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JackG

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  1. Taokaka Matchup Statistics Japanese Ranking: [finput][/finput] yet Personally: Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  2. Carl Matchup Statistics Japanese Ranking: [finput][/finput] yet Personally: Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  3. Noel Matchup Statistics Japanese Ranking: [finput][/finput] yet Personally: Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  4. Often I find that if I do 236a in the corner, it knocks them out and then I can't get the corner loop. However, if it is in the corner, it should work on every character after a throw. Personally if you have 2 stars I'd use 214b instead because it reverse prorates the damage (120%) I guess while I'm at it, I'll post useful corner throw combos depending on how many stars you want to throw in. throw > 214b > 2c > j.2c > j.c ->VV 2c > super jump j.2c, j.2c > airdash j.2c, j.2c - 2 stars throw > 41236c > 2c > j.2c > j.c ->VV 2c > super jump j.2c, j.2c > airdash j.2c, j.2c - 3 stars throw > 623a~a > j.c > 2c > j.2c > j.c > 2c > super jump j.2c, j.2c > airdash j.2c, j.2c - 2 stars -especially useful for when you think they'll mash burst after you throw them, as the first special move connect in this combo is burst safe being that it is jump cancellable on hit.) If you want to sacrifice damage for corner knockdown with these setups, replace the ending of- "VV 2c > super jump j.2c, j.2c > airdash j.2c, j.2c" with "VV 5c" or "VV 5c >236a > 6b" For you and Jin, I just gotta say practice. These combos work, and yeah the 623aa j.c 2c combo is harder than you'd think. Keep in mind Hakumen's j.c has a 14 frame startup, which is kinda slow comparatively to most characters. Just try timing the j.c a bit earlier in your fall to compensate. If this pops them up too high after you land and 2c, do superjump j.2c.
  5. Ragna Matchup Statistics Japanese Ranking: [finput][/finput] yet Personally: Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  6. Jin Matchup Statistics Japanese Ranking: [finput][/finput] yet Personally: Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  7. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details:
  8. I moved 2 posts from the vid discussion thread here since they didn't really pertain to videos. I'm gonna work on a beginner and more indepth guide tomorrow. Lots of work to do with the game just coming out. About the whole 623AA business... You can use it as a pressure/counterhit bait, but unless they-re in the air it's not really a great idea. It only has upper body invuln, so most characters good midrage attacks (like Nu's 5d, Rachel's 6b, etc) will still beat it out of the startup. Not only that, but you're spending 2 stars on a guess that really isn't very safe to begin with. I mostly just use it during combos and rarely to get in if I have an excess of stars and the opportunity looks right.
  9. ANTI AIR ABARE (0) 6A (CH) > 2C > j.2C > ad j.2C xN (0) 2C > sj j.2C > j.2C xN (0) 2C > sj j.2C > ad j.2C > falling j.2C > falling j.C > 2C > sj j.2C > ad j.2C xN video reference: http://www.nicovideo.jp/watch/sm7409823 -5:42 (corner only) (2) 6A (CH) > 5C > 623A~A > falling j.C > 2C > j.2C > ad j.2C xN (3) 5A (antiair) > j.A > j.B > jc J.C > 214C > falling J.C > 2C > j.2C > ad j.2C xN ---------- OTHER ABARE (0) 6B (CH) > 9 > falling j.C > 2C > j.2C > ad j.2C xN -NOTE: same combo as 6D (2) 6B (CH) > 9 > falling j.C > 5C > 623A~A > falling j.C > 2C > sj j.2C > ad j.2C xN (0) 3C (CH) > 2C > j.B > j.C - NOTE: