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  • 1 month later...
Posted

The only thing I know about this match up is cutting projectiles are less profitable than most matchups because some of them still go through the void and explode. Not only that but , but the cat hammer is very fast and has huge range, you must be ready to block and occasionally counter it in reaction.

I don't have her unlocked and lack the money for it, so I can't test stuff out on her at the moment. Any news with regards to this match up?

Posted (edited)

I'm getting a headache while playing vs the one Platinum-player I know. It's not like her beeing a pain in the ass, but due to her strange hitbox and the fact that her tools are surprising (at least atm), it's anoying vs Plat. The only thing I can definitly say, is that, if the Plat's stupid enough, her bubble-oki can easily be countered with 6D/2D. And that can lead into ~2k minimum dmg and a way out of the corner.

And I've a japanese copy and the store's still not accessable (don't know if ever will be) for not japanese ps3 owner.

Edited by entnervt
Posted (edited)
The only thing I know about this match up is cutting projectiles are less profitable than most matchups because some of them still go through the void and explode. Not only that but , but the cat hammer is very fast and has huge range, you must be ready to block and occasionally counter it in reaction.

I don't have her unlocked and lack the money for it, so I can't test stuff out on her at the moment. Any news with regards to this match up?

Only her bombs should cause that problem and it's only if you cut them too early/with 2c. If you can, cut them lower to the ground so the explosions get absorbed too. Other projectiles should be cut safe.

Also, cat mace isn't an overhead unless she jumps. Block accordingly. Lows/throws lead into bigger damage than the hammer does. You can also Kishuu under the super air version, dunno about ground. (I assume non super version works too, but yeah)

Edited by zreb
Posted

I think it's important to have a gameplan against each inventory with her. I've seen hakus take in a lot of stupid damage from her projectile/bomb spammage. The bombs/hammer requires more patience than let's say the cat missiles which are pretty easy to cut and a slow start up.

  • 1 month later...
Posted (edited)

Moves to use and why:

  • 4C: The best ground poke in this matchup if you use its' range properly. Good against missiles and to lock Plat down after a Item Change. Usually forces Platinum to go at you in the air.
  • j.C: Best move in air-to air fights as usual. Use j.C's superior reach to zone and potentially hit air-dash happy Platinums towards the corner.
  • 5A: Surprisingly good anti-air in this matchup. This will work or trade against most close air attacks and will help against TK Shallow Moon tricks.
  • j.B: Your best jump-in to use as it's quick enough to react to bubbles and compete with Plat's AAs.
  • 2C: Great against bombs and an overall good AA against long-range air approaches.
  • 6D: The only counter you should use against Platinum as she has only one command normal overhead (6B), a jump normal (j.B) and a few instant Item overheads (j.Frying Pan/j.Cat Hammer) to think about. It's also good against bubbles as 6D will catch it and the Platinum usually near it.


    Strategy:
    • Make sure to keep a mental note to be aware of Platinum's active items and what's next. This way, you can adjust your plan of attack and defense accordingly. Also, you'll avoid hesitating or watching out for attacks when there is no need for them (Frying Pan Overhead/Bombs).
    • Most of Platinum's projectiles are rather useless against Hakumen as you can cut them with your sword. Try to take every chance to create a void.
    • You beat Platinum in the range department, she beats you in speed. Evaluate your spacing and use every inch to your advantage as she will make every whiff or overcommitment hurt.
    • Beware of Platinum's AA and bubbles on approaches. j.2C is generally not a good thing to use as it's too slow and you'll collide with a bubble instead.
    • As you usually want to change the way you play this match-up based on the item she has, here's a general guide:

      • Missiles/Bombs: Cut them with your sword or use 6D if the Platinum player does it too close. If you're close, use this time to put the pressure on her and lock her down. Don't give her the space or time to discard/switch items as she is almost defenseless with these two.
      • Cat Hammer: Do not try to approach her or do a slow attack when she has this. If you whiff or are too slow, she can easily counter you with this from a good distance away. It is also good on hit to make time to get in on Hakumen.
      • Frying Pan: Keep her out when she has this. The only threat this holds really is when it's used as an instant overhead, but it's most definitely dangerous as she can easily combo after it to at least put you in the corner.
      • Pico Hammer: This Magical Item is insanely good at breaking guard primers (usually 2 per hammer) and the air version is ambiguous (falls straight down). Otherwise, it's used in combos. Keep her away when she has this.
      • Bat: Her only DP. Other than to escape pressure and the corner, it's practically useless as Platinum can't combo after it (even on RC, I believe).
        Plat can get 5k off of CH TK bat RC in the corner and Plat's 3C beats Haku's 4C.

      Character Specific Notes:

      Updated Soon!

