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Posted (edited)

Matchup Ranking: 5.5-4.5 Noel's Favor(some argue 5-5). Logic: Noel can run over Hakumen if he does not play smart. Limited use of defensive-counters(while being pressured) and slow early game put Hakumen at a disadvantage. However, Noel's gatlings are rather predictable with some careful studying, and this allows Haku to swing momentum back to Neutral if Noel continues to play sloppy. His later power, especially in the corner, keep this match from being a complete blow-out. (any objections should be discussed below)

Recommended Playstyle: Aggressive and deliberate. Do not be sloppy. Tread carefully with staggered pressure.

General Strategy: RTSD: Hakumen will usually try and keep Noel out for a little bit to gain meter before going on the offensive. It is best to avoid such traps and put the heat on as soon as possible. Noel is fast. Use that to your advantage. 4C looks more intimidating than it actually is. It also has a very narrow horizontal hitbox. In fact, you can counter-hit Hakumen in the start-up frames since his arm's hurtbox extends before the sword.

Note: It is hard to give a definite strategy for playing against Hakumen simply because of counters. Their use and frequency can very greatly between players. You just have to use your head and not become transparent. Also, try and maximize your combo damage as much as possible. It is entirely possible to have a one-sided match turn around because of missed opportunities.

Your Best Tools(For This Matchup): Creativity and spontaneity. Solid pressure. Do not be afraid to use throws during your mix-ups(sensibly). Throws cannot be countered. Optic Barrel can be of some use to force a block here and there. Try not to let him cut it for a void though! 6A his attempts at aerial dashing in. With his movement somewhat limited on the ground his best method of closing distance is in the air.

Has A DP?: No

Has A DP With Heat?: TK Hotaru is a very powerful wake-up attack and could be considered a reversal with frames 1-14 of invincibility. It is also a fatal- counter and can lead to very big damage. It should be noted that this can also be canceled mid-dash, since Hakumen is considered airborne during his hop. Tsubaki can also be canceled in this same way.

Things To Look Out For: Being Pressured: Many normal attacks can be drive-canceled and are usable in this way to bait sloppy mashing. Counters give Hakumen a definite advantage and do so with a good chunk of damage, meter, and possible follow-up combo. It should be noted that counters pro-rate damage terribly and a burst should not necessarily be used unless death is imminent.

Be careful of close-range command-dashes(Kishuu). They can be very unexpected and are great for closing in for a throw.

If you are cornered, watch out for a TK Hotaru/Tsubaki after a neutral tech. Both can completely ruin you if you are caught mashing. The damage that follows these attacks can be tremendous and it might be wise to use a Burst to escape. Also note that Tsubaki is an overhead and causes ground slide.

Also, watch out for Renka(Lotus) as it is a 2-strike attack. The 1st-hit strikes low and happens rather quickly and generally leaves Hakumen in better neutral position than Noel. Zantetsu is a 2-strike attack where the 1st-hit strikes overhead and the 2nd sweeps low for a knockdown. Note that both Renka and Zantetsu can be special-canceled after the first hit for more combo options.

Gurren(Hilt Thrust) and Renka are both +1 on block as well as being special cancelable for continued pressure. Trying to mash out of these attacks is ill advised.

Pressuring: Although the risk of drives appearing in the middle of a block string has been greatly reduced due to the change to Instant Block, it still represents a viable threat. Staggering pressure and leaving gaps can be very dangerous. Although, it is also a good way to bait counters as, aside from 5D, the active frames are short and recovery is long and punishable.

Noel's overhead(6B) can be countered on reaction so be careful using it too often.

Be VERY wary about doing a wake-up distortion. The start-up animations(super flash) are more than enough time to input a counter and make Noel eat the floor and lose 50 heat.

Watch out for voids. Hakumen can cut many of Noels attacks. Optic Barrel, 5C, and almost all drive attacks (minus 6D, d.6B, Assault Through, and Spring Raid) can be cut for a void.

As mentioned above try not to forget about throws and well-placed Optic Barrels!

Counters:5D/6D only counter mids/highs/aerials but lose to lows. 5D is active on frames 5-16. 6D is active on frames 1-9. Follow-ups possible.

j.D is low invulnerable and counters mids/highs/aerials. j.D is active on frames 1-7. Follow-up not possible without a Rapid Cancel.

2D counters lows and mids but loses to overheads. 2D is active on frames 1-8. Follow-up possible.

Yukikaze on wake-up is an easy counter to predictable rush-down behavior. Be wary of this and do not mash when Hakumen has 4 or more stars. Yukikaze is active on frames 1-27. This does BIG damage so beware of going auto-pilot when of questionable health.

Air Unblockables: Hakumen has MANY air-unblockable attacks. 5A, 6A, 5B, 6B, 2B, 4C, 6C, 2C, 3C, Enma, Renka, and Hotaru. These may not all be practical, however, they nonetheless have that property. So beware of reckless jump-ins/outs.

Unfamiliar Terms? TK(Tiger Knee, see Street Fighter Sagat), IB(Instant Block), IAD(Air-Dash/Instant Air-Dash), Mags/Stars(Magatama/Hakumen's Meter), DD(Distortion Drive), Tech(Character recovering from a knockdown.)

Edited by Arcknight
Posted (edited)

You could probably list Hakumen's ability to dash Hotaru (j.214B) as a DP/reversal. It's got Frames 1-14 that have invincibility, and being able to do instant Hotaru is really close to DP status.

Edited by SkyKing
Posted

Wakeup Hotaru I..... wouldn't personnaly recommend, but it does make for nice mixup when pressuring the opponent or if you do need a DP of sorts.

Also understanding his drives are important because they all function differently but have key elements to them. If you're going to label he has a DP with heat you might want to include a short summary of what each drive action does, such as 6d/etc being 1f startup and catching fast/short moves, and his 5d being 5f but catching meatier stuff for his non heat section.

Posted
Wakeup Hotaru I..... wouldn't personnaly recommend, but it does make for nice mixup when pressuring the opponent or if you do need a DP of sorts.

Also understanding his drives are important because they all function differently but have key elements to them. If you're going to label he has a DP with heat you might want to include a short summary of what each drive action does, such as 6d/etc being 1f startup and catching fast/short moves, and his 5d being 5f but catching meatier stuff for his non heat section.

While the drives can be listed as reversals, they don't do anything on their own and must be activated in order for them to work. DP's generally are things that can do something whether it is activated or not, and has utility outside of just being a reversal.

While wake-up Hotaru is generally not advised, it can also be used on people that have predictable jumping/movement patterns and thus can punish them with it.

Posted

Then where arc put yuki as a 50 heat dp of sorts should be removed to maintain consistency 3:

  • 2 months later...
Posted

the worst thing abuot fighting hakumen is his broken hitbox...ive lost MANY matches due to jump D only working half the time in normal bnbs, also you cant do 6c throwwhiff 6c during the normal bnb on him either, it'll bluebeat EVERY TIME. also sometimes he gets pushed back to far by silencer for the 2c to connect so you have to do less gun hits...

anyone know why its like this

Posted
the worst thing abuot fighting hakumen is his broken hitbox...ive lost MANY matches due to jump D only working half the time in normal bnbs, also you cant do 6c throwwhiff 6c during the normal bnb on him either, it'll bluebeat EVERY TIME. also sometimes he gets pushed back to far by silencer for the 2c to connect so you have to do less gun hits...

anyone know why its like this

It's because he's a large character, Rachel, Haku, Valk and even Tager on some occasions make us go through this, since his character is taller, his hitbox extends farther than the point in which he was launched, it's hard to explain, but it makes sense if you think about it.

  • 3 months later...
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