinity), Yukikaze
                   -Counter Only:  Zantetsu (1 hit. Only 1 hit during Infinity.)
                  Renka is actually possible with both hits you do it with fastest
                  input. However, it does less damage, so why would you want to? 
      [6_01] Combos - Ground Combos
    These are the ground combos. Note that some combos also performed on the ground
    won't be listed here. For instance they may be combos I deem to be "wall rape"
    or "grip" style combos. Make sure to read the other combo sections too.
    Unless I put "(counter)" in the input, assume all these combos work regardless
    of counters.
      Arranged Top to Bottom: Lowest Magatama Cost to Highest                     |
    1.  6B(counter), 6[C] full hold
    2.  3C(counter), 6A, (delay)236A, 6C
    3.  2A, 214B
    4.  2A, 214B, (delay)236A, 6C
    5.  6C, 632146C
    6.  214B(one hit), 41236C
        "Sudden End"
    7.  214678C, 214B, 9, (delay)5C, (land)2C, 29, 2C, 665C
        *Does not work on Carl, Jin, Rachel, 
        "Standard Stopper"
    8.  6C(counter), 5C, 214B(one hit), 623146C
        *This is an amazing combo, stupid easy to use and does huge damage.
        *To top it all off, only uses 6 magatama.
    9.  6C(counter), (delay)236A, 214B(one hit), 41236C, 623AA, 9, B, 9, C
    10. 6A(counter), 214214B, (delay)214B, ????*
    *See Infinity Combos for more info.
        Damage    Hits       Magatama Cost      Difficulty    Rating
    1.  1923      2          0                  *             *****
    2.  2223      4          1                  *****         *****
    3.  1232      3          2                  *             ***
    4.  2278      5          3                  **            ****
    5.  4684      2          4                  **            ****
    6.  3653      3          5                  ***           ***
    7.  4673      6          5                  ****          *****
    8.  6143~6444 4          6                  **            *****
    9.  6445      8          8                  ****          ***
    10. ????*     ?*         8                  *****         *****
    *See Infinity Combos for more info.
      [6_02] Combos - Air Combos
    Air combos are what I describe as combos that take their main "oomf" from
    midair attacks. They can still start on the ground however.
    Unless I put "(counter)" in the input, assume all these combos work regardless
    of counters.
      Arranged Top to Bottom: Lowest Magatama Cost to Highest                     |
    1. 5C, 623AA, 9, B, 9, C
    2. 5C, 623AA, 9, (delay)5C, 2C, 29, 2C, 66, 5C
    3. (midair)2C, 66, 5C, 214C
    4. (midair)5C, 214B, 9, 5C, 214C
    5. 5C, 623AA, 9, (delay)5C, 2C, 29, 2C, 66, 5C, 214B, 9, C, 214C
    6. 5C, 623AA, (delay)29, B, 9, C, 214B, 9, C, 214C
    *See Wall Combos for more info.
        Damage    Hits       Magatama Cost      Difficulty    Rating
    1.  2422      4          2                  **            ***
    2.  3333      6          2                  *****         *****
    3.  2411      3          3                  **            ***
    4.  3432      4          5                  ***           ****
    5.  4345      9          7                  *****         ****
    6.  4010      7          7                  ****          ***
      [6_03] Combos - Grip Combos
    A grip combo is a combo that always includes a grip at some point. This means
    they are ALWAYS breakable and not guaranteed.
    However, grips are not affected by damage scaling at all, and Haku-Men's air
    grip especially deals a LOT of damage.
    A major downside to grip combos is that double-pink grips are usually useless
    against a skilled player. They can totally decimate noobies though.
    Unless I put "(counter)" in the input, assume all these combos work regardless
    of counters.
      Arranged Top to Bottom: Lowest Magatama Cost to Highest                     |
    1.  B+C, 236A, 6C	
    2.  5C(counter), 623A, B+C, 236A, 6C
    3.  5C, 623AA, 9, B+C, 5C, 2C, 29, B+C, 5C, 214B, 9, 5C
    4.  5C, 623AA, (delay), 29, B, 9, 5C, 214B, 9, B+C
        "Bass Ackwards"
    5.  B+C, 214B(one hit), 623AA, 7, 2C, 44, 2C, 5C*
        *Does not work on Carl, Taokaka, Rachel, Ragna, or V-13.
        **Tager requires a delay on 623AA due to his hugeness. 
        "Bass Forwards - (Bass Ackwards Alternative, Higher Damage/Difficulty)"
    6.   B+C, 214B(one hit), (delay)623AA, 9, (delay)5C, (land)2C, 29, 2C, 66, 2C
        *Does not work on Carl or Rachel
        **Has very very specific delays on it.
        ***This combo often makes you end up against a wall, 5C is only possible
           when stuck next to a wall.