Opponents seems to be too low to do j.2C ad j.2C/j.C (2) 3C (CH) > 6B > 623A~A > falling j.C > 2C > sj j.2C > ad j.2C xN (4) 41236C > 5C > 236A > 6C (6) 41236C > 5C > 41236C > 236A > 6C : 5768 (7) 6B/5C > 214K(1) > 41236C > 623A~A > falling j.C > 2C > sj.2C > ad j.2C > > j.C : 5216/6177 (9) 214B(1) > 41236C >623A~A > falling j.C > 2C > sj j.2C > ad j.2C> j.C > j.214B > tj j.C : 6718 (3) 2A (xN) > 214B > 236A > 6C (3) 2A (xN) > 214B > 236A > 66 5B > j.B > j.C - NOTE: a bit harder, but slightly better damage (3) 2A (xN) > 236A > 623A~A > falling j.C > 2C > sj j.2C > ad j.2C xN - All of the aforementioned 2A combos work with 2B as well, 2B in the case that you're hitcomfirming off of a low, and 2A because that's how most people punish opponents on limited time. ---------- THROWS Midscreen: (1, 5) Throw > 236A > 6C (> 632146C optional) -timing the 236A is tricky depending on whether you forward or back throw, you need to cancel the throw as early as possible or wait till they fall a bit after the throw. Has trouble connecting on AR and CA. Into Corner: (2) Throw > 214B > 2C > j.2C > j.C ->VV 2C > super jump j.2C, j.2C > airdash j.2C, j.2C (3) Throw > 41236C > 2C > j.2C > j.C ->VV 2C > super jump j.2C, j.2C > airdash j.2C, j.2C (2) Throw > 623A~A > j.C > VV 2C > super jump j.2C, j.2C > airdash j.2C, j.2C -especially useful for when you think they'll mash burst after you throw them, as the first special move connect in this combo is burst safe being that it is jump cancellable on hit.) If you want to sacrifice damage for corner knockdown with these setups, replace the ending of- "VV 2C > super jump j.2C, j.2C > airdash j.2C, j.2C" with; "VV 5C" or "VV 5C >236A > 6B" ---------- AIRTHROW (0) Airthrow >falling j.C > 2C > j.2C > j.C (if midscreen) or j.2C x2 if in corner - best tensionless combo hakumen has (3) Airthrow > falling j.C > 5C > 41236C > 5C (5) Airthrow > falling j.C > 5C > 41236C > 5C > 623A~A > falling j.C > 5C (for knockdown) or 2C > j.2C > j.2C etc NOTE: These combos assume starting with a green airthrow from around IAD height. Airthrow too high up and they can tech before you can get the falling j.C to connect, and too low to the ground you will probably have to use j.A or j.B. ---------- COUNTERS (DRIVE) (0) 6D > 9 > falling j.C > 2C > j.2C > ad > j.2C xN - NOTE: same as 6B counterhit (0) 2D > 66 > 5B > j.2C > ad j.2C xN (4) 2D > 6C > 632146C (4) 5D > 6C > 632146C
  10. Preface: Feel free to post combos (although pretty much everything has been discovered at this point, but please. DO NOT POST COMBOS WITH THROW IN THE MIDDLE. Aka any throw that causes 2 purple exclamation points and can be broken in the time it takes you to pick your ass and then react to it. Comboing into throws may work on worse players, but it encourages scrubby tactics which will overall hinder your game. legend: , = link > = cancel (x) = first x hits, only [n] = charge n button f.n = falling n COMBOS 0 Star A, A, A, A = 490 6A, 6A, 3C = 1395 2A, 2A, 2A, 2A = 408 B, 2A, 2A = 820 2B, 2A, 2A, 2A = 843 CH A, 3C = 909 CH 6A, dash, 6A, 6A, 3C = 1517 CH B, 3C = 1414 CH 2B, 3C = 1275 CH 3C, 2C>j.2C = 2103 1 Star 236A C>236A = 1448236A, 6C (236A connects on air hit) 6B>236A, 6C = 2008236A, 6[C] (236A connects on high air hit) CH 6B>236A, 6[C] = 2099236A, 2C... (236A connects on high air hit, near corner/corner) 6B>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C, C = 3333 2 Star 214B C>214B = 2236236A>623A, 2C... (236A connects on air hit) 6B>236A>623A, 2C>j.2C, ad.C = 2391 214B, 2C... (corner) C>214B, 2C>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C, C = 4586 3 Star 214B>236A, 6C C>214B>236A, 6C = 333441236C, 3C CH C>41236C, 3C = 3633 214B, C>236A, 2C... (corner) C>214B, C>236A, 2C>j.2C, f.C, 2C>sj.2C, C = 4852 41236C, 2C... (corner) CH C>41236C, 2C>sj.2C, f.C, land, 2C>sj.2C, C = 4924 4 Star 214B(1)>623A>A>jump, f.C, land, 2C... C>214B(1)>623A>A>jump, f.C, land, 2C>sj.2C, ad.C = 4280(corner) C>214B(1)>623A>A>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C,C = 480441236C>236A (corner) CH C>41236C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, C = 4976 5 Star 214B(1)>41236C, 3C C>214B(1)>41236C, 3C = 4639214B(1)>41236C, 2C... (corner) C>214B(1)>41236C, 2C>j.2C, f.C, land, 2C>sj.2C, C = 6191 6 Star 214B(1)>41236C, C>236A, 6C C>214B(1)>41236C, C>236A, 6C = 5571214B(1)>41236C>236A, 2C... C>214B(1)>41236C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C = 6236 7 Star 214B(1)>41236C, C>236A>623A, 2C... C>214B(1)>41236C>623A>A, jump, f.C, land, 2C>sj.2C, ad.2C = 5966(corner) C>214B(1)>41236C>623A>A>jump, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C = 6304214B(1)>41236C, C>214B, 2C... (corner) C>214B(1)>41236C, C>214B, 2C>j.2C, f.C = 6621 8 Star 214B(1)>41236C, C>41236C, 3C (near corner/big characters) C>214B(1)>41236C, C>41236C, 3C = 6615214B(1)>41236C, C>41236C, 2C... (corner) C>214B(1)>41236C, C>41236C, 2C>j.2C, f.C = 7118 Going to change it up a bit now. I'm going to list the combo, and underneath the combo will be the starter to the above combo. DRIVE-COUNTER COMBOS 0 Star 6C D = 2710 6[C] 2D = 2215 j.2C, f.C, land, 2C>sj.2C, ad.2C, 2C, C (you in corner) D = 4157(you in corner) 2D = 3477) superjump, f.C, land, 2C>sj.2C, ad.C 6D = 2119 1 Star 236A, 6[C] D = 31072D = 2427 superjump, f.C, land, C>236A, 6C 6D = 2302 2 Star 236A>623A, 2C>sj.2C, ad.C D = 34572D = 2745 superjump, f.C, land, C>623A>A>jump, f.C, land, 2C>sj.2C 6D = 2867 3 Star 623A, C>623A>A>jump, f.C, land, 2C>sj.2C, ad.2C D = 43732D = 3693 superjump, f.C, land, C>41236C, 3C 6D = 3367 4 Star 6C>632146C D = 4976 6[C]>632146C 2D = 4481 C>41236C, C>236A, 2C>j.2C, f.C (you in corner) D = 5577(you in corner) 2D = 4669 superjump, f.C, land, C>41236C, C>236A, 6C 6D = 4001 5 Star 214B(1)>41236C, 3C D = 52922D = 46126D, superjump, f.C, land, C = 4192 214B(1)>41236C, 2C>j.2C, f.C (you in corner) D = 6058(you in corner) 2D = 5378(corner) 6D = 3880 6 Star 214B(1)>41236C, C>236A, 6C D = 62392D = 55596D, superjump, f.C, land, C = 5559 214B(1)>41236C, C>236A, 2C>j.2C, f.C (you in corner) D = 6653(you in corner) 2D = 5973(corner) 6D, superjump, f.C, land, C = 4809 7 Star 214B(1)>41236C>623A>A>j.2C D = 55652D = 48856D, superjump, f.C, land, C = 4412 8 Star 214B(1)>41236C, C>41236C D = 68582D = 61786D, superjump, f.C, land, C = 5452 214B(1)>41236C, C>41236C, 3C (you in corner) D = 7304(you in corner) 2D = 6624(corner) 6D, superjump, f.C, land, C = 5811 DASH>214B COMBOS 2 Star dash>214B>doublejump, f.C, land, 2C>j.2C, ad.2C = 3410 (corner) dash>214B>dj.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C, f.C = 4008 3 Star dash>214B>doublejump, f.C, land, C>236A, 6C = 3632 (corner) dash>214B>doublejump, f.C, land, C>236A, 2C>j.2C, f.C, land. 2C>sj2C, 2C = 4710 4 Star dash>214B, land, dash>214B>doublejump, f.C, land, 2C>sj.2C, ad.2C = 4065 (corner) dash>214B>doublejump, f.C, land, C>214B, 2C>j.2C, C = 4741 5 Star dash>214B>doublejump, f.C, land, C>41236C, 3C = 4734 (corner) dash>214B, land, dash>214C, land, 2C>j.2C, f.C, land, 2C>sj.2C, ad.2C, 2C, C = 5390 6 Star dash>214B>doublejump, f.C, land, C>41236C, C>236A, 6C = 5392 (corner) dash>214B, land, dash>214C, land, C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C = 5556 7 Star dash>214B>doublejump, f.C, land, C>214B(1)>41236C, 3C = 5586 (corner) dash>214B>doublejump, f.C, land, C>214B(1)>41236C, 2C>j.2C. f.C = 6223 8 Star dash>214B>doublejump, f.C, land, C>214B(1)>41236C, C>236A, 6C = 6374 (corner) dash>214B, land, 214B(1)>41236C, C>236A, 2C>j.2C, C = 6576 DASH>214C COMBOS 3 Star dash>214C, land, 2C>j.2C = 3284 (corner) dash>214C, land, 2C>j.2C, f.C, land, 2C>sj,2C, 2C, ad.2C, 2C, f.C = 4878 4 Star dash>214C, land, C>236A, 6C = 3874 (corner) dash>214C, land, C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C = 5169 5 Star dash>214C>214B>doublejump, f.C, land, 2C>sj.2C, ad.C = 4646 (corner) dash>214C, land, 2C>j.2C, f.C, land, C>214B, 2C>j.2C, f.C = 5263 6 Star dash>214C, land, C>41236C, 3C = 4976 (corner) dash>214C, land, C>41236C, 2C>j.2C, f.C = 5506 7 Star dash>214C, land, C>41236C, C>236A, 6C = 5633 (corner) dash>214C>214B>doublejump, f.C, land, C>214B, 2C>j.2C, C = 5711 8 Star dash>214C, land, C>214B(1)>41236C, 3C = 5827 (corner) dash>214C, land, C>214B(1)>41236C, 2C>j.2C, C = 6465
  11. Hey, so I am stilll in the process of getting back from Austin's SBO qualifiers, so I didn't get a chance to moderate this shitstorm of reaver posting nonsense. To put it bluntly, it's very common for Hakumen to lose with 8 stars, because frankly even with meter he doesn't have the ability to get in. His 623 dash has limited invincibility, and only about the waist. Any v13be able to keep you out pretty handily or arakune worth his salt will be able to zone you with or without meter. Zerokage- only 5b and 5c will combo into 623aa on the ground, and 5b only hits on standing opponents except for Tager. In terms of a guide thread and a combo thread, I'll get working on it when im back. What type of stuff do you guys want to see in a guide thread? Not sure what's helpful or not (move descriptions, etc)
  12. Austin Vids JackG vs Jan http://www.youtube.com/watch?v=EtbT2SJUW-s&feature=related http://www.youtube.com/watch?v=O0jq4tQ82gw JackG vs Kyle (stunedge) http://www.youtube.com/watch?v=R1b3Bqd0vZo&feature=related good trip, good tournament. Will post more when im home
  13. he RCed the 6c into the 5dd
  14. It does, but I don't really see any practical use off of that. If you want to do a combo involving stars, you're just unnecessarily prorating your damage. If you don't plan on using stars, then you're pushing your opponent farther back and getting less frame advantage than simply ending with 5b/2b for a measly amount of extra damage. The frame advantage of 5b and 2b is +0/+2 respectively on block. On hit, you're going to get a walk-in throw/6b or 3c/jump in j.C mixup pretty much guaranteed. By the same token, 236a combos into 2a on a crouching opponent. Again though, not entirely practical. In other news, we're still better than Tager! Whoo EDIT: I know that off of 236a on an aerial opponent, most people just do the 6c link. However, you can usually do 236a > 66 > 5b > j.b > j.c. The timing is pretty strict (I'm not sure if the 5 frame buffer window works for 66, but at least it does for the 5b) but I have found it to work on just about everyone. Carl is probably the only exception. However, I haven't been able to test which one does more damage in different scenarios. Has anyone tried this one before? here's the following damages: 5b: 620 j.b: 590 j.c: 1070 6c: 1640
