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Posted

After seens some haku-men vids, he seems ok, his big damage output makes up for the lack of long combos. I like the fact he has parry but I wouldnt base all my game on landing those (mostly because people WILL find a way to bait them). Its something like Jam´s Hochifu, you only parry the things are obvious/easily seen and then punish accordingly. Im more interested on the properties of his pokes, they seem rather interesting Anyone knows if doing a poke, then canceling it into Mugen, would you still have time to continue the combo?

Posted

It's because, like many normals in this game... 2C is only jump cancellable on hit.Use 5B instead, which is jump cancellable even on block. It's Haku-Men's best normal anyways IMO.I probably use Haku-Men's 5B 3x more than any other move.

Posted

I couldnt make it up to the arcade today but after maining bang, i decided to alt hakumen. I've only seen a few of his guaranteed combos so far, but i was wondering if this would work: 5C > 623A~A > j.B > dj.C > dj.214B > tj.C > tj.214C Overall it should look like a ground downward slash, into the dash forward uppercut, jump kick, jump slash, weird ink kick, another jump slash, seal slash for a knocckdown (and roughly 4k?) This is only assuming that 214b resets your jump options like its says on the main page. Eh, i'll try it next time.

Posted

Anyone knows if doing a poke, then canceling it into Mugen, would you still have time to continue the combo?

Not after a poke, but you can catch them with a D-move (not sure if its 6D or 5D), cancel it into Mugen, and then combo afterwards.

Posted

5C > 623A~A > j.B > dj.C > dj.214B > tj.B > tj.C works for about 4k, got up to philly and tested it today. Ive found that not every move links into the shippu distortion unless its a counter hit. OH, and for the players who said that arakune is pretty much impossible for Hakumen, i have to disagree - strongly. His j.C will get rid of the air D cloud from Arakune, like, literally destroy that shit. j.C also destroys projectiles such as jins ice swords, however it does not destroy rachels projectile lightning rod bean bags, but j.Cing them will nullify them from hitting you.

Posted

lawls, I j.C'ed through Rachel's super. I think I also saw a 5C eat a burst(?) Run-away Bang with a life lead and Bang-installed is a big shrug. I guess just walk him to the corner and superjump/doublejump/j.214B if he trys to fly over you to the other side. I've been doing blahblah>623A>A>jc, falling.C, land, 2C>sjc>as many j.2C's as I can manage. And C>41236C, C>41236C.

Posted

Bang in bang install mode can run away from pretty much everyone besides Rachel and Arakune for a time out, its probably the first thing i tested when i picked up Bang. And since he has the ability to pass through you, following him into a corner isnt really all that safe, he can dash through the startup of Hakus hits >.>

Posted

I mean, it's a shitty situation no mater what, but you can't just sit around and let him have his way. You have to push him to the corner and force him to risk passing you. Of course, the ST mantra: "Don't let yourself be put in that situation", still applies. Once Maryland gets its own BB machine, I can get comfortable with the game and I just plain won't be getting hit as much.

Posted

Combo listing time! Since i actually got to figure some stuff out with hakumen today, these combos work and all do 3.5k+: 6A>6B>214B>623A~A>j.B>dj.C>214B>tj.C 6 Stars, you can begin the combo with 5 and get the 6th before the last hit is needed. 5C>623A~A>j.B>dj.C>j.214B>tj.C 4 stars, can start with 3 and 1/2 5D Counter > j.C > j.214b >dj.C 2 stars, can start with 1 because you gain a star off of the counters (im pretty sure, dont quote me on this) Throw > 236A > 5B > j.C > j.214B > dj.C (Near the corner only from what i could figure out, if you're mid screen the 236A will connect, but the timing is tight, and after the wall bounce the 5B connects as well, however getting the j.C out afterwards seems impossible.) 5C > 623A~A> j.2C Air dash > j.2C > Falling j.C > land 2.C > j.2C Air dash > j.2C > j.2C > j.2C (This combo has to be done near the corner, otherwise j.2C gives a ton of blowback in air hit) 2 star combo, can be started with 1 and 2/3 I have not found a combo out for his j.D counter yet. If you hit someone in the air with the 236236D distortion, you can 5C otg into 623A~A>j.B>dj.C>dj.214b>tj.C (Note this was tested at range! off of a jin frostbolt) 6D you can otg with 623A~A and do the standard j.B > dj.C >dj.214B > tj.C I'm almost 100% sure that you can do more than this, but its what i've been working with. 4 star combo, can be started with 3 and 2/3rds Note, that all of the combos that i listed that start with 5C, can also be started from a j.C counter hit, so j.C (CH) land 5C > Combo. Hope this helps, hakumens really fucking flashy during his combos, and im sure better shit will be released than whats here, but this should get everyone off the ground. OH, shippu the 632146C distortion, it prorates like trash off of alot of hits, and it isnt guaranteed off of any poke as alot of people thought.

