|| Hakumen || "Doushita!?"

blargh i guess you’re right. I totally regret making sf4 my first fighting game. It’s softened me! >:O

goes to thumb training!

more stupid haku-men tricks!

only this time its nasty mugen combos and combos involving hitting them with Shippu FOUR TIMES

Oh mah god. Does the last one work off of ch 6b? drool

and i love you. and all these tricks you put up. :lovin:

First off i just want to say that HAKUMEN Rules! :rock: Second, I’m fairly new to the game and was wondering how exactly i cancel into other moves with him. DO i have to do a “dash” cancel type thing like in similar games, or do i just do my first moves input and then immediately input my second move? Thanks for the help :wink:

The latter. No dashing included :chat:
for me at least o_O

yo thanks for the info!

Was messing around in training and unlocked the achievement on accident and I was like whoa… the one for Hakumen’s 10k dmg…

… Dug it up on the internet and it’s easier this way than what youtube and google will bring up.

So if anyone was interested in doing it
(non-unlimited is a req btw…)
Hakumen: 632146C(full charge) 43216C 214B(4x)

ive been noticing online people tend to ran away from hakumen. I find myself doing super jump/airdash to cover the distance. Even good player tend to keep running away from me. So when i airdash in and do the 3c and wiff i get killed. NE ideas on a sec mix up to keep them guessing? Ive been trying dash forward then 236236A which i also notice will duck standing highs but still not a very good mixup to cover distance. So im open to ideas, He does seem to have a ok crossover with 2/3B but it’s not 100% so if you wiff your back turned and get killed again

  1. wait for them to come (be patient, you’re getting stars anyways ^^)
    2.slowly super jump in while holding block (what i do vs zoners)
  2. air dash in but don’t do anything, immediately grab/lowhit/overhit/counter(not 5d) whatever when you land
    4.super late jump attack and follow-up with block strong
    5.whiff an air dash by countering in mid-air, maybe they will whiff something
    i’m sure there are others. be creative! and always remember being patient is usually the better choice. (unless they have a substantial life lead)
    and IB projectile spammers, get 8 starsa, yukikaze a projectile (close the gap) and attack! >:O
    i only do the yukikaze myself because i’m not at high level play yet… it usually works. they just sit there trying to block xD

ya i deff have gotten better with his couters, You get one good one and combo off of it and every one starts running lol. Deff need to working on spacing. Not having a real run hurts but adding the double Guren at the end will cover the whole screen which seems to only able to be thrown, block or coutered out of. If it lands its a easy combo but most just block which sets up a few diff things, The yukikaze is a great move Ive seen when you have the stars and you playing a toa/bang or jun who tend to spam up in you face. Also other Hakumen player muhahaha they hate it. Alot of the good player ive seen will relize what your trying to do and run back.

Marvel vs Haku-men 2: New Age of Stupid Tricks!

more of just showing what happens when other astrals run into haku-men. obviously done with EO specials.

Wow, even REGULAR THROWS get countered.

Time to practice that input :rofl:

OK so what should be my strategy for playing as Hakumen? I read the info in the first page, but what I’d like to know is-
How should I start the Round? Do I try to get close and hit them with his C attacks, or should I poke them and zone them, etc.

Hakumen is definitely the patient type. Gotta be good at the basics and take it slow at first, especially since you don’t start off with any significant amount of meter. Just try to counteract their own actions.

yup also depends on who your playing. 3c will hit tager at the start of a round 99% of the time. 236a is good on those who like to run back and start spaming. Others i tend to first round jump up and back with 3c so if they come out me I hit frist or it will stop projectiles if they throw any and get you some distance to see what they plan to do. The counters are good to if you know 100% what they are going to throw out. Just remember that most good player dont repeat the same thing at each round so watch for mixups

Heh I learned a lot more from reading those 2 posts, thanks guys.
OK say I have enough meter say 6 Magatamas, what should I do?
Also when is a good time to activate his QCBx2+B Power up?

…214B(1)>41236C, C>236A, 6C
is the biggest 6 star combo I’ve found.

edit: us capcom notation for you

…, QCB+B (first hit only) xx HCF+C, C xx QCF+A, F+C

e-edit:
214B(1)>41236C, C>236A, 2C>j.2C…2C-loop…
and this if you’re in or near the corner

Never.

Not even 6B CH? Those vids showing that player getting alot of damage out of that.

Debatable.

If counter-super was guaranteed against a burst, then I would say that CH 6B is the only time to use it. Shrug, maybe latter someone will figure out a damaging combo that also burst safe/safer.

ah yeah that’s true I wasn’t thinking about burst. Guess it would depend on the situation.