-
Posts
587 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Raziul
-
[CP] Hakumen VS Kagura: You call THAT a sword?
Raziul replied to mAc Chaos's topic in Hakumen Matchups
Hakumen is one of Kagura's toughest match ups, but after spending some time in training mode with Kagura, don't underestimate him. His meterless damage is big and easy with just a couple of good counter hits. Seriously, ouch. Flash kick ender on that does 4624. Does not require CH, and it's not even his most optimal corner combo. He has a 4k meterless grab combo too. So that's always fun to deal with. If his defense and neutral wasn't so meh, this guy would be terrifying. -
Don't forget that 236A covers a ton of space pretty quickly. If they give you any sort of opening for it, that's always a possibility.
-
[CP] Hakumen VS Azrael: Taking Old Yeller Out Back
Raziul replied to mAc Chaos's topic in Hakumen Matchups
The way it works is it becomes unblockable based on the corresponding weakpoint. So if you have an Upper Weak Point, you can't block it high, and so on and so forth. You can chicken block it with a barrier (not sure if the barrier is necessary) if you have two weaknesses. -
I'm still pretty mediocre but sure. I need to work on a few things anyways.
-
Keep trolling them with Zantetsu till they learn to block overheads. That's pretty much how I had to learn to fight Ragna -_- *grumble* OP ass 6B combo......
-
I'm still trying to do EX combos off Drive counters.
-
Here's something you can help me with right now. What do I do against people who roll backwards in mid screen? Enma after them?
-
I might just be cursed with Bad Luck. I've seen pretty much every single one of Hakumen's moves lose to a grab, and any time I try to press a button, I lose to some mashing 2A that turns into a 2-3k combo out of no where. Pretty tired of most of this BS. I think I'll just go start playing Ragna again so I'll be able to actually enjoy the game.
-
Who do I have to suck off in Arcsys to get Hakumen's 5A to not lose to grabs?
-
Glad I'm not the only one having trouble with this match up. Between the doll protecting him and his anti-airs, I can barely do anything at all against Relius. He beats me in the air every time too with that OP j.A he has.
-
People who waste time picking out a song before a match. I don't once remember ever paying attention to the BGM in any match. My focus is entirely on my opponent the whole time.
-
People will be much more familiar with all of the changes made to Hakumen, and by then they will have found answers to his most predictable tactics.
-
Rage quit rates rise significantly when Haku enters the room.
-
[CP] Hakumen VS Kagura: You call THAT a sword?
Raziul replied to mAc Chaos's topic in Hakumen Matchups
If you're opponent is using drive moves in his block string, it shouldn't be too hard to find gaps to stick a 2D in. They can drive cancel pretty quickly into some good moves, but they're not gapless at all. The majority of Kagura's options depends entirely on his spacing, because his overheads need to be pretty close to land. If they're conditioned enough to use his orb oki, drive counter it for free stars. The beginning of this match up is usually gonna be a footsies battle to see who gets the knockdown first, but Hakumen's Drive Counters give him a far more effective defense than what Kagura has. Kagura can't use his 6C anti-air when you're in his face, so jumping/double jumping can really mess him up. He does have a "DP" of sorts that he can use on wake up, but I don't know if it gets any sort of invincibility or advantage. His 5C/2C pokes are strong on the ground with a lot of hitstun, so be wary. -
Input buffer change is really ruining my wake up yukikaze =/
-
[CP] Hakumen VS Kagura: You call THAT a sword?
Raziul replied to mAc Chaos's topic in Hakumen Matchups
I guess the things to consider in this match are that Kagura is strongest when has space to use his pokes to get a knockdown. This usually leads to him using his powerful oki to lock you down and crush you. He has very limited defensive options, and while his regulars lack range, they're surprisingly quick. His 5B is a low as well. Meter doesn't help his defensive options much as he has to charge one DD and the other requires him to go into a drive stance. He can set up his drive moves from the air and makes him float for a bit, it's pretty scripted, but it is possible for him to cross up with it. His 6C anti-air is slow to start and has a very vertical hit box, but the range on it isn't anything special. It's got a long recovery on it too. All of his air attacks are very short range, Hakumen's j.C can keep Kagura from ever trying to knock you down from the air. -
[CP] Hakumen VS Kagura: You call THAT a sword?
Raziul replied to mAc Chaos's topic in Hakumen Matchups
If you mean Kagura's 5C, Hakumen's 4C has more reach. His 5C/2C requires a counter hit for any serious combos. He can follow it up with 2DB that puts him in an oki situation though, which is where he's the most dangerous. -
Pull the cord out of your PS3 when you see her. It's the only way to win.
-
[CP] Hakumen VS Izayoi: Justice 2 -- Justice Harder
Raziul replied to mAc Chaos's topic in Hakumen Matchups
Wanted to point out, she has two excellent anti-air moves that also generate resources for her. Stay low if you're going to try dashing in. -
If they're brkrDave, you don't get to jump.
-
[CP] Hakumen VS Amane: The Drill that Pierces the Heavens
Raziul replied to mAc Chaos's topic in Hakumen Matchups
Amane's "mix up" isn't very hard to block, but he is able to control a good amount of space with his moves. Be wary of his very long low attack, as it can hit from almost full screen, and he will be able to follow up on it. Can generate voids of his drills, but there seems to be a specific time while they're considered projectiles and when they're not. Kishuu seems to be an effective tool to use to get closer while he's in the air trying to slap you away. He has a very short range anti-air as well, but it comes out pretty quickly. -
Tager's new tools include upward Spark Bolt, Air Command Grab, and an improved combo rate. The match up is still mostly the same, but it's even more important now to play it as safe as you can.
-
You can change the j.2C to another j.C at the end if you're at the corner. Also, Kagura can't do anything against an opponent in the air. They'd have to be masters of prediction and timing to get that 6C off right, and Haku's j.C will keep him from trying to knock you down from the sky. Both his standing overheads have very short range, he'd have to use a drive move to close, and you can just 3C as he changes stances. Almost every single one on of Kagura's drive moves are unsafe on block. Don't stand still though, Dragon Mirage (6DB) is probably his most dangerous one because of the switch up, but it whiffs if you're moving or jumping at all.