Edited by SansProtocol
Posted
At the right height, j2c can create a void on the bubble.

That's true, but it's also the fact that a good number of anti-airs will beat it out because Platinum has enough time to react to the slower j.2C. It just feels very useless in this match-up.

Posted

Just thought it should be noted is all. I also find the bombs are best cut with 4c (at long range) and 5c. I've had better success cutting them with those since it brings out the void low enough that the explosions don't hurt you.

But yea you're right there about j2c.

Posted
Just thought it should be noted is all. I also find the bombs are best cut with 4c (at long range) and 5c. I've had better success cutting them with those since it brings out the void low enough that the explosions don't hurt you.

But yea you're right there about j2c.

I do believe 5C is pretty good at cutting bombs from a decent range but I wouldn't use 4C, even at long range. His horizontal hitbox extends a lot and you end up getting counter-hit usually. 2C will keep you safe if you hit them high/quick enough (even all three with Plat's 214D).

  • 4 weeks later...
Posted (edited)

Plat can get 5k off of CH TK bat in the corner and Plat's 3C beats Haku's 4C.

EDIT: Yeah be careful with 4C, it can either trade or get stuffed by Plat's 3C at certain distances (why does 4C widen Hakumen's hitboxes so far?) and from there she can do 22C and equip item safely.

Edited by Yggjrasil
Posted
Plat can get 5k off of CH TK bat RC in the corner and Plat's 3C beats Haku's 4C.

EDIT: Yeah be careful with 4C, it can either trade or get stuffed by Plat's 3C at certain distances (why does 4C widen Hakumen's hitboxes so far?) and from there she can do 22C and equip item safely.

Yeah, this matchup is one of the matchups where you have to pay attention to your spacing at all times.

I didn't know you could get a corner combo off of CH TK Bat. I did know 3C can beat Haku's 4C for most things but I want to get home and test 4C at max range against Plat's dashing 3C and see what to do about it. I was more worried about how dangerous it is on whiff as he is in CH state for the entire move (which I hope they address in the loketest, why the charge?)

Thanks for the info, this really helped.

Posted

Plat is a noob character. Easy autopilot shit all over and it's frikkin' annoying.

That said, don't mash 4c and you're fine just playing Haku SF-style with strong defense, projectile cutting, and poking pressure, which is pretty just playing Haku the way he should be played. There's nothing particularly special to pay attention to regarding your gameplan in this matchup. Plat's got shenanigans to watch out for, such as her command grab, items, heart car, and corner CH combos which lead to 5k+. For other specifics, they've been listed in this thread already.

Posted

I had a hard time reacting to her command grab, but I think that's mostly because I didn't know what it looked like because I didn't buy her. But I recently purchased her, and yea as Sophis said, she' autopilot lol. Watch out for her command grab is the only advice can give that and cutting her projectiles at the right height with the right slash, depending on the projectile. In other words test things out in training mode. I plan on doing that soon. You want the void to block all incoming attacks from her.

  • 4 weeks later...
Posted (edited)

Just thought I'd note here that 5c -> Gurren fails on Platinum when Peropero is on the ground, say, after a Zantetsu. She doesn't bounce high enough for Gurren to hit her @_@ .

Edit: 2b -> Gurren still works though.

Edited by IndigoNovember
Posted

Rapid changing of items makes it hard to adapt to her. I also find it kinda hard to zone/turtle against her.

Is there any way of reading for her command grab, I still can't react to it.

Posted
Rapid changing of items makes it hard to adapt to her. I also find it kinda hard to zone/turtle against her.

Is there any way of reading for her command grab, I still can't react to it.

You have to just keep on her. If she has a bad item, watch for her to dash backwards to create space and give chase. Yes, she may be able to change her item set once but she's in a bad position for doing that by putting herself near the corner. Zoning is difficult as you need to keep such a good eye on your spacing, but turtling is a little less effective strategy here. Instead, I would use Haku's normals and delayed gatlings to keep her under lock in blockstun or at least afraid to push buttons while you are building up meter. If you do nothing but just turtle and zone, you're giving her every opportunity to do what she wants (cycle items, establish an offense, dash to use forward momentum to beat your long-range pokes) so you have to keep a balanced offense/defense and stay in a range where you can poke her safely without much worry (small zone but you can cope).

As for her command grab, just go into training mode and watch how the sprite changes and how she looks when she starts an attack. Unless she baited a counter and is punishing that, they're should be little excuse to why she's connecting with her command grab. It has a long start-up time and horrible recovery on whiff so jump and decide then if you're able to punish it. If you expect that a Platinum player is Dramatic Sally (the command throw) happy, bait it near a corner and use their own move to help your objective. You can do the same with Kishuu and air dashes to break out while putting your opponent in it.

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