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SteelCoil

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Everything posted by SteelCoil

  1. That's fine. I'm usually on 4-6 p.m. EST if i feel like it or 8:30-11:00 p.m. EST if i feel like it. I'll add you.

  2. I guess.... What character do you play?

  3. j.A isn't for damage, it's for keep away. I usually just do CH j.A > j.C because i'm just really lazy. If you want you could do something like j.A, j.B > JC > j.B > Tsubaki, j.2C > etc. if you wanna waste a lot of meter. I play very conservative in general unless i'm playing against lambda or something, so for me even without crazy damage j.A is a good option. 5A covers space low to the ground while 2C and j.C can cover high above, but j.A sort of fills a certain space in between. I kinda like having these situational AA's to work around with actually, it's a nice test of spacing and quick thinking when the opponent is in the air. It's like street fighter.

  4. That looked like he was just mashing. If you wanna learn any character it's a good idea to look at the tutorials which covers some of the basic stuff. When your being attacked, block, don't mash D. Learn combos, the stuff in the combo thread can help you out with that. Learn spacing, the vid showed you at least when to use 4C but if your opponent is any closer use stuff like 5B and 5C. When your right next to the opponent use grabs or mash 2A. Look up the stuff in the Q&A thread, watch videos of japanese hakumen, and play more. Eventually all this stuff will start to make sense and you'll at least be able to hold your own online.
  5. Most of the stuff you said sounds about right. Usually Hakumen has to turtle the match until he gets about 4/5 stars. IAD should only be used sparingly for approach since almost everyone in this game has an op AA, but if you have meter IAD hotaru is a great way to bait those out. Hakumen's mix up sucks outside of the corner, but his grab range happens to be a little bigger than average which makes it perfect for tick throws. Someone correct me if i'm wrong but i think 5C xx 623A isn't safe but it's pretty sneaky and you can follow it up with some tick throws. And IB counter is definitely viable but don't treat it like a dp, only use it once you've figured out your opponent's block string and know what moves they're gonna use. If there's anything left i'm pretty sure one of the better hakumens can fill you in.
  6. Despite my hate for the all the dp spammers that flood online, ragna is one haku's more interesting matchups imo. I find (super) jump back j.C to be effective against ragna in the air. (super) Jump back j.A can also keep ragna out very well. 5A can work too as long as ragna isn't high in the air . and if you have meter hotaru would be an obvious option since you get a juicy FC combo if it hits or if he baits out a counter you can just jump back and farm more meter. Relying on one move for anti airs doesn't work anymore since haku's antiairs (besides hotaru and counters) are spacing dependent. So for your troubles, i recommend hotaru, 5A, and J.A.

  7. So you prefer being the underdog. In CT Hakumen never had any real advantages over characters and had a hard time mounting any sort of offense. Being able to read your opponent was a must as haku, much like it is for tager. In CS, Hakumen has a much easier time playing both offense and defense, so I don't actually have to put in much effort trying to beat everyone online. I only find this as a good thing because I am lazy in nature, and I always hated being helpless against the top tier. If I had years of fighting game experience under my belt I might be able to understand where you're coming from. And 3D fighters? I don't think I mentioned that in my posts...I've never ventured out into the world of 3D fighting before. Maybe some day.

  8. Marth.... It is probably the counter that made me wanna play the characters i play considering i played gouken in SSF4. I wouldn't agree with your little smash bros. comparison though mostly because hakumen sucked so bad in CT, and now everything about him has improved in CS. He is definately a different character, so I guess you would have to take learning CS hakumen as seriously as in CT. And yeah i realized Smash bros wasn't a fighting game since the day i found this site. I can't even remember how to play that game after so much BB.

  9. Stay in the air spam j.C, j.2C, and hotaru depending on where your opponent is. But seriously, haku is a slow and defensive character by design so it's best to keep you distance and poke, and when you land that CH 4C or j.C, that's when you begin the rape. This counts for like half of haku's matchups. Haku mirrors have an even slower neutral game because they both have the same godly pokes, so don't get to reckless to get in and you should be fine. BTW CT was my first fighting game since smash bros.... ya. that and haku has improved a lot over that game so improvement should be expected.

  10. Uh-huh. Despite the level and win rate i'd say that i'm pretty terrible at this game and would've no chance if anyone half decent showed up against me. Also your haku v haku skills need work, I don't think you've beaten me in a mirror once.

  11. Maybe if you don't have anyone else to go to i'll consider, but right now I don't have any interest in an online tourney.

  12. Jump
  13. 4C spikes and j.2C wheel and lambda is just left with tk crescent. As long as you don't turtle too much guard breaks shouldn't be much of a problem with haku's 6 primers.
  14. 5C (anti air), 2B > Gurren, 2C > sj.C, falling j.2A, j.B, jc > j.2A, j.C, land, Gurren, 5C, 2B (2 stars) (3687 damage) Falling j.2C, 5C > 623AA > falling j.2C > 2C > sj.2A> IAD j.2A (2 stars) TK FC Hotaru > falling j.2C, 5C, 2C > Gurren, hop 5B > sj.A > sj.B > jc > j.2A, j.C (3 stars) (4410 damage) (Video) A few corrections. Looking good so far though
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