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Posted
Sometimes, after an opponent hits and triggers a counter, they can DP out of it. Anyone know how or why this works?

It's because when 2D, 5D, and 6D catches a move and the counter attack comes out the opponent is not stuck in hitstop anymore. So they can cancel into a invincible attack or RC just like if they stuck out an attack that was blocked instead of countered.

But, for j.D and 236236D they are still stuck in hitstop when the counter activates so it will always catch them as long as they're not invincible.

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Posted

Hey Hakumen players, the thread has been very helpful so far. I picked up Hakumen as a sub around the time CT was ending, and now I main him in CS.

Anyway, I'm just gonna dump all my questions at once, here we go!

What's the best option after landing a 5D? In CT I believe it bounced them off the ground and you could do the same followups as a 2D. In CS since they land on the ground beside you, they can tech right away. Is it worth trying to catch their tech with a 6C or 2C if it's not guaranteed?

What are the best less-than-4-mag options after 2C? I usually do 2C>6C>632146C, but if I don't have the meter I'll just hit 6C. I know the timing is a bit tricky to hop>5B or 5C etc...

Is 214B(2hits)>214A>6C a good amount of damage for 3 mags? I do it a lot but never see any other Hakumen players do it. Will gurren after one hit of renka do more damage?

Is there a point to IB Yukikaze in the middle of an opponent's distortion other than looking really cool? Or is it better to just wait till it's done and 6C>632146C?

Posted
What's the best option after landing a 5D? In CT I believe it bounced them off the ground and you could do the same followups as a 2D. In CS since they land on the ground beside you, they can tech right away. Is it worth trying to catch their tech with a 6C or 2C if it's not guaranteed?

2b -> Gurren -> etc. is your best bet is they don't tech in time.

What are the best less-than-4-mag options after 2C? I usually do 2C>6C>632146C, but if I don't have the meter I'll just hit 6C. I know the timing is a bit tricky to hop>5B or 5C etc...

2c -> sj.a-b -> dj.2a -> j.C

2c -> sj.2c -> Tsubaki -> j.2c -> 5c or 2c -> etc.

Is 214B(2hits)>214A>6C a good amount of damage for 3 mags? I do it a lot but never see any other Hakumen players do it. Will gurren after one hit of renka do more damage?

Do renka(2) -> gurren -> hop 5b -> etc. instead. Hop 5b won't work if you only do one hit of renka since the hitbox won't be high enough to give enough time to hop 5b. Besides, it does less damage with only one hit anyway.

Not the best combo, better to go for regular enma stuff, but you gotta get your damage some way or another I guess.

Is there a point to IB Yukikaze in the middle of an opponent's distortion other than looking really cool? Or is it better to just wait till it's done and 6C>632146C?

Depends on the distortion and my distance to the opponent. I'd do Yuki if it meant it kills them since it's unburstable. Otherwise, it's a free 5c CH into combo of choice.

On that note, if Valk whiffs his ground DD in such a fashion that you end up falling on the other side of him, it's a free full charge 6c CH. Have fun with that one! :D

Posted

2c -> sj.a-b -> dj.2a -> j.C

2c -> sj.2c -> Tsubaki -> j.2c -> 5c or 2c -> etc.

Thanks for the info, but I realized I made a mistake. I meant 2D instead of 2C.

What are the best less-than-4-mag options after 2D? I usually do 2D>6C>632146C, but if I don't have the meter I'll just hit 6C. I know the timing is a bit tricky to hop>5B or 5C etc...

Sorry about that

Posted

I thought that was weird...

Generally after 2D, you want to do 2D > 5C > 623AA > falling j.2C > 2C > j.2A > etc.

The timing of the 5C is different depending on what character... some are too small and the 5C will whiff because of its shortened range.

Posted

Do you have to hop 5C, or will walk forward work? I know I've hit walk forward 5C before, but I'm not sure if it'll work on all characters.

Thanks for the info, haven't had time to try them yet.

Posted

In addition, it depends on the height of your 214A and how far you are from the wall at hand.

Spark=could you assist me in my suggestion for the forum to add a REAL system's guide, stating the block stun hit stun chart for the different level of normals and specific Gatling charts for each character.

Posted

idk dude. even though the haku forums are kinda slow unlike all the other threads i think the wolf hype needs to die down just a bit more.

Posted

Wait till he's out on xbl for a few days, still too much hype on wolf man. The thread would get congested with useless information, and the hakumen forums is, from what i can see the best maintain, maybe because a majority of us are over the age of 20 or so.

It would be best if we maintained that.

Posted
Wait till he's out on xbl for a few days, still too much hype on wolf man. The thread would get congested with useless information, and the hakumen forums is, from what i can see the best maintain, maybe because a majority of us are over the age of 20 or so.

It would be best if we maintained that.

That is because REAL MEN play Hakumen.

Hakumen should totally have a beard...

Posted

There's no face behind Hakumen's mask, only another Hotaru.

ah and I was wondering, what's the best attack to cut mu-12's Lasers? and a follow up to 5D

Posted
There's no face behind Hakumen's mask, only another Hotaru.

You've just been sigged sir, check the mu-12 match-up thread, I posted some vids from online jap players. Try to keep yourself from being surrounded by steins, and occasionally bring out a 4c especially when she's doing the reflecting attack. Keeping yourself from being by the steins so as to limit mu's safe mix up game, 4c is also the safest attack against her dp.

5d has no real follow up except on rachel due to her fat otg hit box. Check out the hakumen combo thread, the first page has a full list of them in all situations.

Posted

Odd...there's no Valkenhayn Matchup Thread.

I was gonna say that If you IB a few of the hits of his Sturm Wolf DD, the last hit can be Yukikaze'd.

Posted
Odd...there's no Valkenhayn Matchup Thread.

I was gonna say that If you IB a few of the hits of his Sturm Wolf DD, the last hit can be Yukikaze'd.

mainly just IB the last super fast kicks he does then you can either yukikaze the final blow or 6D always works and its less costly. you can almost gain as much or more damage off 6D as well. yukikaze for the kill if you must.

Posted

heads up; there'll be a (mostly) complete cs hakumen guide this weekend

Posted

Hype sig-able quote is hype.

Looking forward to the CS Haku guide.

On the Mu Q: that would be j.2a, like with Snake chains since it's safest. Unlike with Haz, you can count on any C move to cut lasers since you can follow the pattern, but I'd start off with j.2a / j.C.

Best follow-up to 5D is 2b -> gurren -> etc. to catch them in case they don't tech.

Posted
On the Mu Q: that would be j.2a, like with Snake chains since it's safest. Unlike with Haz, you can count on any C move to cut lasers since you can follow the pattern, but I'd start off with j.2a / j.C.

I said 4c with regards to ground once you're outside of the steins shooting proximity, refer to the sendatu vids against mu to see what I'm talking about. j2a I find, is the best for cutting projectiles in the air since it has a long vertical hitbox that covers hakumen, jc is only good for keep away, since it doesn't really cover hakumen from above or below from projectiles.

But, once again, that's just my opinion.

Posted
what about j2C? or is too slow? that was my main chain, D, projectile, laser cutter move.

The 4 frame nerf start up for j2c has me salty, I won't lie, MAD salty it's the only thing I dislike about cs hakumen. Anyways, j2c is only good for when you're going for an iad when you know/see them firing a projectile that could easily be cut.

Stupid j2c...>_>

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