JackG Posted July 4, 2009 Posted July 4, 2009 Hakumen Matchup Statistics Japanese Ranking: 5-5 in nobodies favor, ever Personally: God kills a kitten. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
Kumlekar Posted July 4, 2009 Posted July 4, 2009 5-5 you kidding? this matchup is 10-0! Haku always wins! (as it should be) Ironically I lose agaisnt other haku players more than even against arakune or nu.
Blade Posted July 4, 2009 Posted July 4, 2009 I had close matches before, but that was before I learned to link his specials.
qwerty Posted July 4, 2009 Posted July 4, 2009 fun matchup all around, since the mindgamez are endless. is he jumping in with j.C? then 6A. BUT WAIT, maybe he'll do j.D instead to bait you this time! then just sit back and guard and then punish his recovery with 5C -> combo. etc
Kumlekar Posted July 4, 2009 Posted July 4, 2009 yeah, I still don't know all the links. My stragety in this is usually let the opponent close, and either go for a counter and start blocking and look for a gap for a low counter. Usually j.C is pretty easy to counter if you jump into it.
Mr.Chaos Posted July 14, 2009 Posted July 14, 2009 playing against another haku was the only time i had a match timer run out.
reaVer Posted July 14, 2009 Posted July 14, 2009 fun matchup all around, since the mindgamez are endless. is he jumping in with j.C? then 6A. BUT WAIT, maybe he'll do j.D instead to bait you this time! then just sit back and guard and then punish his recovery with 5C -> combo. etc j.D won't catch 6A unless you do it really close to the ground at which any random timing in response gets the Hakumen on the ground a free throw. My experience: the guy that races over to the other loses. Instead, zoning with 6C is possible and can lure out an IAD attack from the opponent which you can 6A. Once either gets in close range he'll pretty much have and keep the advantage till either works his way outside again.
Kumlekar Posted July 14, 2009 Posted July 14, 2009 j.D won't catch 6A unless you do it really close to the ground at which any random timing in response gets the Hakumen on the ground a free throw. My experience: the guy that races over to the other loses. Instead, zoning with 6C is possible and can lure out an IAD attack from the opponent which you can 6A. Once either gets in close range he'll pretty much have and keep the advantage till either works his way outside again. Pretty good summary, I imagine watching this match at a competive level would look something like baiken versus baiken. I need to learn some anti air combos. I can hit the 6A CH, but never follow it up right.
reaVer Posted July 14, 2009 Posted July 14, 2009 I just follow up with 5C Enma -> combo. You can also use 5C zantetsu -> combo.
Blade Posted July 18, 2009 Posted July 18, 2009 I'm having a hard time predicting highs and lows in this matchup...and nothing seems to beat 6A or overhead j2C for me. I've had a few successful counters, but that's it...usually I'm forced to defensive or turtling.
Kumlekar Posted July 18, 2009 Posted July 18, 2009 I'm having a hard time predicting highs and lows in this matchup...and nothing seems to beat 6A or overhead j2C for me. I've had a few successful counters, but that's it...usually I'm forced to defensive or turtling. You had quite a few counters against me, you just have to combo off of them.
Leonil_Requiem Posted October 12, 2009 Posted October 12, 2009 attack without thought and they'll be cought off guard
Ronin Jinobi Posted February 12, 2010 Posted February 12, 2010 attack without thought and they'll be cought off guard believe it or not that has worked before *shame* now when I do it I'm usually timing out the clock :/
mAc Chaos Posted February 12, 2010 Posted February 12, 2010 Something to note: comboing Shippu off 6C has different timing with Hakumen. There were a lot of times in the beginning when I'd miss Shippu because Hakumen somehow gets bounced too far away.
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