  15. Hey gang. Have some updates. -Finally updated the v-13 matchup thread to follow the Tager matchup guidelines. There's a decent bit more information there, as I had a chance to play a whole lot against Nu over the weekend, and more importantly, hate that bitch. -Started up a Rachel matchup thread with some startup information. It's certainly lacking compared to Nu's thread at the moment, so let's get some discussion going and fill it up! I'm leaving for Austin tomorrow for SBO qualifiers (wish me luck guys) so I probably won't be back until next Monday or Tuesday. As such I'll hopefully start working on more matchup threads, as well as maybe a movelist thread and combo thread. I definitely want this place filled with info soon after the console release. In other news, Hakumen thread has the least number of posts in it out of all the characters. Is he really that unloved? ;_;
  16. Rachel Matchup Statistics Japanese Ranking: [finput][/finput] yet Personally: 4.5-5.5 -maybe 4-6 Punishes: -3c will beat fork at all ranges (3c startup: 9 frames. Rachel's 6b startup: 15 frames.) Will net a counterhit, which you can follow up with 2c> j.b > j.c tensionless or for 2 stars 3c (CH) > 6b > 623a~a > falling j.C > etc. -Preemptively you can airdash at her and do a j.d when you're close to punish a 6a. This goes for all characters with 6a obviously, but with Rachel's being so good and with your approach being pretty limited, you can telegraph your airdashes to her easily and hope she 6a's your approach like she should. Once you get her with one of these, your airdash approach will be a lot easier and that will give you more options to get in. Anti-airing: Most of Rachel's approach is relatively safe with the use of a winded pumpkin. However if she goes for 5b > j.2c I'm fairly certain you can 6d it (may require an IB of the 5b.) Other than that she probably won't approach you from the air. Zoning: Rachel will likely be throwing eggs at you fullscreen, with the occasional pumpkin, frog, and wind forward. Don't IAD into egg or 6a because, well, it just a bad idea. Their game plan: Keep you out with eggs, fork (6b), 6a, and wind. When she gets a Pumpkin out and has the wind, she will force you in guard stun with a wind forward pumpkin and will start mixup. More than likely she'll do something > 5b > JC 3d j.2c for the overhead or 5b > 3c for the low. Both of these options are plus frames on block and on hit will give her a combo. She'll use frog after knockdowns to force your guard and to further mix you up. Strategy: Don't eat 6b's and 6a's stupidly. Fight Rachel at the range where she will want to 6b you, and then 3c the hell out of her. At a slightly further range, fish for 6c hits while she summons egg/pumpkin/frog, and hitconfirm into super accordingly. Don't let her push you to the end of the screen and chip you with eggs. Char specific details: Rachel has the fattest hitbox when knocked down out of anyone on the cast. While I haven't tested character specific combos with this in mind, I'm sure it's relevant somehow. Hakumen's C moves can cut through projectiles, giving him 1 star each time. This works on eggs (negates their flying hitbox, but they still land and become pikachu poles), frog (kills it immediately) and possibly pumpkin. If you are mid to full screen away and Rachel has a frog coming at you, kill it. However, if she has a pumpkin out and wind, you probably need to j.c the frog very close to the ground or else she get's a wind forward pumpkin CH into big combo afterwards. While Rachel is considered S tier, I find her zoning and overall control of the match much less annoying than that of v-13 and Arakune. As such I only list this matchup as only slightly in Rachel's favor. Will update with more info based on what's found out and how people respond.
