Shining Aquas Posted July 10, 2009 Posted July 10, 2009 Now, I haven't had any particular problems with this match (other than losing 50-60% of your health cause of a bad screwup), but I'm curious to know what everyone else thinks of this matchup. Also, wherever the admin of this board is, I think we are getting to the point where it might not be a bad idea to have a separate folder for matchups.
individuals Posted July 10, 2009 Posted July 10, 2009 i think its a fairly easy matchup, as long as you dont get punished X___X however its annoying how if the staff is flying it will trigger his counters, including his super counter. that thing goes further than i expected, and i didnt even expect it to go off @____@ but i am usually anti airing him into combos, since hes not too fast on the ground without his dashing..special thing. whatever! personally i think im around 80% win against hakumens
Kenny tuty Posted July 10, 2009 Posted July 10, 2009 if the hakumen knows how to deal with litchi's corner mix up, this is 4.5 for litchi I believe. if they don't, it's 5.5-6.0 for litchi.
Kumlekar Posted July 11, 2009 Posted July 11, 2009 Now, I haven't had any particular problems with this match Rub it in why don't ya. As for the super counter, a double jump goes right over it.
Shining Aquas Posted July 11, 2009 Author Posted July 11, 2009 Rub it in why don't ya. I only say that because I just happen to know how to deal with Hakumen. Now, that's not to say I wouldn't get totally floored by one cause I met Meowmix at SVGL (and again at Fanime now that I think about it) and against his Haku I think I only ever won once out of maybe a good 20 matches. When you spend 20 matches getting punched in the face HARD, you learn how to get punched in the face LESS. It really helps, ya know?
Kumlekar Posted July 11, 2009 Posted July 11, 2009 I apparently that only works for punches, not staves.
Dakanya Posted July 12, 2009 Posted July 12, 2009 It doesn't seem like his super counter can counter lows so poking with 3C is an option
Killerwatt Posted July 12, 2009 Posted July 12, 2009 From the few fights I've had with him, I've realized that you really don't wanna rush this guy down; Litchi has a lot of holes in her pressure that can be easily autoguarded by him that will lead to a world of hurt. My success so far has been zoning with staffless D; and carefully applying safe pokes while he's too busy watching the staff fly around. Bait the autoguard, throw, combo, zone, mixup, dead. Easier said than done if the Haku player is aware of all of LI's mixup options. It's a hard match, but not impossible.
Cornix Posted July 13, 2009 Posted July 13, 2009 To add, a good bait for this autoguards is definitely to cancel out of your 6B (her twirly step forward that doesn't actually do the attack) will let you extend it past his autoguard. Don't rely on it or do it every time because anyone smart will start punishing with his giant sword swings, but it is an option to keep in mind, using it early will hopefully keep him from autoguarding too often. Also, Chun is an excellent option as the hit goes off while you're over his head and he'll block the attack but not grab you from his autoguard. (I'm not entirely sure this is always correct but I saw it just now against a friends haku-men)
Jthan Posted July 13, 2009 Posted July 13, 2009 Also, Chun is an excellent option as the hit goes off while you're over his head and he'll block the attack but not grab you from his autoguard. (I'm not entirely sure this is always correct but I saw it just now against a friends haku-men) if he blocked the chun, he's just going to punish you, what does that have to do with his autoguard?
Cornix Posted July 13, 2009 Posted July 13, 2009 Hmm, that's a point I hadn't actually thought of, I was using it to get above him and not take the throw after the counter, he was just not punishing it I suppose.
Dovieandi Posted July 14, 2009 Posted July 14, 2009 Flame pillar works really well against Haku. His giant hitbox makes it nearly impossible to miss one, and I've caught a ton of Hakus out of IADs.
edizzl Posted July 23, 2009 Posted July 23, 2009 For some reason, I have a hard time winning consistently against decent Hakumen players. I'm not sure which of their moves I could punish and his high defense means I have to keep up oki pressure for a lot longer than normal. I'm not sure, but can Haku D out of corner pressure?
Kumlekar Posted July 23, 2009 Posted July 23, 2009 For some reason, I have a hard time winning consistently against decent Hakumen players. I'm not sure which of their moves I could punish and his high defense means I have to keep up oki pressure for a lot longer than normal. I'm not sure, but can Haku D out of corner pressure? I don't know why he couldn't 6D out of the corner, but it would be pretty damn hard to time. 2D would eat tsubame, and 5D would probably be too slow. As for what to punish, it it involves his sword and isn't a special its punishable. Remember that all of his moves other than 6C (the giant slash normal) and 3C (the low giant slash normal) are special cancelable. If he has meter, they are not necessarily safe to punish, but Haku will rarely waste meter on a block.
Beatrice Posted October 30, 2009 Posted October 30, 2009 Having picked up Litchi recently, I still don't have an excelent grasp on all of her options. I'm having trouble with his big slash the screen super move. I really feel like I shouldn't be but I just can't get my head to click on what I should be doing about this. I end up feeling I'm far to far away to hit with anything before he could let it go, or, if I wait, he can just hold to full duration and it becomes unblockable. Ideas?
SIne Posted October 30, 2009 Posted October 30, 2009 If you are far away, you can just wait till he releases it and/or jump with barrier when he does..
Zenmetsu Posted October 30, 2009 Posted October 30, 2009 You have two options against Hakumen's slash super: 1) You can rush him if you are ballsy. The mind game here is that if you rush in and force him to attack before the super is fully charged then you can dash brake + block the attack and punish. If Hakumen is content with charging his super then you can attack him before he even unleashes his super. The risk is that if you screw up then you lose half life, but I feel that you have more control during this mind-game situation than Hakumen who is already committed to the super he just activated. 2) The safer option is to get as far away as possible. The sword (unblockable on full-charge) part of the super cannot hit you from full screen and the wave that travels on the ground can be normal blocked, or you can simply jump over it. The wave isn't unblockable. You won't be able to punish in this situation since you are on the opposite side of the screen. It is also up to you to figure out how to get to the opposite side of the screen without getting clipped. Regarding other things about this match-up... I have to say this is definitely in Hakumen's favor. I highly recommend learning 5A(CH)>IttsuA as Anti-air in this match. I also highly recommend BIZZARE okizeme tactics on Hakumen because his guard counters eat all staff-related options. Staff-related oki, which is usually safe against most of the cast, is high-risk against Hakumen. Also, risky 6B[hold] twirly thingy goes a long way. This match will blow your concept of what's risky and what's not.
SimpleKiss Posted March 1, 2010 Posted March 1, 2010 I don't know why he couldn't 6D out of the corner, but it would be pretty damn hard to time. 2D would eat tsubame, and 5D would probably be too slow. As for what to punish, it it involves his sword and isn't a special its punishable. Remember that all of his moves other than 6C (the giant slash normal) and 3C (the low giant slash normal) are special cancelable. If he has meter, they are not necessarily safe to punish, but Haku will rarely waste meter on a block. A good hakumen will block low and look to catch your overhead. 6C is super cancellable btw. If you take a 6C against Hakumen with Meter, you're going to eat Shippu too.
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