Posted

Good shit with the combos 10stars. However, can you list the level you need for the combos to work? I sometimes try out a combo that is impossible because I'm not at a high enough level to do it yet. :psyduck:

Posted

Edited for star requirements. Also Main page: Kishuu: 623A(1): A command dash of sorts. Reportedly has upper body invincibility. Covers more distance than his normal dash, and can be cancelled into as a combo extender. Enma: After Kishuu, press A: Cancels the command dash into an uppercut. Launches opponents on hit, and can be jump cancelled on hit or block. Enma costs a star to use, so Kishuu alone is 1, the uppercut afterwards, is another 1 star. Changed it. Thanks for the heads up - I must have deleted the star requirement when I changed it from JP to english (Took me a couple hours to figure out what the kanji Enma meant) Edit: Was at UP again today, figured out the following: 41236C > 5C > 236A (wall bounce) > 6C > 632146C is a nasty combo off of the overhead, however it requires you to be somewhat near a corner, and it requires *8* stars, however it can be started with 7) Theres a video of this being done somewheres as well, just wanted to make sure it was listed after testing it. 6C > 632146C is ALWAYS guaranteed! If you're running low on time and want to win by that oh so lame time out, this combo takes a pretty big chunk out of the timer: 5T > 236A > 5C > 236A > 5C ect ect, can be done until you run out of stars, and requires you to be near a corner. Wall bounces with 8 stars takes almost 6 seconds off the clock I'll post some gimmicky shit after the tournament the 24th.

Posted

You can't delay the A bit to his 623A right? So far it feels like I can't do it late in the dash. Just wondering ways to work upon 5C block 623A hit/throw mixup. Then again perhaps it's better that way so it's easier to land 623A 2C after a midscreen wall bounce. Off a counter hit 6C from far what is guaranteed outside of his super other than closing up?

Posted

I've been testing the start up of 2D and 6D by seeing how late I can use them and still get a counter and from what I've seen I don't think they have start up at all. I tested 2D by holding down block and pressing 2D as late as possible, so far I either get the counter to work or the attack gets blocked. I tested 6D by walking forward into attacks and seeing if I can get counter hit out of the start up frames, so far I either get hit by walking into the attack or I counter it. The game didn't say counter when I got hit so I'm assuming 6D doesn't have start up either. I'm going to test more by trying to counter meaty attacks on wake up. Assuming they have no start up it should work. Also anyone notice that Hakumen's dead angle is a counter? It's kind of weird.

  • 2 weeks later...
Posted

Ok after playing a lot games you can definitely counter meaty attacks on wake up with 2D or 6D. This wasn't people messing up the timing of their attacks either, because I was countering stuff like Lichi's spinning staff and Jin's ice projectile by neutral teching into them and countering as soon as possible. So either 2D and 6D have no start up or you get a few frames of invincibility after neutral teching.

Posted

Not sure if anyone has pointed this out, but Haku's 6D has a "minimum range". By that I mean, if the opponent is too close, the counter will appear behind them, and they'll be free to attack you without fear of being countered. Not sure if this is the case with his other counters.

Posted

Combo from Tougeki Spirit vol.12 2 great Mugen combo: [during Mugen] 41236C > 214B(1hit) > 236A > 623A > (C>41236C(1hit)>214B(1hit)>236A >623A) x 3 > 214B(1hit) > 236A > 632146C [9492 damage] [during Mugen, in the corner] 236A > 41236C(1hit) > 623A.A >jc> J214C > (land C > 41236C(1hit) >623A.A >jc> J214C) x 3 > C > 41236C > 214B > 632146C [11793 damage]

Posted

combo from tougeki spirit vol.12

2 great mugen combo:

[during mugen] 41236c > 214b(1hit) > 236a > 623a > (c>41236c(1hit)>214b(1hit)>236a >623a) x 3 > 214b(1hit) > 236a > 632146c [9492 damage]

[during mugen, in the corner] 236a > 41236c(1hit) > 623a.a >jc> j214c > (land c > 41236c(1hit) >623a.a >jc> j214c) x 3 > c > 41236c > 214b > 632146c [11793 damage]

fgsdhfgsdg wow

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