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Posted

5D seems to be pretty good at CHing Haku out of 4C if you already have him magnetized. Even if it trades it ends in your favor.

Posted
turns out that 720 c can be countered by his astral found that out today playing online......i realy didnt mind the loss because of the immaculate timing on his part

his astral counters everything but projectiles, if im correct. that means all we got that beats it is spark volt, wooo. makes gadget finger practically useless against hakus who can astral, gadget flinger too, because you cannot cross up his astral (charge 28D)

Posted

um you can just super flash buffer barrier if you throw out a 2B or something.

IMO you shouldn't be trying anything too flashy on haku anyways.

  • 4 weeks later...
Posted

My friend likes to play this game called "Kickumen". He is simply undefeatable. I can't stop his kicks. His kick mix-up is too intense. Sometimes he hits me with a big kick combo.

I don't need tips against Hakumen in general. I have another friend that plays normal Hakumen and I don't have any trouble beating him. I just want tips for "Kickumen".

Is this normal? Do people actually do this, or is my friend the only one that does this? Is it a real Hakumen playstyle?

Posted
his astral counters everything but projectiles ... that means all we got that beats it is spark volt
Delayed 360A lasts long enough to land it clean on an Astral-happy Hakumen, plus is a decent option on wakeup since it grabs most stuff and avoids the air kick as well.

Protip - you can do it and let go of the button like regular anti-wakeup 360A, but if they do an Astral you can hold it again during the superflash and (as long as he didn't grab already) you will extend the Buster.

  • 2 weeks later...
Posted

i find that making sure he magnetized as often as possible can be a huge advantage. alot of hakumens jump rather often to change distance, and the threat of an AC combo whenever they jump for a decent chunk of health can keep him grounded.

usually ill throw a spark ball during a poke recovery(either IB of whiff) to magnetize him and close distance and combo. super +.

also for gadget finger mindgames sometimes ill put a backdash in there. weird, but it usually works for me.

Delayed 360A lasts long enough to land it clean on an Astral-happy Hakumen, plus is a decent option on wakeup since it grabs most stuff and avoids the air kick as well.

Protip - you can do it and let go of the button like regular anti-wakeup 360A, but if they do an Astral you can hold it again during the superflash and (as long as he didn't grab already) you will extend the Buster.

really? oh that is definitely great news.:yaaay: now to go see if it works on 720s as well.

Posted
really? oh that is definitely great news.:yaaay: now to go see if it works on 720s as well.

It won't, holding 360A will prevent it from going active and triggering the astral, 720 is always active for the hold time and will attempt to grab whether you like it or not.

Posted

well when I fight haku, I tend to voltic charge a lot especially when haku goes all poke master on my ass. now voltic charge is good for one thing and that is temping haku to come in. we cant get to him, let him come to us. now when haku is far voltic charge over and over again and don't hold it because constantly repeating voltic charge from a distance annoys people so they'll come and attack trust me it works all the time. you could also do this to other players who like to run away a lot, doesn't work for the zoners and fast characters though(them mind games).only hold it if he's medium range so you could block his poke's and when you block the first hit come out of it and back dash because they tend to dash and 3c after 4c hit the charge block. and like Mikez said you have to be patience. Block and punish simple ass that. let him come to you, NOOOOO CHASIIIING!!!!

Posted
It won't, holding 360A will prevent it from going active and triggering the astral, 720 is always active for the hold time and will attempt to grab whether you like it or not.

damn. i was hoping that would work. but if possible(and i made sure it was), you can astral grab him after his counter time ends:yaaay:. this will probably forever be my most treasured moment in this game.

Posted

I can't ever seem to get close enough so that I can 4d or 360 hakumen when he tries to 4c me. Its just 4c, 4c, jc while I'm blocking and thats sufficient to keep me away.

Posted
I can't ever seem to get close enough so that I can 4d or 360 hakumen when he tries to 4c me. Its just 4c, 4c, jc while I'm blocking and thats sufficient to keep me away.
For 4D to not hit, he has to be poking you at pretty close to max range. Just block/IB and walk forward a little till you're a bit closer, 4c,4c isn't a block string. You can also psychic it with longer reach moves like 5C. Hakumen's hitbox extends before the sword goes active.
Posted

4c 4c isn't a block string but if I input anything before the next 4c I'll get counter hit generally. I mean 5c and 4c both have 15 frames of startup and 4c is -5 on block so sure I can get the spring on him, but 4d and 5c are all under the assumptions that he'll 4c again, isn't it? So if he 4c's and I IB and he doesn't 4c and I try to psychic 4d, he'll just knock me right back out again.

