|| Hakumen || "Doushita!?"

Doesn’t it tell you who reps you?
Anywho, just be a good poster, and you’ll get good rep
:coffee:

Well, you see, Rachel is a much better match-up IMO. Due to the fact that you have a dash instead of a run and can easily move your way past the staves if spaced properly. The other thing is that you can easily get rid of the frog by stomping it. Sometimes, if she’s playing mind games, you can just use the frog as a bait for :qcf::qcf:+D when she tries to dash in with the wind, anticipating incorrectly that you’re going to stomp the frog.

I know she has a good zoning game, but the only real way for her to dish out real damage is to get into your face with her traps set-up clearly in sight. That’s the problem. If she jumps, you double jump to avoid eating her cannon. The problem with most Rachel players are that while they are aware of Haku’s big damage. They completely forget that he can dash. Dashing gets you from point A to point B quicker for certain distances, which in this case is part of the mind game you play with your :r:+C :hcb::r:+C combo. If she knows the combo is coming you just dash in and try to throw or mix-it up.

I see alot of Hakumen players just try to dish out a predictable last resort big meter combo while playing against zone characters too often. My advice is not to do it, instead do a setup for :r:+C :hcb::r:+C. It catches them off guard and doesn’t allow them to decide when to burst and get you off, so start playing a bit aggressive with 4 stars.

I don’t know about that, trying to dash against Rachel is a VERY bad idea.
Don’t know if you know, but your vulnerable when you dash, and dashing is exactly what Rachel players are waiting for. You can’t just dash past the poles, you’ll get tagged with a SoI combo, or a CH cannon.
Using Counter DD on George isn’t very useful, to be honest. It can be easily jumped over, especially with Rachel since she can use wind.
Your better off avoiding the frog altogether, a good Rachel player will throw out a pumpkin and use wind to slide with 3c for some nasty ass mixups and if your out there trying to stomp on the frog your gonna get wacked with a CH combo. The only real SAFE way to destroy frog as Haku is falling j.c

623A has upper body invincibility and travels quickly. I always use command dash to close distance on Rachels, depending on where her frog is and so forth. Against the top 3, you have to burn meter to close distance. You just got to.

Exactly, that’s the best way by far to get in on top 3, it’s good for mixups, and if your opponent is open, you can followup with A and launch them for a big combo.

Anybody care to spar with me this weekend? I think my Hakumen is decent, but still have lots to work on. In particular, I’m sloppy with his drive counter and his j.c loop. I find that my most difficult matchups are against people using an all out rush as well.

XBL: Used Meathook

if people blindly rush down, that’s what 5C is for. The scary ones are people who pretend to rush down, but are actually playing footsies and fishing for counterhits (Ragna, I’m looking at you.)

man have i been into bb lately, i’m number 10 in the monthly and can’t play during the week, but i broke my stick last sunday, yet i have till be whoppen tail on it, and i’m number one haku in monthly. and all it cost me was being with my gf my eyes and all feeling in my a$$, also just out of curiosity why does no one play rush down style with haku. it’s very effective if you know what your doing, yet i still get low balled sometimes. also i found out this nasty little trick with haku were you

623AA > jc perfect falling JC > land > 623A > (opponent techs) >2369B (unblockable without barrier) > jc > Falling JC > land > 2C > hjc > J2C> air dash > J2C

Hotaru is only unblockable if the opponent is in the air. Otherwise they didn’t block.

btw. I think you mean 2147b for the TK hotaru.

:rock:
But really though, if you ever have to chose between your girl and BB, you always ALWAYS pick BB.
Congrats, being #1 is no small feat. enjoy yourself.

Dude, read his combo, it starts with 623AA meaning that techpoint is in the air. Still gimmicky though

I agree with ya man

do you know what that move goes under

key things

spark bolt

ragna’s 5B

rachel’s fork

jin’s 5C

Litchi’s mid poke

and as for gimmicky??? thats the point, it’s a crossover from under that utilizes a in air unblockable, your suppose to time it as a meat, which is shory safe and hard to block. so nowel. also i bet light line 3:1 good games, we have two completely opposite views on how haku’s suppose to be played. lag’s not bad enough not to play and his countering is really nasty. but he doesn’t combo off of them, so i might send him some combos, you know as a show of respect and that there’s no hard feeling on my end… especially since i won XD

oh and the reason i put 9 was because it put’s you closer to the opponent, and it still tiger knees, the Cammy is starting to effect me.

