|| Hakumen || "Doushita!?"

Nu isn’t impossible to beat. I see Arakune as more of a problem because he cancurse you while you’re blocking.

It doesn’t leave you with a lot to do against him. The only advice I can offer as another Hakumen player is to punish him in every way that you can.

Most Kune players will super jump back and release a curse cloud. There is a perfect opportunity to punish him for such an action.

I believe Hakumen has some advantage over him, you just have to be patient enough and wait for Kune to make a wrong move.

The worst thing you can do is let him get you in the corner. That trap of his is nasty.

Can anyone tell me if Hakumen’s drive can counter Curse Clouds/bugs?

If so, then Hakumen players will have to rely on their Drive to break a path through to Kune.

All I can say is be patient and Punish, punish, punish.

I know, easier said than done.

I don’t know, more than likely, Haku’s D parry’s anything that puts you in hit stun as far as I know.
But the thing is, it’s too hard to use D to counter Clouds. Haku’s D simply doesn’t have the range to hit Kune if he’s zoning you with them. The over-head cloud is basically impossible to counter, and impractical at that. Your better off using 2C. The homing cloud is VERY difficult to time, as it kind of gets slower the closer it gets to you, and the last thing you want is to get hit with a CH cloud for no good reason. The only real way I can find this as a practical tactic is with the cloud that goes around Kune. If he teleports through the back of the screen with that cloud, maybe it would be smart because Kune would be close enough for the D to hit, and also Kune’s like to pressure you right after teleporting, making them predictable and somewhat easy to counter. Kune’s like to go low with 2a, and mix-up with 6a overhead, so your probably gonna wanna use 2D after teleport. But to be honest, I don’t see it as a particularly practical tactic, I think in the Kune/Haku match-up Haku should be VERY patient and not take many risks like random D’s. The match-up is hard enough as it is, you don’t wanna take yourself out of it from the start by letting yourself get CH cursed.
Also, you might think using D against bugs while cursed seems practical, but if you mistime it, your gettin’ peace’d out. Plus, the sheer number of bugs Kune can have out at one time will simply overwhelm Haku’s D. Especially that C bug that hits like 30 times, Haku’s D can only absorb 1 hit at a time, unlike Bang’s D.

I’ve been thinking about maining Hakumen for a while, and I’m wondering if the Infinite Core special is worth the effort it takes to build up, especially since a lot of the death combo it involves can be guarded/bursted out of, even from a 2D counter

no, it’s not worth it xD
I can pretty much guarantee you that.
it’s a lot better in my opinion to just use 2d - shippu and the occasional j.2c loop to do good damage. of course against someone like Nu it’s very very viable if you’re really good at IB or she does a gate super to top you off.

Pretty much.
The thing about Haku is that a lot of his best moves/combos work best after IB’s, but online it’s so impossible to IB unless your fighting a guy in your same region.

West coast is awesome. :cool:
or maybe it’s just that a lot of PSN people are near me… i dunno how I would fair on xbox :o

also:just to throw this out there, rachel’s probably not so bad with her zoning. it’s like IB heaven. ESPECIALLY frog. When she throws out frogs I just… :party:

personally if you know how to work you counts and use your 0 magna combos then gaining a full gear is not only quick but put out high reward. I’ve seen full healths off of jab, so it’s completely up to the user. and IB only gets difficult when theres a purple connection. since the game repeats inputs at 12 frames, if you have the general timing down the in block should happen. also coordinate the block stun with your guard release and you should be fine.

also why would you go joining a blue/purple room anyway??? i mean come on now that’s like asking for a lag beating.

Alright fuck it. I’m picking up Nu to counter pick against Arakune, I am so god damn sick of losing to scrubby as shit Arakunes as Hakumen. I hope they nerf the shit out of him. I swear, if no fix is soon in coming BB will just collect dust on my shelf.

In other news:

It certainly seems like you can get a 5C from a 2D, but not always. I would reckon it depends on distance between you and your target, but might be whether you counter a low attack as opposed to mid. I haven’t actually taken this to training, mostly just observations from landing 2D and waving C around.

I agree that kune can be a problem but can also be punished for some of the actions. Because you gotta think if someone poisons you they know you cant block so will rush down. The best thing you can do is keep your cool and play a defensive offense. I personally think that’s how hak was built. Online I have seen a kune get out of hand and I have also seen kunes get dropped like bad habbits. So all in all it just depends on the players and their strategies.

darksaige. What exactly is “Defensive offense”? That’s an oxymoron.

Also, video of how arakune vs Hakumen looks like in high level play: [media=youtube]w_T4FoI4ShA[/media]

Eh, he probably means “Play defensively, but take everything you can out of any opportunity you can get.”

EDIT: xD
Nahh, high level Kune Vs. Haku looks [media=youtube]0crbvqpzYKg"[/media]

Two things:

  1. So I don’t think the Haku Noel matchup is especially bad for Hakumen, I just really don’t know what to do. Anyone have any pointers? I feel like there is some trick here I am missing.

  2. I’ve composed a haiku about the use of Haku’s super counter.

I’m down but not out
Super Counter. Clink. “Rapid”.
Distortion Finish

Pretty great, I know.