    7.  "Sticky Fingers"
        B+C, 623AA, 9, (delay), 66, B+C, 5C, 2C, 29, B+C, 5C, 214B, 9, B+C, 5C
    8.  4B+C (cancel), 236A, 623A, 5C, 41236C, 3C
    9.  B+C, 236A, 623A, 5C, 41236C, 3C
    10. B+C, 236A, 623A, 5C, 214B(one hit), 41236C, 236A, 6C
        Damage    Hits       Magatama Cost      Difficulty    Rating
    1.  3068      3          1                  *             ****
    2.  4178      5          2                  **            ****
    3.  6435      13         4                  ****          ****
    4.  4919      8          4                  ****          ****
    5.  4125      7          4                  ****          ****
    6.  4589~811  9~10       4                  *****         *****
    7.  9116      17         4                  ****          *****        
    8.  3335      7          5                  ***           ***
    9.  4245      7          5                  **            ****
    10. 5339     9           8                  ***           ***
      [6_04] Combos - Wall Combos
    Wall combos are only possible when you are shoved in a corner with your
    opponent, with your opponent's back to the wall. They are usually very damaging
    and repetitive, and gave rise to the term "wall rape."
      Arranged Top to Bottom: Lowest Magatama Cost to Highest                     |
    1. 5C, 623AA, 9, (delay)5C, 2C, 29, 2C, 2C, 66, 2C, 2C, 5C
    2. 5C, 214B(one hit), 41236C, 623AA, 9, (delay)5C, 2C, 29, 2C, 2C, 66, 2C, 2C,
    See "Infinity Combos" for more info.
    Damage       Hits       Magatama Cost      Difficulty    Rating
    1. 3812      9          2                  *****         *****
    2. 6412      5          7, refunds 1       *****         *****
      [6_05] Combos - Rapid Cancels
    Ok I'm gonna be straight with you: I haven't found a single real use for Rapid
    Cancels on Haku-Men. Just about every single time I could use a RC to do
    something, that 4 Magatama could've been used for SOOO much more. You are not
    allowed to Rapid Cancel during Infinity either. (Or that'd be broken) Haku-Men
    basically "rapid cancels" every time he uses a special move to interrupt 
    Some say you can use RC to deny punshing on Haku-Men, but if you can rapid
    cancel, you can Yukikaze, which does almost the same exact thing...
      [6_06] Combos - Infinity Combos
    Heheheh, here we are at last. The Infinity Combos, or as I like to call them,
    "The Game Enders."
    Be sure to know all the Key Factors about Infinity before you try to attempt
    these. It's in the Infinity section under Distortion Drives. When I type
    "Magatama Cost" in this section, I really just mean it uses that much magatama,
    even though isn't technically any cost at all.
    A "type" column is now added that specifies what sub-type of combo it is, all
    these combos of course require Infinity.
      Arranged Top to Bottom: Lowest Magatama Cost to Highest                     |
    1. "Racket Ball"
        B+C, 236A, 236A, 236A, etc. etc. when close enough 623A, 5c*	
    2. "Standard Ground"
        5C, 214B(one hit), 41236C(both hits), 236A, (delay) 623AA, 632146C**
    3. "Standard Air"
        5C, 214B(one hit), 41236C(both hits), 236A, (delay) 623AA, 29, B, 9, C, 9,
        214B, 9, C, 214C
    4. "Frostbite"
        236236D(success), 41236C(both hits), 236A, 632146C(delay release)
    5. "2A Spammer's Demise"
        21478C, on landing 214B(one hit), 41236C(two hits), 326A, 623A, 5C,
        214B(one hit), 41236C(one hit), 632146C.
    6. "Barrier Burster"
        6C, 632146C, 623A, 214B(one hit), 41236C(one hit), 632146C, 623A,
        5C, 214B(one hit), 41236C(one hit), 632146C
    *Use this to move people next to the wall to set them up for Barrier Burster.
     Or you can use it if it'll kill them and you feel like being funny. They will
     likely Barrier Burst right after the 2nd or 3rd Gurren.
        Damage    Hits       Magatama  Difficulty    Rating   Type
    1.  ????      ??         ?         *             ***      Mover
    2.  6205      7          12        ***           ****     Ground
    3.  6439      11         15        ****          *****    Air
    4.  7002      5          12        ***           *****    Counter
    5.  8937      10         21        *****         *****    Air
    6.  10661     9          24        *****         *****    Wall
      [7_00]...Astral Heat: Kokuujin Ougi: Akumetsu 
                            Heavenly Judgement: Perish Evil
      Description                                                                 |
    Haku-Men's ultimate Zanshin technique. Haku-Men taps into the power of the 
    Nine-Tails to produce a Zanshin powerful enough to counter any attack in the
    game apart from projectiles. Should an enemy trigger this counter, Haku-Men's
    Astral Heat triggers and he slashes his enemy many times at a speed beyond
    perception, ending the game.
