|| Hakumen || "Doushita!?"

I am really sorry to ask this (I’m a scrub at fighting games, just started on BB), but how do you exactly do the falling j.C for Hakumen?

I am attempting to practice “(6A, 5B, 5C, or 2C) -> 623A~A (Kishuu -> Enma) -> jump -> falling jC, land 2C, sj2C (-> extra j2C if cornered) -> airdash j2C (-> can link multiple j2C if in the corner) -> (optional 214C knockdown).”

I get to the 623A~A, I jump towards him and as I start going down, that’s when I hit jC (not on the way up). Am I just not doing it quickly enough or I’m misunderstanding some hidden terminology here? Am I jumping too high? Not putting enough forward momentum? What’s going on?

There’s no “jumping too high” or “momentum” in this case since jump height is static and you’re not supposed to move at all becasue you’re jumpcanceling the 623A->A.

Are you jumping AFTER 623A->A ends? Because if you are that’s wrong, 623A->A can be what is called “jumpcancelled” meaning you cancel the end of the move after it hits, by jumping. Then after you jump forward from that attack, you do a late j.C, land, 2C. The timing on this is a little tricky to begin with, so you’ll just have to keep practicing

I’m starting to get better with Haku, but am still having a few issues with execution during matches.

In particular, I find it hard to do anything once I get caught into a Ragna/Jin/Noel combo. Seems like their combos last absolutely freaking forever, and once they’re done, I’m immediately hit with another one. It’s like an endless cycle really.

I’ve been trying to use 6a and 6b more to disrupt them when I can, along with 2a for poking (which of course can lead into 214b, etc.). Is there any other advice for these types of situations though?

My biggest problems matchup wise has been Jin & V13 (or Nu or whatever she’s “officially” called). With V13, the sword spam is just killing me (litterally). My only hope is to somehow get close to her, but usually the V13 users just want to run away the entire match and spam projectiles. The problem of course, is actually getting close in the first place.

With, Jin, it’s the simple fact that he’s like Sub-Zero on crack. The guy has 5 different ways to freeze you (throw, air projectile, projectile, medium range, & long range) and it’s absolutely rediculous. The only reason I lose to Jin users is because I manage to get frozen every 5 seconds. I swear, if that bastard didn’t rely on his opponent’s being unable to move, he’d be MUCH MUCH easier. Any tips?

Any other advice would generally be appreciated, thanks in advance.

yeah i have problems with ragna/jin/noel block/hit strings, especially ragna though. Ragna being the most, Noel being the least (but still annoying!) so i’im also in need of help with this.

at being frozen by jin, I sometimes play it defensive and if they do a lame, ridiculously stupid move i just combo for big damage! *i’ll have a healthy amount of stars from IB’ing and such)
also, ALWAYS, ALWAYS, OMG ALWAYS, be on the lookout for throws. Throws are frequently mixed-in to block-air strings. so BE ON THE LOOKOUT. i always tend to find myself getting thrown in the air after a first combo, where he just ends it normally.

I’m starting to think that Hakumen is rediculously impossible to use when going against Arakune. All he has to do is run away the entire match and spam curse/bell bug/ground bug. Then, once you’re cursed, you’re pretty much fucked. It’s rather silly.

you have to remeber even tho they may get 2-3 combs on you which equal 30-40 hit hakumen just doing 3 hit equals the same amount. I get put in this same thing all the time and still come back and win

Thanks for the help mate, but there aren’t any useful set-ups for the power-up super like Ragna’s Blood Kain?

Meh I did’int know where to post these but here.

Just a few scrubby matches of mines on live.

Hakumen vs Noel
[media=youtube]-zAGxiHTv4E[/media]

Hakumen vs Rachel
[media=youtube]0rZq1q3qc78[/media] [No sounds sorry :(]

Hakumen vs Arakune
[media=youtube]yviHxcpxrT4[/media]

Hakumen vs Tager
[media=youtube]-DrKeAjWQFo[/media] ( i messed up on recording this video, my replay starts at 0:18)

hakumen vs Jin
[media=youtube]2NybIPQZvvs[/media]

Hakumen vs Rachel
[media=youtube]KFpFyMeeeqU[/media]

(. My performance wold be better if i had a better d-pad. Caceling to 632146C is difficult)

I’ve got the time down for the j.c into 2.c for dustloop, but I’m having trouble getting the super jump to come out from the cancel of 2.C.

There are like literally three setups for Mugen.

  1. Be really far away.
  2. CH 6C
  3. CH 6B

Problem with 1: For nothing guaranteed, you’re forcing yourself in to offense. All those Mugen combos we’ve seen? They only got the damage they did because they hit them right after Mugen. That’s never going to happen in a real match. So you can think about all the gimp combos you’ll be getting once (if) you finally hit someone. And what about guard crash strings? There are no Mugen guard crash strings. Mugen cuts the guard crush values on all your attacks by a fourth. You’re better off just holding on to your 8 stars and blowing them when you do hit them. The difference between an 8 star combo and an optimal Mugen combo is not that much.