Why waste all the stars for that then? Just do 2.C -> S.J 2C. Garaunteed damage and doesn’t waste 3 stars for a mix-up that doesn’t need to be done.

Gimmicks will be gimmicks. Personally though I always find myself barrier guarding in the air on wake-up. (and mostly in the air any other time as well) I’d rather just do normal j.2c loop for more meter but… if you think they’ll fall for it or if they’ve bursted and are no good at IB…

:tup:Dude I almost feel out of my chair on that one. When I get more post I need to give you some +rep for that. :rofl:

I didn’t know they could fit so much bs in one page. Jeez. You’re stuck with dashing on the ground because Rachel can 6A your attempt to airdash at her, airdash over her and jump at her. The only way you can jump at Rachel and not get fucked over by 6A is by having the tip of jC attack here if you were to jump at her and she wasn’t able to dash forward and plant a 6A in your face. This is not even mentioning her air abilities. You really don’t want to jump(that often) against Rachel. There’s no whole ‘great advantage’ to dashing on the ground.

The idea of 6C 632146C is pretty ok, except that it’s totally fucked up on guard or whiff and yes, Rachel players can jump. If she doesn’t want to do that she could still fork with a very good chance of beating your 6C. You’re simply not really operable at that range. If you do see a moment where she can’t put a fork in(you’re expecting a projectile, or she’s deploying frog, you can use it and get a CH out of it. When 6C CHs you should be going for a normal follow up rather than super.

Out of all characters, the top 3 are the least likely to let you command dash properly. The moments you can command dash are usually the moments you could either already be looking at damage or they’re stuck in guard alltogether. The chances you 623A under a Nu launching 6D are small(compared to the chances you’ll be 623Aing into her 3C or 2C). Same goes with Rachel as the frog is already out there to fuck things up for you.

As for facing Noel, she basically has 2 things: low profile and jumpoverhead. If she tries to approach you and she attempts to stay on the ground, you can 3C or 2B her out of anything she tries. If she’s close to you, you can’t do shit. If she tries to evade your 2B/3C you need to bjC to kill it. And everytime you guess right, you can make it hurt. While she seems rushy-like, essentially she just wants to wait for jump or to dash at her. If you dash at her you sacrificed the necessary frames you need to protect yourself which will allow noel to start hammering on you. If she keeps waiting, you just keep waiting. If you get the 8 stars and a 6D, she is dead.

Leonil: nice idea, though I reckon that if you were going for the tech, you might as well just dash forward and use 2C rather than launch hotaru. Furthermore, Hakumen shows quite a bit as to whether he’s staying on the ground or going airbourne, most people I’ve encountered will usually attack Hakumen low or with a feet hitting move rather than the list you gave.

Just a quick note, use backdash to escape pressure against Noel/any character that likes to get into your face. Noels D chains can really be punished by a well timed backdash, leaving her open for a CH combo. Especially her overhead, that thing takes a while before the active frames kick in, so if you can predict when they’ll throw it out, it’ll wiff and leave her open for punishment. I don’t know how much invincibility Haku gets from backdash, but I’m assuming it’s quite a lot.

Lol.

Lollllll…

Sorry qwerty. Sigh.

Nope. Hakumen has 0 frames of Invincibility on his backdash. 0.

however, frames 3-10… I think… I’d have to recheck frame data, he’s considered in the air. So you can back dash then hotaru.

Backdashing out of pressure is a sure fire way to get yourself killed with hakumen. If Noel busts out her Drive overhead, you can 5D it on reaction. You have lots of much better and safer options than backdashing. The Noels you’re playing are either slow on their pressure or improperly spacing their attacks (or both.)

Does Haku get invincibility on the backdash in CS? Man, if that were the only change he got I’d probably still be happy.