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faultydefense

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Everything posted by faultydefense

  1. Hakumen vs Arakune When the match starts you should hold down the power button until your game resets then head to training mode. Batton down some v-13 or arakune combos then head back to network mode and give it another shot.
  2. VS BANG can you block bang's 5C on reaction? If so his mix-up becomes little more than command grab > low if you can keep moving enough to not let him have free cross-ups. Bang doesn't have any decen't anti-airs besides 2D so I tend to jump in with j.2C as if he didn't do it really early (in which case you should notice and just throw his ass) you'll have time to recover and turn your j.2C into a j.D for an easy counter. If you go in with a j.C be ready to cancel into either 6D or 623A upon landing (the 623A will go under his guard point and you can follow up with whatever you feel like...even 6H. The only time you're really at a disadvantage is when bang is directly above you. If you have stars to pop him out with a j.214B every now and then, you're gonna control almost the entire match unless he's abusing his shurikens. Once he runs out the match gets a lot easier. A good idea though is to 6D his shurikens. It shouldn't be hard, it gets you through all of them, its safe as long as you catch, and if bang's close enough he gets punished and you just took away more of his best pressure. On that note, while haku can knock the shurikens out of the air with his C attacks, don't extend yourself as bang has free movement after throwing them and probably won't be far behind them and on the attack. You can hit him with the shurikens, but that's only going to work for so long, and its also rather hard to catch his triple shuriken attack with haku's slow ass swings. His only jump in of note is j.D as it can really throw of your timing. That coupled with shurikens really can make anti-airing bang a chore. 2C works a lot better on the tricky bangs than 6A will at anything other than point-blank range. It catches his shurikens and if you're going to eat a j.D you can cancel into 623A again to get away. If he's right on top of you when you anti-air him though, 6A works as it'll trade with shurikens and beat any of his jump-in's, I've actually managed to guard a j.D after hitting against it with a 6A as I recover so fast. Again 623A is always a get out of jail free card against a jumping bang, worst you're going to eat are some shurikens, odds are the move will put you out of range of further punishment. And you play haku-men so you're going to have to block sometimes anyways, get used to it. Bang has some of the worst ground strings against hakumen as a lot of his motions are really telegraphed. 5B is almost always followed by a 2B, and if he ends a string in drive, block it, jump and throw him as its the only way he's safe afterwards. One air throw following a bang's 6D and all of a sudden bang isn't so quick to pressure. on the offensive, haku-men's shitty frame-traps finally become really useful as its incredibly easy to bait a guard point from bang. If he starts throwing em in your strings 623A~A his ass if its close enough to hit you, if not just wait it out and punish with 6C/5C, if it gets really bad just go throw crazy on him. Also remember if you have the stars you can cancel into 236236D just for the mindfuck...counter his counter 6D shuriken, air throw the end of his blockstring, and counter his counter and you'll have a bang player that doesn't want to play you anymore it does make it sound easy, but as mentioned before, if he gets a lifelead and 4 seals, that could potentially be game over at any point in the match
  3. i really need to learn what his specials are called >.> (goes to look up "enma") edit, ah the uppercut...would that beat a ragna 5B? how bout his 5C?
  4. I mean its not somethin you can rely on, but I have seen plenty of people get a little overhead happy with their blocking and if they're cornered I'll use 214B sometimes to keep em honest as it'll beat a lot of moves that 2B doesn't have the speed/priority to beat, and it works as a frametrap as it ends it usually leaves them right at the tip of 5C range (main reason I use it, while HOPING it hits :p), note: don't do it as a trap against a char like ragna or litchi or you're gonna east a CH 5B in the face and a 214B combo starter in the corner?
  5. 214b?
  6. i half wish they would take away his 41236C so no one ever expected highs from him from playing scrubby haku-mens with only one way to deal damage, move is garbage when playing against decent people
  7. depends on what your capable of if your best is your execution go for combo bang if your best is mix-ups go for mix-up bang if your best is bang install go for seal bang
  8. actually you're both right, a lightly tapped 3C will one hit some characters (tager for example) but the general aim is just to cancel it after one hit with a special
  9. do u know why reversal backdashes work? because they have invuln do you know who's backdash doesnt have invuln? and no one's gonna be using Jin's 623A to beat a meaty just like how "reversal" hotaru won't beat it the main uses for ground hotaru would be a very vertical anti-air, used in frame traps with dash, and potentially just to save yourself if your actually fast enough to notice your back/forward dash is gonna get punished hard i just want to make it clear to the newbies that this is not a reversal option, if its somethign your so sure that you know you can get 1 frame dash into hotaru then just D counter it
  10. i miss you guys
