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Posted

Hakumen is for once, a nice matchup for Bang. 6C standing combos into good stuff aplenty, and FRKZ can wreck him, runaway or rushdown. Be aware of possible D moves during your pressure strings though. 6D, 2D, JD come out in 1 frame.

Posted

I actually have trouble with this match up. I know one of my big mistakes is being so airborne, and Haku-Men has good anti airs to stop that, but the range of his sword still keeps me at bay no matter what I try and do, and every time I try and go for 6C he's always crouching it seems. Not to mention his counter seems a lot nicer than Bang's. I'd appreciate some tips on how to deal with Haku-Men, since he's apparently at a disadvantage when fighting Bang, but I just don't know why yet.

Posted

I actually have trouble with this match up. I know one of my big mistakes is being so airborne, and Haku-Men has good anti airs to stop that, but the range of his sword still keeps me at bay no matter what I try and do, and every time I try and go for 6C he's always crouching it seems.

Not to mention his counter seems a lot nicer than Bang's. I'd appreciate some tips on how to deal with Haku-Men, since he's apparently at a disadvantage when fighting Bang, but I just don't know why yet.

Hakumen has alot of long recovery moves, even though they're good anti airs, they have to be baited. If the hakumens you're fighting are AAing with his 2c, jump once, then double jump when he 2cs, falling j.c or j.4c if you crossed him up and he'll eventually stop.

Edit: And i'll update this when i get a chance and have a little more haku experience. Since there appears to be new things coming out with hakumen pretty frequently, I'd like to keep this how it is for now until I get some decent worthwhile information.

  • 2 weeks later...
Posted

If you're playing a Hakumen who likes to jump around and 2C or C (I think that's what it is, the huge sword swing) lot, it's pretty easy to get a j.D down. That j.D then leads to some pretty nice otg combos, considering how fat Hakumen is. Also Daifunka super is great to punish him. He lags after his attacks a lot more than it looks like.

Posted

Yeah just block and try and punish. Even if it doesn't actually punish, you've got the advantage and Bang's mixups are strong. Block, run up/air dash, mixup.

Posted

Most Hakumen's that I play, I've seen that they approach with a air dash C. You can always time it or bait them to do it and catch them with either a j.D when they meet you in the air or a 2D only when they are coming down. Just try and not get caught in a corner or he'll destroy you with that sword.

Posted

Hakumen is for once, a nice matchup for Bang. 6C standing combos into good stuff aplenty, and FRKZ can wreck him, runaway or rushdown.

Be aware of possible D moves during your pressure strings though. 6D, 2D, JD come out in 1 frame.

yeah, I'm pretty sure that he can counter your 2B in the 5A 5B 2B blockstring on reaction, so be sure to mix it up.

Posted

If you see a Hakumen air dash at you, just 2D on reaction. You should hit them with it and then combo out of it. Don't forget it's a CH so you can do a jD afterwards and continue from there.

Posted

Baqng Install is a tossup in this matchup. If the Hakumen player is physically bigger than you, this shit becomes 9-1 hakumen, so make sure he's nice and wimpy.

Posted

Baqng Install is a tossup in this matchup. If the Hakumen player is physically bigger than you, this shit becomes 9-1 hakumen, so make sure he's nice and wimpy.

hm.. im not sure about that, if he whiffs almost anything, you have time to dash in & throw or normal. and once you are close, you should land a hit from all the instant overheads you have in frkz.

edit to clarify things: dash in -> throw -> he has to tech -> if he does, you can just 6-dash and continue pressure

Posted

Two previous posts make me lol. But yeah, I don't think there's any reason NOT to Furinkazan in this matchup. Can't think of one. Hakumen's so fat and slow you can pretty much freestyle any random moves, dash cancel, and get a combo lol.

Posted

There's something I just realized about Hakumen players... They like to grab... a lot. Especially after an air dashed j.C. They really do like using his drive, however this can be avoided by doing a high and low combo, same goes for his counter super which only attacks when it's hit high.

Posted

I've had some interesting effects in this fight from hakumen using D on nails, such that i still get tossed if i'm close enough. i've been punished for using D nails to move in, and i'd be curious to hear if the same would happen for the B nail explosion, which i really love using in this fight. all in all the effect is fun to watch if a bit of a slap in the face

Posted

He's pretty slow, so you can get away with throwing A nails or B nails and then dashing in, although not all day of course. Mix ups are key for Bang, as always. Actually I like B nails a lot in this fight, just cause Hakumen is so big and the explosion will usually catch him off guard/force him to block on wake up. Question though, is there anything you can do if the B nail does hit him in the air? Usually I just try to guess which way he'll tech and get off a command grab, wondering if there's a combo or something that'll work after he gets hit by B nail in the air.

  • 4 weeks later...
Posted

Yeah well I asked about this in the matchup threads and got an obscure answer. Both my Ragna and my Hakumen are hurting from not knowing exactly what Bang can do with Highs, Lows, and Overheads...and even if I manage to get space from pressure, Shuriken Special is the literal Nail in the Coffin. His guard points throw my pace off, and his oki pressure is ridiculous. I don't entirely know his combos, but at the least I'd like to know what I can do to deal with or get used to them.

Posted

standard chain is 5A,5B,2B, 2369D, land, repeat. 5A can be substituted with 2A for a low, and you can do 5C after it or after 5B for an overhead. you can also dash up, command grab after the shuris. just program it and try around. if you instant block either 2B (which is one of the few moves that can be jump-canceled on block for bang), or instant block the shuris, then there's a small gap. small being <4F.

Posted

The better hakumens I've seen utalize that gap to throw out a parry to get the next part of the string, although thats only good if you think they're not going to do an overhead or IAD. Although another thing I've seen them do is IB the hits before the shurikens and parry those and get the grab off that.

Posted

Most important thing to remember is that D nails/jump cancels can really only come from 2b. His overhead can NOT come directly from 2b, however. He can do 5C from 5a, 2a and 5b, and can do 6b directly after a blocked 5C for a mixup to 2C. He's got a ton of options from 2b, but very few from 5b. That's the most important thing to remember when watching his strings. Also look for places to jump back and barrier or jump into an instant counter (local Haku player loves this one) to get out of a lot of things that don't involve D nails. Other than that, I mean he's only got so many nails lol. If Bang is using D nails as his primary mixup tool against Haku, just play it patiently and let your batteries charge I guess.

Posted

Time your counters. Especially your 5D and 2D. One of my friends play Hakumen, and he figured out when to do the counters during bang's combos, and I think you have enough time to pull off a 5D if he crosses you up.

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