MisoSowee Posted October 23, 2009 Posted October 23, 2009 alright sorry, for some reason it was telling me the server timed out, but i'm sure i was going to say something similar to poking in aggressive play doesn't work, doing a clean, untouched haku hop is so online play only, since people try to punish it the haku hop, and is also starting to whither in it's effectiveness. 214B cancel it (which is also hard to do online within the raise of the hop)m since most people know that haku's within a certain distance have to hop, due to the strength of there airdash. also i just said neutral tech is a better idea >,> and every grab but command is techable which is why i envy bang for his strong air and ground game. also if you barrier for 1/3 of your it becomes incredibly easy to block. I... I can't read your posts anymore. Please.... please just put a handful of effort into your post. I've been doing HW all day. It's getting late, I still have a ton of HW. Make my life just a tad easier clear up your sentences. I really DON'T mean to be a grammar whore but this is just too hard for me. I'm way too exhausted.
Leonil_Requiem Posted October 23, 2009 Posted October 23, 2009 i'm calling footsie retarded in aggressive play. i'm also saying that Barriering is a bad thing, considering how if you get to 1/3 of your original meter you will become very easy to jc into guard. also to do the jc into falling JC you have to do the J214B haku hop (66) cancel in the rise of the hop. also i dislike bangs since everything they do is safe, the have a command grab (the only grab that cant be teched) a set of GP moves that only have small brake in the GP AND GP anti airs. he's a better haku than haku in his grand scheme.
MisoSowee Posted October 23, 2009 Posted October 23, 2009 i'm calling footsie retarded in aggressive play. I won't even argue that. That's blatantly wrong. i'm also saying that Barriering is a bad thing, considering how if you get to 1/3 of your original meter you will become very easy to jc into guard. You really should NOT be barriering to a point where you get to 1/3. If it's only for occasional reset protection because you're too lazy to IB than you'll probably get back to gold anyways because of its recovery also to do the jc into falling JC you have to do the J214B haku hop (66) cancel in the rise of the hop. huh? also i dislike bangs since everything they do is safe, the have a command grab (the only grab that cant be teched) a set of GP moves that only have small brake in the GP AND GP anti airs. he's a better haku than haku in his grand scheme. I can see a lot of bangs tearing you apart for that. Command throw is easily avoidable, seeing he doesn't have an anti-jump similar to tager, and if you're getting it from the air, that's your own fault. There's nothing wrong with it, especially since you can't combo after it without a RC
Leonil_Requiem Posted October 23, 2009 Posted October 23, 2009 i see footsies as pointless because i'm also be stuff off of it in competitive play. by 623s and 5A combos and there is a big difference between footsies and blocks strings, because footsies is look for a opening by throwing staggering light attacks that can be combos, but have huge space in them. which allow for 623s and other no start-up stuff bangs anti jump anti hit anti runaway (cause he can teleport off of contact) anti rush down is his D button and you can combo J2147C off of JD for a 4 seal combo, bang has tools, not tricks, which means he's a great threat when used properly. also i'm talking about J214B jc falling JC land 2C hjc J2C air dash J2C and bangs don't tear me apart because i air throw all of there jc's and not to many people know how to break throw counters for some reason the combo most players should do off of a land J214B. to do it on the ground off of hop with the lease amount of complications you have to do it on the rise of your 66. that is if you want to do it off of hop.
MisoSowee Posted October 23, 2009 Posted October 23, 2009 i see footsies as pointless because i'm also be stuff off of it in competitive play. by 623s and 5A combos Well I guess that's your opinion then. Though I was a touch confused at the last part and there is a big difference between footsies and blocks strings, because footsies is look for a opening by throwing staggering light attacks that can be combos, but have huge space in them. which allow for 623s and other no start-up stuff When did block strings come into mention? When did I fail to differentiate them? (or mention them for that matter) bangs anti jump anti hit anti runaway (cause he can teleport off of contact) anti rush down is his D button and you can combo J2147C off of JD for a 4 seal combo, bang has tools, not tricks, which means he's a great threat when used properly. also i'm talking about You're grossly exaggerating the usage of Bang's drive. I don't know bang myself too much, but I do know that you give him far too much credit. Try posting that kind of thing in the bang forum if you want a better answer. J214B jc falling JC land 2C hjc J2C air dash J2C why'd you tell me that? and bangs don't tear me apart because i air throw all of there jc's and not to many people know how to break throw counters for some reason That won't work later on. Careful where you place your air throws. the combo most players should do off of a land J214B. to do it on the ground off of hop with the lease amount of complications you have to do it on the rise of your 66. that is if you want to do it off of hop. You can do it off any part of haku's hop, as long as its special cancellable, since you'll be jump cancelling off of hotaru, and you're not quite far enough that the super jump forward won't cover enough X axis. :o
Leonil_Requiem Posted October 27, 2009 Posted October 27, 2009 every time i try to reply, i takes to long or i lose intrest, but it looks like you feel stongely about this so http://www.youtube.com/watch?v=owB_zlhG8DI&feature=related LMAO
FullAutoDeath Posted October 27, 2009 Posted October 27, 2009 That video is as disturbing as it is funny.