  11. i picked up noel on the side...iono this match-up i was originally gonna give to haku, but i played some decent haku's as noel and i can just buzz around his face all day. Late j.C's are safe as all hell and lead you to either a mix-up or free get-away. I play this match up like a hit and run. On the ground there's no way haku can catch=noel, and if he comes from the air her 6A is god-like and leads to mroe damage than haku's, i dunno the actual proration % but it seems i can get more damage off her anti airs than hakumens and its soooo easy to hit a drive in between hakumen's chain specials. Not to mention they're all really obvious motions so its not hard to confirm either if you buffer in the motion. All I can say is the health lead is incredibly important near the beginning. If noel can dictate the match and you find a patient one, its hard as fuck for hakumen to catch back up. If they drive spam...6A their ass all day, shit is fine on trade, and bawlin if you win the clash. ALWAYS be ready to block if you're in the air. A lot of times I don't bother waiting for a dash for noel's 6A as I can cover so much ground so fast I just jump up and pop him with j.A as an anti air and its just as fast if not faster, and as long as the tiny little air string ends in chain revolver its a noticeable amount of damage haku just took. you have to be able to block noel's 6B on reaction, if not then its fun times for noel. Other than that noel really can play her mix-up game safely, it just turns into low-risk low-reward until she nets a counter hit or has 50% bar to blow. No lie, when I get that 50% I'll do whatever kind of hi-lo mixup I want and RC on block, back to buzzin around his head. As haku-men...I haven't played any patient noel's, played the drive spammers and some better, but they all ended up going for her less-safe mixups...got blocked...and thats usually the match. Not a hard match for haku-men if you can block the hi-risk/reward noel's the 6A beating 3C is very nice and very useful for beating most online noels...but I have to say, the noel shouldn't be in a position for this to get counterhit, she should either be comboing into it or hitting it at max distance so as not to get punished HARD
  12. oh my god at that round
  13. i'ved ducked and jumped, it seems a lot more reliable/doableonreaction if thats really your goto option for escapes and reversals then i'm gonna call you a liar by all means if you get caught in the air when tao does her shit, if u can react, go for it, i never called it a bad move, but you were saying it was a dp option...its not edit on the positive, two match-ups where i do really like hotaru are rachel and arakune, both characters can get really vertical and both have ambigous or quick cross-ups once they're up there. tk hotaru is generally a safe way to teach them that ANYWHERE near you isn't safe
  14. odds are it will generally be counter hit, the most often times it connects you'll probably be knocking your opponent out of an air attack
  15. if 6A is a counterhit and the 6C hits them before they hit the ground
  16. you know dps are only noteworthy if they have start up invuln...and it takes at least a frame to get in the air so no reversal here =/ best use i've found for it is frame trap bait like 2a 2b 66214b, if you got bar, you can throw a 214c in there afterwords, 5 stars, but something will probably hit them
  17. the behind the back air combo from the vid: B+C > 214B (1) > 623A~A > 7 j.2C (behind the back) > j.44 j.2C (behind the back) > j.C (turned around now) l> 2C ... (4371 DMG, 4 stars, 8 hits) possible follow up: sj.B > dsj.B > j.214B > tsj.C (4970 DMG, 6 stars, 12 hits) (costs two more stars, but one star is made during the first part of the como so this last part can be done if combo started with 5 stars) works on jin, noel, litchi, and hakumen...worth the fanservice imo the follow up works on all the that it hits but is harder on the females as you have to be hitting each j.2C and j.C about as low to the ground as possible to combo sj.B after 2C and many will just want to ignore this one, but an easy way to get the "its over 10000 trophy" (deal 10k dmg with one combo in training mode) if u care fully charged 632146C in the corner (see how practical it is) > 214B (2) > 2C > j.2C > j.C l> 2C > sj.2C > airdash > throw > falling C (10052 DMG, 6 stars, 12 hits)
  18. i will look into this
  19. if you're talking about mine, the j.C is not normal cancellable when you land for some reason, if you can get a 5C after the falling C, by all means go for it.
  20. combos off j.D if you hit the j.d around the peak of a normal jump, then you can 5 stars = j.D > j.214B > dj.214C > falling j.C (have to settle for a falling j.B if you were just short of having the C come out) 6 stars = j.D > j.214B > dj.214C > falling j.C > 236A > 6C or 2C if near corner after 236A... (4529 DMG) 7 stars = corner: j.D > j.214B > dj.214C > falling j.C l> 214B > 2C > j.2C air dash > j.2C > j.2C > j.2C (6520 dmg) midscreen: j.D > j.214B > dj.214C > falling j.C l> 623A~A > j.2C air dash j.2C (5337 dmg) carl doesnt get hit by the 214B and rachel doesnt get hit by the j.214C in the beginning and are excluded from this list 5 star combo, works on all 6 star combo, works on hakumen, arakune, jin, litchee, nu 7 star combo, corner: doesnt work on bang, noel, tao midscreen: doesnt work on bang, litchi, nu for whatever reason, after the falling j.C the landing recovery of the C isn't canceled and I can't go into either 2C or 5C so I'm having to cancel into 214B and 623A as the 6/7 star combos. This has only been tested in training mode, and I'm not sure why it happens so it may just be a glitch, havent landed the combo that far in an online match. If it is a glitch and you can cancel it in an actual match, the idea follow up to that 5 star combo would probably be 2C > j.2C > xxx depending on distance to corner. confirmation would be sweet
  21. it counts for a lot more
  22. 6A gets invuln starting at frame 3 though, counts for a lot more
  23. ANY character can come back from anything, the ones with high damaging combos just do it easier...but who has damage that can compete with hakumen? rachel anything into frog/super, ragna anything into 5D is gonna hurt if they can hit links, tager being tager, noel C loops...like...everyone cept bang cuz he only gets to hurt in special circumstances just because hakumen can do 214B (1) to 41236 C for like 30% life on ragna people think his damage output is insane when in reality he just gets big damage when the other player isn't patience and his big combos only do about as much as his little special chain, they're just more worthwhile as they build more/use less bar. That's all it boils down to, hakumen is like the crane in a crane game, except all the toys are shooting shit at him in this match up. If you finally get on v-13 its a lot easier for her to wait out hakumen's less than stellar mix-up for her own chance to escape. Now who's better at running away v-13 or hakumen? and who's better at making someone eat pressure, v-13 or hakumen? The comebacks are nothing more than momentum, happens to everybody in every game, scrubs just get a hakumen on them after zoning for half a match and freak out that its the end of the world...and if they do then they're right. /frametraps
  24. bring swap magic back
  25. duck
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