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Posted

Now this match-up is fun. And by fun I mean long, kind of stupid-looking, and full of one-combo heavy damage comebacks.

For one, you probably don't want to be next to him unless you're hitting him. Moves like his 2A and 3C will beat any move of yours. And just slightly further back, his 4C will own you. When he's close he can use his special moves or his 6A to keep on you, and somewhere between the lows, highs, and tick/dash grabs it can be really hard to get out of this situation, especially if you're cornered. Also note that his 6A gives him crazy frame advantage, but it can't be cancelled into anything but his 6B. Just block high when you see that move and you'll be good.

Now, zoning him can be pretty fun. Though do note that he's going to be gaining meter the entire time and it'll probably get full by the time he finds his way in. But hey, it's not much different than what he'd be getting if you just did your close-range low-damage combos instead. Anyway, so he's going to want to chop one of your projectiles to make the black hole thing appear, and then use that to cover his approach. And you're going to want to send Lobelias and use wind with confusing timing to try to take him by surprise with a sudden speed-up, or to get him to whiff his slash, and THEN have the Lobelia hit him. George and the Pumpkin are also great to just throw out to keep him guessing and afraid of a direct approach. Though do be aware that a full-screen 6D pumpkin is perfect for his 4C to hit.

If and when he finally does chop something, don't worry so much about it. He'll air dash in, and you'll backdash. And now the black hole is no longer in a position to cover him. More zoning! Just don't feed the black hole with more projectiles. Each hit makes it last longer. So when he does make one, you might want to cease Lobelias and just drop George. George is still a great deterrent/distraction, and he ain't afraid of no black holes.

So in summary, the zoning game is you damaging him versus him creating completely harmless black holes. That's a really good deal for you. Even if it does look stupid in action.

Also note that when he air dashes towards you at mid range, he'll probably come in with a j.2A (if he's smart). If you try to counter him with a B Lobelia, it's just going to explode in your face.

When you're attacking him at close range, be very very careful of your blockstrings. He can IB and then 6D or 2D between a great number of your moves. Free easy damage. This is also part of the reason why fighting him at close range is so hard. And if you set up any George oki stuff, you might want to just hop back and see what happens with George first. If he counters George, and you're in range, he'll grab you. (same with Lobelias, pumpkin, and lightning.) So stand back, and if he does counter George, you're safe and can run back in afterwards. And of course if George hits him or sticks him in blockstun, run in and apply pressure and mix-ups.

Also, while this is a horrible idea, some Hakumens seem to like trying to use their super counter on your projectiles. Be aware that if this happens, you are NOT paralyzed, but he WILL continue with the second part of the counter. The second part being completely unblockable and hitting the entire bottom area of the screen at a height of about his standing height if not a bit taller. If he counters your projectile, just super jump + double jump or do a winded jump. Move up quickly, and you'll be perfectly safe. Unfortunately, his counter is completely invincible from start to finish, so you can't punish him at all. But hey, he just blew a bunch of his meter. Good for him.

And this might be a much rarer occurrence, but know that his Astral Heat counter will work on your projectiles (edit: or not). It can even be used on throws. If ANYTHING (edit: physical) touches that counter, you are instantly dead. You have no chance to avoid it.

Posted
And this might be a much rarer occurrence, but know that his Astral Heat counter will work on your projectiles. It can even be used on throws. If ANYTHING touches that counter, you are instantly dead. You have no chance to avoid it.

Unless they changed it from CT, his Astral counters everything BUT projectiles. Yukikaze, however, counters everything but throws.

Nice work. If only we had this going on in the Haku matchup forums. :eng101:

Posted

Hmm. I swear I've seen that before. But hey, now I can check! I love you, console version!

...And yes, you are correct sir. His Astral counters anything except for projectiles. So there are go, Rachels, there's no need to fear his counters if you're zoning him.

Posted

Well, I wouldn't say it counters everything. Projectiles aside, one of Tsubaki's DD landed in Hakumen's AH, and proceeded to Hakumen getting skewered by light bulbs. Don't know if it was bad timing, but I could've sworn I timed it right.

  • 1 month later...
Posted
Hmm. I swear I've seen that before. But hey, now I can check! I love you, console version!

...And yes, you are correct sir. His Astral counters anything except for projectiles. So there are go, Rachels, there's no need to fear his counters if you're zoning him.

This doesn't really apply to Rachel, but it also counters things that are mixed property of physical attacks/projectiles. :V Which is why Hazama's chains will set it off... same with Rachel's Astral.

  • 1 month later...
Posted

My first contributing post (Maybe... :vbang:)

well... if you guys didn't know already anyway....

The Hakumen I play loves to CA George. He says he did it in order to throw me away and prevent me doing mixups.

One time I got him into a corner and dropped George. As I expected, he CA'ed it but before I got countered, he got countered by my 2B. At first I thought it's some random luck but then it happened again.

After that I realized, it does makes sense. His CA only catches highs and mids....

What baffled me at first is he didn't have some kind of low body invul? after all it's a Counter Assault.....

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