Leonil_Requiem Posted October 28, 2009 Posted October 28, 2009 all the combo vids for haku in the world have been watched, so we must resort to hallaria to keep us sane and from killing each other O_o
Slayer Alucard Posted November 9, 2009 Posted November 9, 2009 Dat Haku is teh proz. D'you see doze CH j.Cs? It's like he was psychic :D
TyrantShark Posted November 9, 2009 Posted November 9, 2009 That video is from the second day of release. Most Haku's are still not much better than that.
mAc Chaos Posted November 9, 2009 Posted November 9, 2009 Hey, we have a lot of active Hakumen players here. That video has given me an IDEA. Why don't we try having a Hakumen tournament? I think it would be fun. I play a lot of Hakus on ranked from here anyway, but I never get to see some folks like qwerty in action. We (or at least I) could probably pick up and learn a few things too.
Leonil_Requiem Posted November 10, 2009 Posted November 10, 2009 Haku mirrors are gay, ecspecially online haku 1:"you better not jump" haku 2:"No you better not jump" haku 1:"i dare you to jump" *6C clash* haku 1:"seems i have underestimated you" haku 2:"same" *light saber sounds go off* haku 1:"grow some ballz and attack so i can counter" haku 2"no you grow a pair" one lands 6C shippu it's retarded, which ever one chills like a rock on the sidewalk, commonly wins, online that is, but it's always been do what it takes to win online, not excise your own creativity and style. pathetic
zaeris Posted November 10, 2009 Posted November 10, 2009 snip......... If you want to be creative AD and jd.. and counter 6a, lol. After that you just mock the other haku with 2a throw.
MisoSowee Posted November 10, 2009 Posted November 10, 2009 Haku mirrors are gay, ecspecially online haku 1:"you better not jump" haku 2:"No you better not jump" haku 1:"i dare you to jump" *6C clash* haku 1:"seems i have underestimated you" haku 2:"same" *light saber sounds go off* haku 1:"grow some ballz and attack so i can counter" haku 2"no you grow a pair" one lands 6C shippu it's retarded, which ever one chills like a rock on the sidewalk, commonly wins, online that is, but it's always been do what it takes to win online, not excise your own creativity and style. pathetic TIME OUT! best way to win? Wait it out and play footsies, get lots of stars, and bait anti-airs with hotaru/IB and spend all your stars. REPEAT!!! >:[
Leonil_Requiem Posted November 11, 2009 Posted November 11, 2009 ... maybe online, but you see, antis still are invincible from air attack (hotaru) which means you basically wasting stars. unfortunately i haven't played a haku in a tourney, guess everyone else is smart enough not to xD btw, 2A grab doesn't work worth shit, offline, the break space in grabbing someone is depressingly large, online, it's so predictable that people are just doing attacks that bet out grabs, like ragna's 5B or they'll do something to stop it like 2A and Gatling which leads into , in most cases, a safe attack >,>
Savageshell Posted November 11, 2009 Posted November 11, 2009 Anybody else see the footage of Suzume and Kaqn playing as Haku-men...I think its new stuff not sure... good play overall but I still think Tenchi is the best Haku-men right now
Leonil_Requiem Posted November 11, 2009 Posted November 11, 2009 he's good but he's seems... to busy... and i love every minute of it xD
MisoSowee Posted November 11, 2009 Posted November 11, 2009 ... maybe online, but you see, antis still are invincible from air attack (hotaru) which means you basically wasting stars. unfortunately i haven't played a haku in a tourney, guess everyone else is smart enough not to xD btw, 2A grab doesn't work worth shit, offline, the break space in grabbing someone is depressingly large, online, it's so predictable that people are just doing attacks that bet out grabs, like ragna's 5B or they'll do something to stop it like 2A and Gatling which leads into , in most cases, a safe attack >,> I could've sworn that since hotaru isn't an aerial it isn't head attribute...I dunno. Attribute system confuses me at times. Whenever I use it rarely whiffs, but maybe I'm just doing it meaty/early.
mAc Chaos Posted November 13, 2009 Posted November 13, 2009 Guys, how does this Hakumen do what he does here? http://www.youtube.com/watch?v=QBrIEakY7_k#t=0m26s I can jump cancel j.B, but I never can jump cancel j.A, so I assumed you can't... but he looks like he jumps almost four times. Can you jump cancel indefinitely or something? Normally the momentum of the jump just takes you down after one or two hits but he just keeps going up alongside the other Haku.
4r5 Posted November 13, 2009 Author Posted November 13, 2009 looks like he did sj.A, B>dj.B>214B>tj.AirThrow
MadRhetoric Posted November 13, 2009 Posted November 13, 2009 j.A can't be jc'd he just super jumps, which gives him enough upward momentum to hit with j.A > j.B EDIT: also hotaru gives you an extra jump, if you didn't already know that
JackG Posted November 14, 2009 Posted November 14, 2009 It may not seem like it, but j.A does gatling into j.B. It's just really late
rtl42 Posted November 14, 2009 Posted November 14, 2009 wanted to ask something about one of JackG's matches he posted elsewhere: http://www.youtube.com/watch?v=IIHBDIrW0Tk At 4:57~, after Nu techs out of your combo, you guys land and then you're forced to guard -- but Nu's almost dead, had no burst, and you had 4 stars. Would using your dead angle have been a sufficient countertactic for that situation?
Recommended Posts