And it’s still punishable from full screen by Taokaka and Tager.

Problem with 2: Same reasons as stated above. Better to just get your Shippu or whatever other combo.

Dilemma with 3: If they haven’t bursted yet, are you sure you want to Mugen? If they have bursted already, you most likely don’t need to Mugen.

Ragna’s Emo-Install is really fast and is invulnerable for 99% of its duration. Hakumen’s Mugen is twice as long and is only invulnerable for half its duration.

If you’re looking for a trick, there is no trick.

Keep practicing. Get those fingers faster.

4r5, thanks for contributing so much to this thread.

Do you have any suggestions on what to do when getting all out rushed by Ragna/Jin/Noel type characters? Seems like I always find myself stuck in their endless combos. Once their combo ends and I hit the ground…BOOM…another combo starts immediately. I’m sure it’s just a matter of practice and figuring out what hits high/low, but do you have any advice?

I’ve tried to implement 6a, but the range on that move limits its effectiveness. If I throw it out and it whiffs, then they get another combo in on me. It’s somewhat of a gamble.

EDIT: Also, what do you think of using Haku’s 632146 C Distortion Drive? So far, it seems to me that the only time it would be beneficial is if it’s strung together at the end of a combo. Personally, I’ve been using it after a throw. Throw > 236a > 632146c. Any other thoughts on using this effectively?

In fighting games and high level play, its always a gamble. Especially with low tiers.

First step: Block.

If you don’t want to block, then Drive-Counter or try to counter-attack in the holes, with 5A or 2A. Figuring out what hit’s overhead and what hits low will definitely help. In fact, that should of been the first thing you did when you got the game. You can just figure it out by going in to training mode. While you’re at it, also figure out what moves are punishable on block/instant-block.

It sounds like your new. Your probably just missing free punish opportunities and aren’t seeing the holes, or aren’t reading the fight well.

Against Ragna specificly, you just have to block. Ragna isn’t quite suited for rushdown, so eventually your blocking will pay off. He’ll either have to go for the throw, which if you break will reset the momentum back to neutral. Or back off a bit, which gives you a chance to reverse the momentum. The Ragna’s you really need to worry about are the ones that play the footsies game against you.

Against the run-of-the-mill D-spamming Noel’s, just block and punish. Against a a Noel with half a brain, she’s a bully. Don’t try to air-to-ground her, and don’t try to air-to-air her. Just stick to the ground and get your clutch on hard.

Extra tip against Ragna and Noel: your C buttons are off limits. Both can punish you on block or whiff. Well, on block you can cancel to 236A, but now you just spent 1 star to pass off momentum to them. It’s still better then straight up getting hit, but just not using the C button is better.

Against Jin, the fight feels like a good ol’ Street Fighter (NOT Street Fighter 4) fight. Just be the better player.

Don’t use 6A where it won’t hit.

632146C? It is what it is. If using 4 stars on the super would net you more damaging then something else, then use it. If not, then don’t. Throw>236A, 6C>632146C is the more damaging combo, btw.

^^^

As usual, thanks for the information.

4r5 is the man when it comes to what to do lol, Ya i find a good noel player to be as hard as playing a good rachel, Just have to be patient and wait for the punish

Not sure if anyone has said anything about it before but:

I was fighting a couple Hakumen players on live this morning and one of them used my frog to do his super counter. It’s like guarenteed damage if your fighting a Rachel that’s just trying to zone you the whole time. Works on her seeds too if the Rachel is really predicatble…

I’m sure he thought it was funnier than shit :rofl:

Super-countering projectiles are rarely guaranteed. I suspect the Rachel player to be sleeping, or just didn’t know. Once people get over the whole fear of “OMG, Hakumen might hit me!”, people are going start punishing the Super-counter more, among other things.

I wonder, was this hakumen brown with giant big green bamboo stick?

@4r5: Your defiantly right about that. I need to stop relying on such a scrub tactics. Even if it hits, I’m usually disappointed because my opponents unaware of it being unblock able. I even catch 63246C at full charge due to lack of knowledge.

Edit:
here is a prime example [media=youtube]y-WHkLdR-4s[/media]

Not sure if it was you… should have saved the replay cause I thought it was pretty damn funny. Didn’t know that could happen. And theres no way out of it once it’s started right?

My rachel is the teal hair with grey outfit though (hatsume miku… or however you spell the character color referance)

The Super-counter only locks you if it catches a physical attack. Projectile attacks don’t get locked. So you’re free to move around and punish Hakumen, unless your projectile has extremely long recovery.