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  • 1 month later...
Posted

I'm having a lot of trouble with this match-up. I recently got a friend online who plays a great Haku, and from the about 12 matches we've played I've maybe won just 1 :pp It's funny how I see his traits, his mixup isn't super good and I've successfully baited at least 10 Yukikazes and punished accordingly, but I just don't have it in me (yet).

I think one of the biggest problems is that whenever I get really close I just have to block his pressure which pushes me to IAD distance, which he knows. The few times I get pressure him myself I tend to lose for his jabs and whenever I try crossup j.B he can read it and do 2C etc.

Posted

The matchup is definitely not in our favor, but we can still win if we keep our head cool. Remember only 2D(counters mids and lows) has 1F startup, which means he can't counter overheads on reaction. Try to keep your blockstrings short but sweet. You won't get a lot of chances to pressure him so you should probably be a bit less 'safe' than usual here. Might be a good idea to do empty jumps and grab him if you smell a counter coming.

Neutral is bad because he can keep us out thanks to stuff like J.C, J.2C, 4C, 3C, etc. Gustaf and 6C seem to be bad here because he can greatly extend his 5D's active frames. 5C should safe so long it's max range though, because I'm positive that the counter will whiff at that distance. Needs testing, though.

Honestly I'm having a hard time with this matchup myself, this is just some stuff I noticed from a few matches I had with a friend the other day. Would enjoy some further feedback from other players with some experience in this matchup.

Posted

I've had a bit of experience with a Hakumen countering 5C at max range. It seems mainly pretty consistent if you can stay at the mid part or higher ranges of the move. Not sure if the other variations can beat it though.

Posted

In this matchup you can't afford to be reckless. Take it slow and try to push him back. If they're content to jump back and use j.C, then that's all good if it helps us reach the corner. Use air dashes, 6C, 5C, and gustaf sparingly.

If you're jump cancelling your pressure, take notice if he uses drives. If his 5D catches something like your j.B, you can jump cancel it and barrier (enma is air unblockable, I think it's called enma anyway lol).

This might be one of our worst matchups, and it's a struggle if you aren't as patient as the hakumen player.

Posted

Kinda tough matchup in my opinion. It seems to really be about baiting counters and then capitalizing with a weak point combo. On a side note, whiffing d attacks on wakeup into a throw can be interesting.

Posted

Hakumen's drives aren't a big issue, especially since they can be blocked now (jump cancel + block) and since 6D is no longer 1frame start up (which means he needs to use sukukaja if he wants to counter meaty overheads). Typical baits and throws will work but, in general, his drives work in fewer situations than before.

The main problem with this matchup is how strong his neutral is. If you can get in, then you're pretty much fine. I'd personally prefer to be right next to hakumen than most characters that have real reversals.

  • 1 month later...
Posted

Is it just me or is Hakumen's 3C CH-safe? You can get a crouching combo for sure but 3D/6D don't bounce, which sucks.

Posted
Is it just me or is Hakumen's 3C CH-safe? You can get a crouching combo for sure but 3D/6D don't bounce, which sucks.

Hakumen's 3C does not put him in a counter-hit state. If he's close enough when he does it, you can use 5B > 3C as a punish, or 2B > TCL if he's further away. Unfortunately, there are ranges where he can use it without being punished.

Posted (edited)

You should be able to BHS Hakumen's face even if he hits you with 3C from max range. If you happen to be near corner and got 100 heat you can do around 5.3k as a punish.

Edited by Kinkuli

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