      [7_01]...Astral Heat: Kokuujin Ougi: Akumetsu - Input
    Input: Final Round of the Match, Enemy is Below 20% HP, 720 degree rotation D.
    As I'm sure you've noticed, Akumetsu's input is a little bit tricky. 720 degree
    moves will make your character jump twice if you simply perform them, and this
    AH cannot be performed in midair. The trick is to use a different move, and
    input 720 degrees while that move is animating.
    Below are the best moves I use to delay my character while I input 720 degrees.
      Delay-Moves for Astral Heat: Sorted Quickest to Slowest                     |
    1. 5B - Very quick, only experts will be able to get the AH off in time without
    2. 6A - Little bit slower, the one I use most often.
    3. 5C - Getting a little too slow now, really easy.
    4. 8B - 9B or 7B work too, this makes you jump once, you perform AH on landing,
            by performing an attack, it makes it so you don't double-jump. You can
            use this to jump near the opponent too, baiting them to hit you.
            Be aware that if you accidentally hit them with this he'll double-jump.
    5. 5D - This is the slowest, however, it works very well because your enemy
            usually goes "I can punish him now!" just in time for you to AH.
      [7_02]...Astral Heat: Kokuujin Ougi: Akumetsu - Ideal Situations
    These are the ideal times to use your Astral Heat, sorted from best to worst:
     1. Your enemy just performed a none-projectile DD or AH that is going to hit
        you, perform Akumetsu during the screen freeze.
     2. When you and your enemy are both landing near each other, use the AH the
        moment you hit the ground.
     3. An enemy is running towards you after knocking you down, roll away from
        them in the direction that they're running and perform your AH during the
        This is especially effective against people who are using dash-cancel
    Spoiler Description:
    The main spoiler regarding Haku-Men is his origin, I've listed all the hints I
    gathered in my travels as I encountered them within the game.
      HINTS                                                                       |
    Credits Roll:
    Jin Kisaragi and Haku-Men have the same voice actor.
    Haku-Men never says anything when he's fighting Jin Kisaragi. During the
    beginning intro, Jin will say something like "Who the hell are you?!" and
    Haku-Men will simply assume his battle stance. During a victory for Haku-Men
    when he fought Jin he will also say nothing.
    Jin's Story:
    There's a scene where the three girls are talking to Jin, he then walks away,
    and Noel seems slightly distracted by something. As he his walking away, we see
    a back-view of Haku-Men walking away flash briefly before disappearing, and
    Noel mutters "A white soldier..." 
    On one of the endings, Jin fails to save Ragna from V-13, and is teleported
    away by Rachel. He is dismayed and seems on the edge of hopelessness. Then
    Rachel appears to him and says "Don't you wish to become a true hero?"
    Haku-Men's Story:
    There are plenty of scenes where Haku-Men says "When I used to be human" or
    something of the sort. While trying to re-establish himself in reality, he has
    to defeat apparitions of his mind. As he begins his last fight, he says
    something akin to "If I am to become justice, then I must relentlessly strike
    down all who oppose it, without bias. My past incarnation is no exception!!"
    He then finishes his story arc fighting Jin Kisaragi. After this fight, he
    takes off his mask in front of the Ragna-apparition he had previously defeated
    (of course, his face is not shown in the illustration). The incarnation of
    Ragna says "Hehh...so the cry-baby's acting all grown up."
    The conclusion? Haku-Men IS Jin Kisaragi, or rather, he was.
    It is revealed that Haku-Men is fully aware that he used to be human, and that
    he used to be Jin Kisaragi. However, he does not seem to inherit too many of
    Jin Kisaragi's traits, and seems to regard him as more as a "past incarnation"
    rather than himself in his entirety.
    Rachel transported Jin back in time using the Boundary through unknown means.
    He was then merged with a SUSANO'O unit. (Incidentally, Haku-Men's theme song).
    It's a little similar to the process of how V-13 merging with Ragna becomes the
    Black Beast. Susano'o is a term sometimes used in mythology to refer to a snake
    god or snake demon of some sort. This can help shed light on the many reptilic
    snake-like eyes seen on Haku-Men's suit.
    When Haku-Men is electrified by Rachel, you can see his X-Ray by pausing the
    This is by no means to be taken as fact, but from the way I see it, it
    looks as though Haku-Men possess a jaw much like a wolf, and has four eyes.
    (his Coat of Arms shows a wolf with four eyes as well). He seems to still
    possess some organic muscle as well as veins. Interestingly, we see 2
    circle-like devices on his chest and near his midriff, both of them look akin
    to a Crescent Moon.
    They are both opposites of each other.

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