Is there like a youtube vidya where it shows just how far I can be to 4d him?

Posted
4c 4c isn't a block string but if I input anything before the next 4c I'll get counter hit generally. I mean 5c and 4c both have 15 frames of startup and 4c is -5 on block so sure I can get the spring on him, but 4d and 5c are all under the assumptions that he'll 4c again, isn't it? So if he 4c's and I IB and he doesn't 4c and I try to psychic 4d, he'll just knock me right back out again.

Is there like a youtube vidya where it shows just how far I can be to 4d him?

Well, yeah you have to yomi a bit, but if he's not doing it right after then you can just walk forward more and get into a range where 4C isn't any good. It's not like 4C leads into any damage anyway.

I don't know any videos off hand with a long distance 4D counterhit, but if it helps you get a sense of it even a little, if they open with 4C and you open with 4D at the start of the round, you win.

Posted

I played Commander of Troy a bunch tonight, maybe he could help out...

Anyway, it all comes down to spacing and predicting your opponent. You can't really play Tager without yomi.

Posted

Just for the record, I saw what Mike Z said about AC beating Hotaru so I tried it out a few times and Hotaru won every time, magnetized or not, coming in from the air or just TKing it. Are you sure it beats Hotaru? The timing must be very specific or something.

Posted

it should your probably doing AC too early/late.

here's something you guys need to know.

when fighting haku and your closing in, please don't push buttons.

Posted

Well, from frame data:

Hotaru - Head attribute attack, active for 2f (11 startup)

Collider - 7-16F invulnerable to head attribute

Just based on that, yes, Collider can beat Hotaru rather easily. In fact it will beat it clean every time if you both hit the buttons simultaneously...but the AC can be up to 5f earler or 3f later and it'll still work.

You do have to treat it like a DP and do it when you need to, you can't hold the Collider and suck in Haku as he then decides to kick you, because by that time the invincibility is gone.

From actual experience, ask Shin-ATProof - I was doing it to him a lot a few weeks ago. :^)

  • 3 weeks later...
  • 2 weeks later...
Posted

hey, i found something rather flashy to do against haku-men and rather useful.

it has probably already been said, but i can't seem to find it...

first: if tager throw a 6A and haku counters with a 5D (maybe other counters, but i didn't test it), tager can escape the unblockable counter easily

-you can 720 when you hit the counter, the animation starts, but hakumen grabs you... :(

-you can MTW and haku will grab you're guard point and fail (he can block or yukikase though, if he's fast enough), also he can just do nothing and block the MTW, but hey you can RC with meter, not bad...

- if the 6A is far enough you can just jump out and he will miss (safe option yay)

note here that if you do not input anything, he would grab you...

second : flashy and stupid, but i find it hype to do on casual meet ups with a lot of people watching :)

imagine you could escape safely from a yukikase, awesome right? when a MTW is hit by yukikase (needs to be at the beginning of the MTW though), normally hakumen goes through you and you spin maybe half a second before getting hit by the slash, but by trying things, you can RC and wait just a little bit and backdash the slash making you waste 100 heat, but escaping safely from a yukikase that should have maybe killed you.

sorry if this is not really relevant, but I happen to fight rather good hakumen that yukikase my MTW or reads me like a book and counters my 6A with so much facility, i had to find a way to be flashy in my scrubbyness.

Posted

ugh.

concerning haku-men's counter.

yeah its something we should know but don't really do because:

A. situational as all fuck.

B. not very viable at all.

for the case of haku-mens counter you can only jump out if your jumping away and or if they are far away because 6A extends your hitbox or your too fat to get away, also if he j.D's you have to commit to something, I will tell you something else you may not know, when haku lands a counter he is safe, I mean he is at even when its triggered so in the case of MTW, he can actually do 6D>6D and it will beat MTW, sure you can spend 100 heat but it won't matter if he's already in your face. (haku's counter grab you out of the air!)

also smart haku's will not yukikaze a MTW, they may counter it twice for you doing it.

here's a trip...if haku does a counter on your 6A and you know he's gonna do it you can buffer a 720 and it will whiff and 9/10 he will get grabbed because he thought he had you.

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