  17. Her long range "mixup" isn't what gets me about her (4d has 30 startup frames, which isn't very threatening) but the following: -Her drives all do chip damage despite being normals, build bar crush, and are all 100% safe most of the time. Didn't Arksys realize projectiles building guard bar was a bad idea awhile ago? -Her special dash cancel is 100% safe (do it after a blocked 5dd and you have mucho frame advtange) as well as providing you with essentially a 5 way mixup. All these options are pretty much safe on block as well, unless you do 4b (but you can just tk j.214d for a safe overhead) -she has 2d as a great anti air, 2c still beats damn near anything above you because of Nu's awkward hitbox, and on top of that you still have a great 6a with actual head invulnerability. In other words, approaching from the air is suicide. -her backdash is super fast, travels super far, and really just has zero weaknesses. What's to stop a Nu from mashing backdash when you get semi close to pressure her? -By the same token, she get's Negative Penalty the least of anyone in this game (even Tager.) Her rating is 8, the highest out of any character. Not only that, but if she is getting close to Neg penalty you can just throw some D's at distance and be safe. -If backed into a corner, you can just do C>6C>66 for a frame advantageous free out. Or, if they are approaching from the air, just run under them because your speed and hitbox allow for it. - BnB's do a minimum of 3333 for her, which is a 1/4 of even Tager's health. That's without tension, mind you. - Yes her health is small, but have you noticed the differences in Health in GG versus BB? With defense and guts factored in GG, the life bars are significantly different. V-13 and Tager only differ by 3k health, which is only 23%. V-13 and Hakumen/Bang only differ by 2k/16.66%. Doesn't really seem like that much, does it? While I can't say for sure she's better than Arakune, I'm pretty sure V and Ara belong in a tier independent of Rachel. EDIT: I am not trying to turn this into a bitch-fest about Nu, I'm sure you guys get that enough. I am simply contributing my opinion about her strengths/weaknesses.
  18. http://www.youtube.com/watch?v=tgcQD5elWYA&feature=related - See 7:05. As for actual match videos, I don't think you'll ever see it, as it's unreliable and unpractical. However, I'm sure when console comes out people will experiment with different variations of it for kicks and combo video material.
  19. If you guys want a "Miscellaneous Discussion" thread in the Hakumen forums by all means go ahead. It's been pretty dead in here for the most part (probably cause the game isn't out yet) so I figured it was harmless.
  20. What exactly is your forward throw combo that does more than the sekkajin combo? Keep in mind when you cancel his forward throw with sekkajin you don't freeze the opponent, so you can still get that in your combo somewhere (not sure if you factored that in or not.) I am aware you can do 623b in corner or just super, but from what I've seen midscreen 6BC>sekkajin is your best option.
  21. Thanks for the videos Zero. I found those square hitboxes you added in were pretty useful on ways to approach Nu and close the gap. I guess I didn't phrase it exactly right. I don't 'intend' to time out V-13 when I play, but it just seems to happen a lot. Basically what I'm saying is try to get the health lead early, and then let her come to you. It's definitely a lot better stalling and letting her come to you/timing out versus you trying to finish the job hastily and eating 3500 damage combos for not being patient. Unfortunately it's hard to get that health lead early due to Hakumen's need to build up stars and because V-13 can backdash at the start of the round and start drive pressure 100% safely. I haven't exactly tried it either, but 623a only give's upper body invulnerability. I think since most V-13s do the aerial drive stuff super close to the ground anyways, you'll still probably get hit. Then again, I'm not sure you even have a window of opportunity to do that if V is timing all of her ground drives into TK drive stuff decently well. That's in interesting question, what counter have you been using that causes the second one to whiff? 5d, 6d, and 2d are all completely invulnerable throughout the startup, execution, and recovery even on whiff. The total frames for each are 20, 24, and 32 respectively. That being said, if you can time a counter to completely avoid the second hit of drive (for example you counter 5d and cause the next 5d to whiff) Then I imagine you have ample time to IAD in before she can recover and anti air you. I've tried it once or twice without much avail. The invul runs out on the super fairly quickly and it's pretty slow, especially full screen. To make matters worse if V-13 is full screen you'll be doing at best 1500 damage because Hakumen's super has a primary hit that does 4000 damage and a projectile hit that does 1500 depending on how far away they are.
