JinSaotome Posted August 29, 2010 Posted August 29, 2010 What no, Hazama has bad matchups versus Ragna for debatable reasons. Hakumen is a bitch and a half to fight with Hazama, because if he orbs a chain your approach is gone for the most part. Hakumen has superior normals and specials, and until you get 50 heat you're going to be praying for the most part. If you're ballsy you can IB 4C and try to dash cancel 2A, it's worked with limited success for a CH for me. But yeah, praying. Oh? Id like to hear about Ragna :o I was under the understanding it was like 5.5-4.5, and my only experience with Ragna was in Japan before I even knew how to play Haz . Our local ragna doesn't main him either, so some info would be appreciated :3c On the bright side for this matchup, a lot of Haku's normals can be Jayoku'd on reaction.
Arifureta Posted August 29, 2010 Posted August 29, 2010 Orbs of DEATH can be a pain, but on the plus side, it's not like Hakumen can spam projectiles from far away. He still has to come in to deal any damage to you so it's not like he's shut you down completely. Of course, if he has life lead then he probably won't try for that. Might also want to watch out for 2D since it can interrupt blockstrings if timed right.
Black Onslaught Posted August 29, 2010 Posted August 29, 2010 The thing is, while he's poking you, he's building meter at a faster rate than you ever will outside of j.214B# combos. 5k off his dash cancel dp hurts, as does surprise Tsubaki reps. Yo, fuck his 2D real talk
BladeOfJustice7 Posted September 13, 2010 Posted September 13, 2010 Hakumen's 4c is only useful at medium to long range, once you're outside of that range be it close to very long range it's fairly useless due to start up being 15 iirc which is good for a medium/long range attack but a crappy very long ranged attack since it's recovery/start-up could make you eat a ch ouroboros bnb combo. Make hakumen fear 6d->jakou and 214d-b, my friend plays a solid hazama I sparingly iad at him and if I do I make sure hazama has 50% heat due j.h, and if he has over 50% I go for a barrier block because iad j2c won't beat out j.h. But learning to fake chains is a must, and do you best to avoid flying into hakumens orbs. And use 2a to break hakumens ground block strings it's very fast and useful, that's what my friend does and it's very effective. That's my tidbit, hope it helps.
mikenapalm Posted September 22, 2010 Posted September 22, 2010 i think ive had the most success just standing outside poke range and waiting for him to iAD at me and punish with 5c/ 214D~B. Any ideas on how to tag one that likes to jump around spamming j.2A? I can't seem to get the timing down for a CH or even a clean hit to fly in on. 6D/j.5D seems to get portaled and he seems to recover too fast and is able to block j.6D/5D.
Fireryda Posted September 22, 2010 Posted September 22, 2010 get a feel for the distance he'll cover and 2C CH him out of the air or just d~d air-grab for bonus points.
Edge Reaper Posted September 22, 2010 Posted September 22, 2010 From a medicore Hakumen's standpoint, this match-up is a nuisance due to the simple fact that we KNOW where you're gonna hit next, so we try to counter it with D. 5 out 10 times, the 2D is too early. Out of the remaining 5, 3 are too late. The 2 are last second. Also, try not to spam air travel with the chains. Even as a lousy Hakumen myself, I can JC Hazama's right out of it. If you're trying to get around him, you're better of 4,2Ding around. Don't know about others, but I tend to get nervous when Hazama is floating around, expecting some J2D shenanigans. Actually J2D is real scrub haku hammer. We always expect you to complete the full jump over Haku to go for J6D.
Tyrant Rave Posted October 2, 2010 Posted October 2, 2010 I found 214D~B anti air beats out almost all of his j.C options. Works well on overly aggressive IADers... Hell if they're predictable enough you can just throw out a DP and catch them with it. The main issue I have though is getting out of a corner when Hakumen backs up into mid-range. Can't command grab my way out, if I toss out 236D I'll probably just eat an orb. Is the best option here to just run? :/
LordSpectreX Posted October 2, 2010 Posted October 2, 2010 I chain myself out of those times. Try jumping and do j.9D~D instantly.
Tyrant Rave Posted October 2, 2010 Posted October 2, 2010 Yeah that;s what I usually try for, I would just rather be able to retaliate in some way 214D~B can work at times, but only if they jump in, usually they just mash 4C and then dash in and mash more C attacks
Jwallz Posted December 5, 2010 Posted December 5, 2010 Hazama's 3C goes under Hakuman's 4C. I surprise a lot of Hakumans who like to start matches with 4C that way. Good to know.
Sharakonta Posted December 7, 2010 Posted December 7, 2010 Good to know. It works quiet often, makes it even better when you perfect a Haku 2 rounds in a row cause the match started the same way and that was the start. Though biggest thing I've noticed with this match up, careful on chaining in, every single time I think it's a good time to chain in, I get hit with a freaking orb. Chains are your friend but can be your biggest enemy in this fight. Most annoying match up by far.
Arifureta Posted December 10, 2010 Posted December 10, 2010 Make him come to you, but watch out for meter turtling. His anti-air isn't as good as the others but his orbs are still painful when they're out. Footsies using 3C is a pretty good approach on the ground. Good news is that he really doesn't have much of an answer to your knockdown since he has no real reversal until he gets meter for yukikaze, though I think TK Hotaru stuffs anything that isn't a poke on wakeup. I could be wrong though.
ZeroRaider Posted February 22, 2011 Posted February 22, 2011 Didn't realize til now that Rising Fang beats Hakumen's tsubaki. Now I just feel silly.
zreb Posted March 6, 2011 Posted March 6, 2011 (edited) Good news is that he really doesn't have much of an answer to your knockdown since he has no real reversal until he gets meter for yukikaze, though I think TK Hotaru stuffs anything that isn't a poke on wakeup. I could be wrong though. TK Hotaru can only be activated as early as 4 frames after wakeup. It won't catch well-placed oki (or meaties) and higher-level players won't use it unless they think you're going for a throw attempt (or you're being very, very sloppy with oki.) Hakumen's 2D and 6D are active on frame 1 just like Yukikaze. The only difference is that Yukikaze catches high, low, and mid. A smart haku player can still easily use 2d or 6d as a reversal, especially if you're handling your oki predictably. Obviously, none of those parries stop grabs--especially Hazama's command grab. Edited March 7, 2011 by zreb
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