:clapdos:
Good work

Anywho, I don’t know, I personally think Noel/Haku is a pretty bad matchup.
Noel’s a’s are just brutal on Haku, it’s like a CH-fest.
The real problem with this match up is that Haku really has no way to get Noel off of him once she starts her mix up/pressure game unless your flawless at performing Parry’s.
214B is pretty good, and 623A~A is decent as well (TK 214B is probably your best option here, as it has some great invincibility frames and leads into his BnB combo’s)
I don’t really know though, it’s a weird match up, but I’d say you just wanna play defensively, IB whenever possible, and capitalize on holes in her offense.
Like I said, it’s a weird match up, as I can’t really think of any definitive strategy to use against her, other than play defensively and don’t get over anxious

Well I’ve only owned this game for about 2 days, but don’t get the wrong idea though, I’m around the early 40’s and can hold my own against the top tier characters that are about 60+.

From what I see with Noel is that her mix-up game is FAST, but somewhat limited because if she has you in block city, it’s difficult to see what the hell she’s doing with all those pistols going off. Especially in a game that contains sprites.

What I have found to work really well is “Just defend”. This buys you more time to defend properly, and if you’re lucky you can do a 5A and tap her away from there. However, that’s another game of it’s own.

I would usually block low the first 2 attacks of the chain and then analyze the third one and see what she does. I end up doing this for the first whole round and occasionally block it. What you’ll find the enemy doing is falling into your trap because now you’ve conditioned her to attack from up top on the third one. The psychology is simple. A majority of players need some sort of rhythm and attack plan when they play a mix-up game and the number 3 happens to be the magic number. Later on during the match, throw in that :r:D [Counter] :r:C, ::hcb::r:+C. After that, during the 3rd round (last one), I try to get her to jump by whiffing :r:+C. This usually causes her to jump and dash + attack. That’s when you anticipate:qcf::qcf:+D and say good game.

The reason why I say block low first is because, alot of Noel players have a very difficult time changing their attack pattern to low, even if they’ve caught you low when you’re blocking high, alot of them fail to continue because her overheads DO NOT connect with her low attacks from what i’ve experienced. So that’s when the whole chain just collapses on them and that’s when they start whiffing shit. If she starts whiffing shit trying for the overhead, I usually just tap 5A a few times to get her off. However, if she crosses you over, that’s a different story.

If you’re starting to give up, just start blocking high most of the time, atleast when you get crossed-up, it gets easier on your wrists.

I just find it odd that I think Noel is a bit harder match-up than Rachel in this game, considering how Rachel is supposed to be Top 3 and all.

Trust me, Haku/Rachel is the worst matchup he has. Well, Nu is pretty bad as well, but it’s a hell of a lot easier to get inside on her. I mean, against a good Rachel, there’s literally almost no way to get inside on her, unless she intentionally breaks her defense down in order to get inside on you. Wind > Haku pure and simple. his IAD is rendered useless, and without a dash move, you pretty much fucked. And not only that, she can keep you away with wind AND CH you with pumpkin/mix you up with George and the SAME TIME. It’s pretty insane. A CH pumpkin and you can pretty much guarantee she’s peacing out 50% of your health.
Also, that god damned fork (5B) is just brutal on so many levels.

[media=youtube]kDXUY9a5k7M[/media]

Arakune is worse than rachel, IMO.

That being said, I think the best thing to do against rachel is rtsd. You can’t really afford to sit back and turtle because thing with rachel is that the longer the match goes of her keeping you out, the more she can set up her obstacle course. Rachel kind of needs time to set up an unapproachable defense. Usually when I see her throwing out eggs I like to jump forwards then IB them for some meter. When I see George out, depending on where her staves are, I can J.C them and land for a bonus recovery and be safe.

If rachel’s being really defensive and zoning, 623A command dash I find is a pretty good way to close distance. Name of the game is mixing up so she doesn’t wind you on reaction to you going to the air.

As hard as it may be at times. Do not do not do not do not random air dash. When you get that itch to air dash slap yourself in the face. You’ll thank me.

Rachel’s rushdown game is very susceptible to eating parries. Learn your counters for when she comes in. When she activates wind rushes down, it’s tough, but you can react with a counter since her moves are kind of slidey.

I’ve also noticed Rachel as being not quite so bad. Arakune is much worse in my opinion. At least against Rachel I can counter attack for four stars, that would just go to waste against Arakune and his bullshit bullshit.

Good advice on Noel I guess. I think what I really need to do is be more aggresive when Noel is waking up. I tend to give her some breathing room because in the story she is somewhat related to Jin and Ragna, both of whom can wakeup up DP-something and rape my face.

Cal… On knockdown always pressure, almost. If they’re DP mashing scrubs, that’s different. Against good players, Pressure As much as posisble after knockdown. You have the advantage so use it. If the person is DP spamming on wake up, just pressure, bait dp, free counterhit combo.

I dont know man rachelle is a beast with that damn frog and traps that come with it. I fought a few noelles and I have to say they stay up in your grill but you gotta back em up. What I have noticed is that a few play keep away then when you least expect turn rush down. Hak has his flaws against people but his best offense is his defense. Parry then switch up lol

off subject this some real bullshit with this rep point mess. I dont understand who grading this shit and who hatin. Oh well play on playas