  22. V-13 Matchup Statistics Japanese Ranking: [finput][/finput] yet Personally: 3.5-6.5 (or something similarly awful) Punishes: Unfortunately this section is going to be pretty lacking, as most of what Nu does is 100% safe. However, here's a few things. 214d: This is Nu's charge up gunflame-of-swords move, and is one of her only moves that actually has a long startup. If you can see her start it, IAD in and net that beautiful counterhit j.c for land 5c combo. 66 Dash Cancel: Nu can special dash cancel all of her ground d moves and 6c, like 5dd and I think maybe 4dd. During her dash, she is invisible but still vulnerable to low attacks. Do a quick 2b and follow into 214b>236a if you get the hit while she's coming at you. 4b: This is Nu's ground overhead, which hits once mid and then again high. You can try to counter inbetween the 2 hits, but the move is unsafe enough to punish the recovery with a 5c or 623a~a if you're farther away. 236236d: not necessarily a punish, but if V-13 pressures this super against you, you can just jump and IB (tap back repeatedly: you won't airdash backwards since you are in guard stun.) This way you get lots of bar and since you're off the ground you can't be mixed up. 631246D: The large overhead drive sword super. Often used as a reversal super from knocked down V-13s who don't want to block on their wakeup. If blocked, you get a counterhit 5c into pretty much whatever you want, just make sure you block high! Anti-airing: She's probably never going to come in on you in a way that you can anti air, so you probably don't need to worry about this too much. Zoning: Obviously she will be zoning you the entire match, but fear not Hakumen brethren! If you gain that life advantage at any point in the match, back into the furthest corner away from V-13. Full screen all she can hit you with is the spinny wheel or the drive overhead (which has 30 startup frames, so you should be fine blocking.) If you keep across the screen, her drive moves won't get you and you force her to move in. From mid screen her mixup isn't that amazing, so feel validated turtling mid screen and IBing her swords so long as you have a health advantage. It's much easier to force her to come to you than vice-versa. Once she gets impatient and tries to rush you down, start throwing out moves like 623a~a and j.C to stuff her closer moves. Their game plan: Pressure midscreen drive swords at you, hoping to catch you off guard and get a sizeable combo with knockdown. If you roll midscreen, she will force another 3k damage down your throat with a 5d pickup if timed close to correct at all. She will anticipate you trying to get in, usually through the air, and will anti air you with her choice of 2d, 2c, and 6a. If you get close, she'll backdash. If she's getting close to the corner, she'll probably do a C or D move followed by her command dash cancel (66) and get to the other side for free. Occasionally she'll use this command dash for dash in throws or crossup mixups. if she cancels her drive moves into 66 SHE STILL HAS FRAME ADVTANGE, so don't poke! Strategy: The clock is your enemy, as in general I get to actually connect with V-13 in my range an average of maybe 2 or 3 times each match. That being said, the easiest way to lose this match is to get impatient and IAD j.C'ing to close the gap. V-13 can easily and reliably anti air you every time with a drive and juggle for an easy 3-4k damage. This matchup is especially tricky for H-man because his dash is a non jump cancellable ground hop, meaning he can't running jump + barrier as a means to get in. superjumping forward gives very little horizontal movement, but it's a lot better than doing an unsafe IAD and getting counterhit. In general you'll want to advance by walking forward, or superjumping/double jumping forward. either way you're not getting very far, but you're making V-13 commit to either doing air pressure or ground pressure to keep you away. In my experience it's a lot easier to advance on the ground, because V-13 is going to be fearing IAD j.C counterhit if she's throwing out moves to beat ground movement. Most of the time even dash is unsafe to do midscreen due to her drives being exceptionally meaty and will usually pick you up for a full combo from that as well. she will pretty much ALWAYS backdash when you get remotely close to her. You're movement sucks, and her backdash is the best in the game in terms of speed and distance. Push her towards a corner so she can't backdash anymore. Keep