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Posted

How would u counter CS hakumen's low air dash hotaru? (his DP kick) when he whiffs it and lands, its completely safe, and if i block, he gets to jump away. i've tried dashing 5b to catch him after he whiffs it, but sometimes my follow up 6a will miss. any tips? D: and also, ive been having trouble with hakumen as of late, im playing against a hakumen that blocks all my over heads and lows =/ so what are ragna's options if overhead and lows are not an option? (hope i didnt sound dumb)

Posted

How would u counter CS hakumen's low air dash hotaru? (his DP kick) when he whiffs it and lands, its completely safe, and if i block, he gets to jump away. i've tried dashing 5b to catch him after he whiffs it, but sometimes my follow up 6a will miss. any tips? D: and also, ive been having trouble with hakumen as of late, im playing against a hakumen that blocks all my over heads and lows =/ so what are ragna's options if overhead and lows are not an option? (hope i didnt sound dumb)

5b-5c-5d-dash-5c loop belial punish then?

there's a myriad of ways to punish an IAD hotaru, you have the range to do it, you're ragna.

if he's catching you with drive counters you get to punish them for free with a backthrow gh air loop belial combo.

also if your overheads and lows aren't an option, it's because you're predictable, mix up your jump cancels, block strings, safe dead spikes(ie don't dead spike within counter range) and watch for IB-D punishes.

Posted

the hakumen matchup now is basically "how are your fundamentals, hope you have them" 6a any jump in attempt that hakumen does. slowly get into his 4c range by jumping over them or run up and barrier block right away. Once you get into 5b range, play footsies with 5b. If it hits, do a combo. Offense is slightly risky since his D's are all amped up, his jump d is crazy anti air now since Ragna's air moves are all pretty slow. But i guess for offense, slow moves such as 6b, 6d, 3c, dead spike kind of prevent him from doing his counters. Not quite sure on how the frames work on Hakumen's Ds Speaking of deadspike, deadspike counts as a projectile i think. I'm not sure what happens when ragna does deadspike point blank, I guess i'll try it out in CT and see what happens. But at a distance (it doesn't need to be far), hakumen will just do the same thing he does with other projectiles after he does a drive. He might be punishable, not too sure. If he does the counter super, rapid and quickly super jump to the sky I forgot what is punishable since his pokes have a lot of better recovery now. But ragna's 5c is even faster so that is also a good move to use. Just slowly bully him into the corner and constantly apply pressure with 5b and spacing (pretty much every matchup with ragna now)

Posted

But i guess for offense, slow moves such as 6b, 6d, 3c, dead spike kind of prevent him from doing his counters. Not quite sure on how the frames work on Hakumen's Ds

not really, all but one (5D) are 1 frame.

if anything slow moves are going to be punished the most since they give your opponent more time to react.

Speaking of deadspike, deadspike counts as a projectile i think. I'm not sure what happens when ragna does deadspike point blank, I guess i'll try it out in CT and see what happens. But at a distance (it doesn't need to be far), hakumen will just do the same thing he does with other projectiles after he does a drive. He might be punishable, not too sure. If he does the counter super, rapid and quickly super jump to the sky

we went over this months ago, have you been sleeping in class again young man?

Posted

THERE ARNT PEOPLE TO PLAY THIS GAME WITH BUDDY well at least in my area and i hate playing online

Posted

How has this matchup changed (hasn't played CS yet )?

1. Ragna can't just kill Hakumen for normals he does on block.

2. Ragna can jump in on Hakumen easier.

3. Ragna can't run in on Hakumen as easily,but it's not that hard since the zone game against jC/4C is still 50/50, with Ragna having a significant advantage in return.

That's about it.

Posted

1. Ragna can't just kill Hakumen for normals he does on block.

2. Ragna can jump in on Hakumen easier.

3. Ragna can't run in on Hakumen as easily,but it's not that hard since the zone game against jC/4C is still 50/50, with Ragna having a significant advantage in return.

That's about it.

It seems I'll be loving both sides of this matchup...........again :keke:
Posted

Any time a move clashes it's timing. Time your 6A later than you think, your overhead invulnerable after frame 6. That being said Haku's jC has some range so be careful none the less.

Posted

hakumen isn't going to jump in with j.2C (old j.C) anymore, or at least not nearly as often because he doesn't have to anymore. really what you have to watch out for is the horizontal range of new j.C and 4C, and either punishing or blocking accordingly.

  • 1 month later...
  • 7 months later...
Posted (edited)

This match-up is one of my favorites as a test to see who's better, Ragna's spacing and offense vs Hakumen's zoning and defense. I've played both sides of this match up many times and here's a few things you should learn.

1. Respect each other's space, Do not rush in, both characters have tools for reckless people who carelessly rush in. (Haku J.C, 4C, J.D can = 3-4k+ combo) while Ragna has (6A,5D and Inferno Divider)

BE CAREFUL WITH 6A! Hotaru can beat it and lead to 6K+ fatal combos on you.

2. Throws are always an option, DO NOT ABUSE IT. If the Hakumen is smart, he will catch on, break the throw and punish with Guren (Yes, Hakumen can punish throw breaks.)

3. be mindful of his meter, Just like the Haz matchup, if he has 50% or more, be very careful of what you do, you will be Yukikaze'd and it will hurt. Try to not drag the match longer than it has to be, time is a huge factor in this match and it's against you.

Edited by Yggjrasil
Hotaru beats 6A.
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