Skye Posted March 2, 2010 Posted March 2, 2010 That sounds like something of a crazy plan that actually might work..... A bit of Theory Fighter here, but a friend of mine (Axis), doesn't quite approve, because of Hakumen's many options to keep Arakune away from the barrier and ways to give him hell once he gets in. I think Arakune has the proper options to either get around it or get away unscathed without taking a mouth full of Haku-damage. Discuss?
Irrsinn Posted March 2, 2010 Author Posted March 2, 2010 Well, Dabbit said that doing jD works pretty well, I guess doing some fakeouts followed by a 3C could work too, but I don't know much, the barrier disappears after Haku gets hit right? I once got killed by that thing after Hakumen slashed my fucking laser super once, shit sucked . ^ | |____ Uhhhh, what? I think he meant that you should do ye olde taunt, 2BBBBBBBBBBBBBBBBBBBBBB.
pap3rninj4 Posted March 2, 2010 Posted March 2, 2010 Barrier does NOT go away when he is hit, which is why you have to break it as you're beginning bug pressure, or after you've started your combo.
LordSpectreX Posted February 1, 2011 Posted February 1, 2011 Time to revive this. Is there any effective way with dealing with Hakumen? Pressure gets me countered a lot. Being tricky with fakeouts and baits just ends up with me being hit because of his moves' incredibly large hitbox. Zoning just gives him meter allowing him to do, what I'd say, is the best 50-50 mixup in the game. Since he can literally turn any hit into an incredibly quick low or a fast overhead. Not to mention that Arakune's zoning is limited because Bell Bug being slashed gives Hakumen a huge advantage. 5C is uselss, as Hakumen's dont airdash in. They high jump in and do j.2C at an angle, making 5C lose. His normals are plus on block, making backdashing incredibly risky. Arakune has trouble dealing with Counter Whiffs because of his lack of a dash. He also has low stamina, a couple of 2-5 magatama combos is basically the end. On top of that, in curse, he can cut through your bugs and pressure you easily due to J.C, Counter and his +Block Normals. Stuff like lockdown becomes insanely harder when he uses counters well. Any advice on how to play this matchup please? RTSD just seems impossible and zoning feels futile. He can keep Arakune in the corner well and can force him there quickly. I lose to more Hakumens than I do Mus or Lambdas just because I don't know what I should be doing.
Skye Posted February 1, 2011 Posted February 1, 2011 Force Hakumen to pursue you. Avoid his swords and cloud, if you get close, test the waters before starting pressure see where and when he counters, see if he is mashing, Arakune can punish mashing up close. Arakune is better off in Hakumen's face than he his is fullscreen trying to zone, the trick to this match up is how you get him close to you with you in the advantageous position.
kousaka Posted February 1, 2011 Posted February 1, 2011 Against very solid hakumen players there are two things you have to abuse... and one thing to keep in mind 1. keep running spamming clouds until you get a homing cloud.. time him out of you have to.. bell bug is near useless unless he's pinned to corner.. 2d will get countered for meter.. JD just as you land is okay but it's mostly guessing 2. mix in air throws and ground throws against counters.. in particular after a jump cancelled normals iad air throw can catch jD's and even stuff like forward dashes sometimes. Once you have curse you have to be very smart about what you release. Once he slashes a bug thats quite a bit of valuable time wasted. So keeping that in mind the transition into curse is even more important against hakumen. Going straight into mixups from a combo/mid combo is crucial. If you get curse from a full screen cloud your probably not going to get much unless you manage to corner them. It's not a great matchup. There are times where you can't cash in on curse and your basically looking to time them out.
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