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Posted

This matchup more often than not gives me trouble, since all of Hakumen's C have huge range and come out faster than mine. Plus that airdash C is a pain enough. Any advice?

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Posted

all I almost always throw the entire match against this guy. I really don't like his counters. His pressure is not to the point of others taht I have to spam attacks to counter his. I just sit and wait.

Posted

supposedly this is tager's best matchup at about 5-5 (depending who you ask)

Posted

Usually, Hakumen can combo 2 slashes with his "C" slash after air dashing towards you, one slash in the air and one on the ground after landing. Block both of them and don't attack until he's done with both of those. Don't bother using "B" sledge hammer and use "A" sledge hammer instead for comboing since it's a lot less punishable and not really punishable after block from Hakumen. You can also use the time you're away from him to charge up a magnetic spark as that will pretty much instantly bring him towards you. Predict where he's going to roll if he's close to you and use "B" sledge hammer if he rolls away or Tager Driver if he rolls towards you. They can't counter Driver or Buster with D so go crazy on those when he's close enough to you and go for the magnetism.

Posted

Really not sure what to do against a defensive hakumen, played one today and I don't really see what tager can do if hakumen decides to just sit back and spam 5/6C. Tager can't seem to do...anything, without getting counterhit out of sledge/2D/aerial approach and Shot doesn't work cos they just....block it. Oh yeah, also found out that Hakumens Astral activates against B+C throws. -_-

Posted

Really not sure what to do against a defensive hakumen, played one today and I don't really see what tager can do if hakumen decides to just sit back and spam 5/6C. Tager can't seem to do...anything, without getting counterhit out of sledge/2D/aerial approach and Shot doesn't work cos they just....block it.

Oh yeah, also found out that Hakumens Astral activates against B+C throws. -_-

I just jump in. His C moves aren't active very long so as long as I'm not doing the same jump in stuff over and over, Hakumen's attacks tend to get blocked or whiff entirely for a counter hit combo.

Posted

If memory serves, j.2C was getting counterhit by his 2/5/6C, and other times he'd just jump up and intercept me with j.C. That being said, I was having more success in the air than on the ground, but even with the occasional (tager) CH j.C, it kind of...doesn't lead to anything. Edit: It's probably worth mentioning that my experiences were online. Lag severely complicates getting around hakumen's C moves.

Posted

If memory serves, j.2C was getting counterhit by his 2/5/6C, and other times he'd just jump up and intercept me with j.C. That being said, I was having more success in the air than on the ground, but even with the occasional (tager) CH j.C, it kind of...doesn't lead to anything.

Edit: It's probably worth mentioning that my experiences were online. Lag severely complicates getting around hakumen's C moves.

Lag also makes it easy to miss for hakumen, just don't get predictable. If you really are getting them to block shot at least you can do max distance 5D j.D type pokes, his window of timing the C correctly is is 2 or 3 frames long, and as long as he is magnetized and on the ground those D moves will hit him and keep him magnetized.

I don't know about you but, air, crouching and standing CH J.C has almost always lead into at least 5C for me, if I land too far away for a real combo. In the air it is (6A?) 5C collider. Crouching you can do those sledge strings or combo into collider depending on distance. I'm sure even on standing you can combo into shot if you still have it.

Jump 2.C will lose pretty cleanly to one of his moves because it reaches high enough to stuff 2.C from pretty much any height. You're going to need to guard sometimes, or barrier guard that move in particular, the rising slash thingie.

Posted

best hakumen gimmick: b sledge just outside of a sledge range till you know hes going to parry it then a sledge and 720

  • 2 weeks later...
Posted

From what I've tried in training going by what 99% of the Haku's I play who mostly just air dash J.C you can 5C before his attack comes out (you have enough time) land a counter hit then 5C again Atomic Collider and so on. If he super jumps and goes for the J.C (5C won't hit him at this distance) you can either 2C him if you put it in at the right time your attack will come out before his J.C and land a counter hit or you can Atomic Collider him right out the air. Or you can try the backdash 360A from what I've seen on youtube it works but you have to time it right and if your as bad as timing that as I am then your go for the 5C which is just as good. I actually IB a J.C from Haku and he was still able to land his 5B before my 2A came out which really hurt my feelings...

Posted

I think it's better to just backdash his jCs than try to beat them outright, he's in some pretty awful recovery if you backdash it and it's less risky than trying to beat it with 5C or 2C. if you instant block his jC (or maybe if you block it when he's high up, or maybe he attacks too slow when reaching the ground) 360A can be handy once both players realize that attacking each other is generally super risky you will probably see the players just walking back and forth at range playing chicken.

Posted

I think it's better to just backdash his jCs than try to beat them outright, he's in some pretty awful recovery if you backdash it and it's less risky than trying to beat it with 5C or 2C.

if you instant block his jC (or maybe if you block it when he's high up, or maybe he attacks too slow when reaching the ground) 360A can be handy

once both players realize that attacking each other is generally super risky you will probably see the players just walking back and forth at range playing chicken.

This happens ALOT when I play against Hakumen's that have gotten punished by a backdash after they j.C.

Best thing I've found is if they want to play Chicken, start charging Spark Bolt. Just be prepared to stop the second they start moving so you can be ready to counter. If they continue to play chicken, well you got a Spark Bolt Ready.

Posted

fyi thats a really dumb gimmick but i love doing it online because no one is good online

yes listen to kensk he knows things

Most reasonable Haku-Men players can tech fairly well, so it's a bit more tedious. But as people have mentioned backdashing here and there and feinting them into counters is nice.

Posted

Remember, if he does iad j.C, after blocking it you should always be trying to 720 him as he lands. Usually Haku's followup won't combo.

Posted

IB j.C for instant ownage. its going to be rare that a hakumen does j.C outside of an airdash around half screen away or right in your face, its easy to hit him out of it otherwise. so its pretty easy to time. also mike that loses so hard to j.C xx hotaru :(

Posted

Well it doesn't work all the time, but I just wanted to throw it out there since no one else mentioned it. j.D I have found to be a pretty good counter to opponents that jump alot, like Arakune especially, though it's not going to win you the match by itself. It's a good way to get a magnetized opponent which opens up all sorts of other options.

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