assuming she trying to find a way out, so look for her command dash (teleport) to get out or sj IAD. If you get the health advantage, let her come to you. If you keep across the screen, her drive moves won't get you and you force her to move in. From mid screen her mixup isn't that amazing, so feel validated turtling mid screen and IBing her swords so long as you have a health advantage. It's much easier to force her to come to you than vice-versa. If there's one good thing about this matchup, its' that most of V-13's attacks (most notably her multi hit sword super) hit lots of times. This is great for the H-man, as you can nonchalantly tap back during these high-hit pressure moves and get TONS of meter. Every time I see V-13 do the many sword super, I just jump and tap back. When you're in the air, you can't eat mixup so long as you're either IBing, Barriering, or both when she runs up, plus you get tons of bar. That being said, I spend a lot of matches sitting with full bar vying to find a way in. This is one matchup where I feel it's usually a good idea to throw a few stars for the sake of closing the gap, primarily through 623A (the semi-invincible dash.) If you've got the tension to spare, might as well use it to get in. Instinctively you'll want to roll forward after V-13's knockdown combos. I can pretty much say that you should never do this unless she's in the air or close enough to you, as a 5D as you roll will easily pick you up for another big combos into knockdown. Additionally, if you get knocked down and V-13 does the multi hit super, you'll get hit for rolling as well. Best bet is to just neutral tech as soon as you can and patiently block it out. This is all spacing specific, but if V-13 knocks you down too close to her, you can catch her with a roll towards>special cancel (usually 214b or 623a~a) to avoid her 5d oki. You will of course have to play yourself and find what situations and spacings are safe to roll and which aren't. best advice is just to play it safe and patiently. At least this is my take on the matchup. Char specific details: Her hitbox is very awkward, especially on the ground and doing moves like 2c. You may look like you're going to hit her if you're descending with a j.C (which you all know is huge) but will oftentimes miss and just pass through the wing part of her hitbox. I guess her wings don't really count for being part of her hitbox. She only has 10000 life, so when you get in and score a hit blow the tension you've presumably saved up and make it hurt! Links: the following two videos show how the JP Haku-men handle V-13. Notice there's a lot of superjumping and blocking/IBing, with little approach. Every now and then they'll try to get in with a j.C and hope to catch the V-13 off guard. http://www.nicovideo.jp/watch/sm7212604 Gorou vs. 0 http://www.nicovideo.jp/watch/sm7212978
  23. Well of course he has a "fighting chance" and doesn't just outright lose. You can find a lot of videos of Potemkin beasting Dizzy and Eddie, May beating ABA, Anji beating May, etc. Point is, it's a fairly uphill battle, which is why they are considered bad (though not unwinnable) matchups. It may be a bit too early to tell exactly WHAT Hakumen's statistics are against the top 3, but based on numbers now we can at least deduce that it's not that great at all. Also, I think those that play Hakumen have a good enough "feel" on how to play him as you say, but I personally think a lot of players are going to opt to take the easier route to SBO for the first year of release since the game hasn't even come out for console yet and play the top (though not necessarily easier to learn) characters to increase their chances. I'm sure there are SBO worthy Hakumens out there in Japan, but either they lose at some point in the qualifiers to one of the top 3 being played by so many or simply start playing someone else with a better matchup against the top 3.
  24. Basically what puksr said. Hakumen seems good against rushdow[finput][/finput]bare-esque characters, or in other words characters that have to get in to do damage. However, the top 3 all pretty much rape him because they have no need to get in, and since Hakumen's movement is pretty awful (second to Tagers, even with bar) he is likely considered low tier. With how many of the top 3 are getting qualifying spots for SBO, it is unsurprising to see that Hakumen and Tager are the only 2 characters yet to see representation.
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