What are you supposed to do against Tager? It seems too dangerous to try and throw him or really get anywhere near him but when I try to chip away it simply takes too long meaning I run out of good timing on my blocks and attacks before he finishes me. This is my worst matchup as a noob.
I played a few Arakunes tonight and it seems like using 6B is a good thing to pop out there a lot as a guess but it’s so hard to tell what the heck Arakune is going to do next. I also used his jumping A attack and air throw quite a bit with good success. This was against a level 45 or thereabouts…not sure what the best players are ranked as online.
Found that video over at dustloop. The hakumen in it is showing off combos, but he also shows a good deal of countering normal combo strings from various characters.
I haven’t found a single video on Youtube of a Hakumen beating a Tager who knows what they are doing I found a video in this thread of a guy beating Tager with Hakumen but the Tager clearly didn’t know what he was doing
I was playing around, and I think Hakumen’s C negated Tager’s Gyro drive super (Like it didn’t hit, but the animation just ended, like hitting a projectile).
Did I see what I thought I saw, or was it a hallucination?
I’m pretty sure that happened to me too. I’d really rather just block it though. and follow through with a rockin combo!
and awtch out for the follow-up :X
Just wanted to comment some constructive criticism. About your video with hakumen vs tager:
Round 1:
You had a lot of 3C’s the connected. When you connect with a 3c you can tack another one on for free. Later in the match, you get a 214B but rather than cancelling it into 41236C you go for 236A and miss the follow up. Saving stars? you could have done alot more damage off that than you did.
Also you blocked his first super, But you can kind of jerk your stick back a little for a lot of free instant blocks. And hakumen gets mad stars from IBing.
Also, near the end of the round you connect with another surprise 3C. you can follow up with another one for free! that would’ve won you the round. But you lost.
Round 2: A lot of your Air 5C’s connect on a jumping tager, while you wont always be able to go into dustloop, you can at least get a 2C off when you land for some easy free damage. You use 3C when you shouldn’t and get punished a few times.
You like to Dash in and 6C and it got you killed.
Round 3: I like the use of air 214C you do. And you got some nice hits off jump-ins, but they were predictable; a better tager would’ve eaten you there. Also, you score the jump in, but don’t follow up with anything, that’s free damage opportunity you are missing. you use 5C as a follow up. That doesn’t always work. I find that a jump-in damage score links much easier into a 2A or 2B, which can be cancelled into something else, I find.
You need to punish Tager’s mistake swith more than just a 2C. You had about 4 stars. You really could’ve made him eat some damage.
Your jump-ins make you eat yet another super. remember! Set that shit up! Dont make it so obvious. You are pretty good with 623A into j.C. But you can easily follow that up with a 2.C. sure the Air juggle after is tricky, but not the 2C part. Keep that in mind!
Round 4: nice throw and follow-up combo. more of the same stuff in Round 3. Shoulda tech’d that purple throw. No reason to get caught by those. then another 214B that isn’t cancelled into 41236C. That’s big damage, and those opportunities are always worth burning the stars. You coulda even tacked on a 236A -> 6C if you liked after it. he woulda had to burst or died.
Again, you starting to mix it up with throws! And they are connecting because of it!
Round 5: good combo off the 214b into 236a -> 6C. that 214b into 236A can be a little tricky. Again, the predictable jump-ins are being punished! Tager wiffs his super and you tag him with a 6C. You had plenty of stars to get your Distortion Drive in. 6C-> Combos into it. And that was a golden opportunity for some really nasty damage.
Another missed 214b opportunity that may have won you the round. Tager pretty much gave you the game at the end. A better player would not fall for that trick.
I hate to sound super negative bro, and I’m no means expert hakumen player. Just some things you need to work on:
Predictable jump-ins - maximizing your magatamas for good damage, and a lot of missed damage opportunities. You seem a little antsy. Hakumen is a character that rewards patience over rushdown. Work on being more patient, and setting-up your jumpins rather than being predictable and you’ll level your game up a lot.
can someone please test out these combos for me? I’m prettty sure it’s possible, because i’ve landed a 2c after the 2c/B, but i want to be sure, i’m not that great at combos.
i was just messing around and these seeemed to work. and they ALL do massive damage. (over 6000 without the j2cxN except the second one i think.)
so yeah. you combo awesomers are welcome to try please. I wanna work at it as well ^^
The PP becomes to high to do the full j.2C loop. With 2C you get the first half of the loop. With B, you get no loop. Best damage is to end it with 2C>j.2C, C.
also,
214B(1)>41236C, C>41236C, 2C>j.2C, C is about the most damage you can get with 8 stars in the corner.
41236C, C>214B, B>j.2C, 2C, ad.2C, 2C, C is 5829
41236C, C>214B, 2C>j.2C, 2C, ad.2C, 2C, C is 5942
214B(1)41236C, 2C>j.2C, C, land, 2C>sj.2C, ad.2C, 2C, C is 6576
Again, the PP becomes to high to followup the B with anything.
havnt tried this on v-13 but for when i do a back throw if i have the start i do 41236c, 236a, 236a, 623aa, then if close to wall i do j2c combo, otherwise i do b8, 314b. also the 236a’s can be taken out if low on stars. if you wanna have fun and can time it right you can also just burn all your stars on 236a but obviously not the best course. also if you like you after 623aa i like to occasionally toss out an air throw in which case follow with falling C then a 3b i dont think the 2c hits but a 3b will. and im not sure if you can do any jump hits after i believe they can tech after 3b.
Hey man greatly appreciate the feedback and the long type, read it all and I’ll most definitely take what you said into consideration. That video is a little old kind of the beginning when the game first came out so I did change up my style a little bit more to milk more damage out of combos. But seriously I appreciate the feedback.
I know this sounds weird, but do any of your counters vs ragna sometimes whiff? Like you can TOTALLY tell that it’s within the 7 or so frames but for some reason it just whiffs? I dunno Ragna’s always a confusing evil thing to me x_x (gets bested by ragna scrubs far too many times)
are you talking about the ones that rush up and jab spam? Often time, i feel I just miss the timing with a 6D, and literally his fist will be inside of the parry shield. But it’s active frames just finished it’s in recovery stages. Enough so that when the next jab comes out, your parry is no longer active, so you put the parry out “inbetween” the creases of the jab spam and get punished for it.
Not only that. I’m talking about like EVERY move. I feel it has to do with the odd way he does his attacks. Like he draws his sword first slowly and then swipes ridiculously fast. It’s just confusing i guess.
and yes, 6d ESPECIALLY whiffs a tad too much. Especially in a corner after wake-up. I do 6d. Jabs right through it. You don’t think the shield thing itself is the counterer do you? Dx
EDIT: well i was messing around in training, I don’t know if anyone has mentioned it, but using air throws is fuuun
for example
throw-236a-623a-9-air throw-j.c-2c-9-airthrow-c-3c
it’s only gonna work once, if any times at all though xD
orr you could do
throw-236a-623a-9-air throw-j.c-any land combo you wish. Of course proation or whatever kills the damage but… go for the kill? xD
ps:yes i know that purple/pink throws combos are worthless in this game but it’s still interesting none-the-less ima go try it on online lol