|| Hakumen || "Doushita!?"

=O
Wow, really?
That sucks, he would be SO much better with some back dash invincibility, although like you said, you can Hotaru which has invincibility but still that wastes meter and it’s not like Hotaru has crazy range or nothin’.
Seriously though, is he the only character with no invincibility on backdash?

um… qwerty? are you you?

I’m fairly certain YOU are the one who told me that hakumen had no invincibility on backdash…
and I remember you saying it on here and dustloop…

am I just crazy? x_x

Different qwerty. Look at their gamertags.

This ENTIRE TIME I’ve been thinking they’re the same person.

:lame:

/fail

:rofl::rofl::rofl:

EDIT: Yeah, I don’t go on DLoop so…

I’m somewhat certain that a backdash with invincibility, that can be cancelled into, an attack that has full invincibility and is air unblockable or a 3 cost overhead move that does 2200 and can combo into haku’s 4000 super, would be complete rape stick. And Arksys doesn’t want cool people to do cool things.

But the main reason i’m here is because i would like to get a group of haku players and make Carl combos, set ups and such.

nvm, use staircase combos into J214C JB or JC combos. does anyone know where to buy a octagonal stick

LizardLick.com pretty much has everything you need as far as sticks go.
A very good site overall and the prices aren’t half bad.

Hackumens Air Drive Counter

Hi Hakumen players, I got a question for you.

How you follow up on Hakumen’s Air Drive Attack (the one that is a counter attack and throws the opponent higher in the air)?

I don’t know how to hit the opponent after that, can you please post any suggestions?

Unless you’re really close to the ground, there’s nothing you can do really. Sometimes if you can predict which way they’ll want to fall, you can jump back up and stop them with an attack or a grab, but (for me) that doesn’t usually pan out.

On another note: It seems like after landing his 2D, you can get a 5C out of it if right when you pop them up and are able to move, you take a step forward (kinda like what you have to do to hit Ragna with F-Throw 236A 6C). I tested it with Jin and Rachel and I seemed to be able to land it consistently. I’m not sure if it works on Noel or Carl, I get the feeling their hitboxes must be too small.

Not sure if you can manage to him them with anything else besides 5C, I’m sure you can but 2D>5C>236A>6C>632146C is my favorite lead into super anyway.

If you have 6 stars you can do this instead

2D->5C>214B(first hit)->632146C

Cause the only thing better than a Super is a reverse prorated Super.

the proration on a super after a counter isn’t worth the stars. Never waste any mroe than 2-3 stars after a counter or a 6A unless you sure it’ll kill them. Anything else is just bad meter management.

Ooh, that’s some good advice Simple Kiss, wasn’t aware the proration there was so bad.

Say, anyone know what the biggest combo I can do after 623A~A is? The biggest one I can do (sometimes) is 623A~A, (pause) j.C, 2C, j.2C, AD, j.2C and then maybe 63214C in the air (I think that’s how you do it) if you have the stars for it. Now don’t get me wrong that combo is pretty good, but I have trouble landing it at just the right time to get the 2C in, and since I only play online I can’t help but feel the lag eats my timing sometimes.

the proration isn’t so bad. 2d/5d into 6c shippu is roughly 4.5k. 1.125k per star is really good! :o

that’s the longest combo. I wouldn’t do the last tsubaki just because it does crap damage, but if the positioning is very important to you go for it. Of course it extends in the corner but, for the most part that’s the combo you use.

In those situations, you could also do: 5C -> 623A*A -> J.C -> 2.C -> J.2C

two stars, for almost as good damage. Furthermore, only 2 stars. EVEN FURTHERmore, if you’re in the corner and you 2D/5D, them into the corner, then you can tack on another J.2C -> Air Dash -> J2.C -> J2.C -> J2.C

It’s also important to note that this entire time you’re in the air, you’re meter is regenerating. So technically, the two star combo becomes more like a 1 and a half star combo. That’s why I never really spend the meter after a counter unless I’m confident that they won’t be able to burst it and will die/just die.

My response requires a bit more execution, true. But it’s small things like that, that will tighten up your game and overall allow you to manage your enemy better. How many times have you combo’d into command dash, and go “WTF” when the launcher doesn’t come out and you realize you’re starved for meter?

That’s a rookie mistake, and doing damage without meter is always a good thing. After all, you can’t just hop forward hotaru all day. Use your meter wisely. 6C -> Shippu is meant to be a fishing tool to keep your opponent honest. Hit confirming this is important.

Hakumen isn’t supposed to get super big damage off his counters. They are there to punish mindlessly aggressive opponents/keep them honest. Do enough damage off your counters to get him afraid, then your offense can open up - and you will have meter to do so.

This is when hop dash into hotaru can really fuck people up. use this in conjunction with 6As after they get hit by a few hotarus. And you’ll have meter to do so cuz you didn’t blow it all on a 6C-Shippu after a 2d!

Bah the 5c after 2d. I feel like it’s character specific so after I started I just gave up and just did 6c… will learn! :smiley:

Picked up Haku on a whim a few days ago. Lack of mobility was irritating after coming from Tao, but otherwise he’s been quite fun. Thought he had no gatlings until I figured out 6A, 6B. They both prorate horribly though, so I’m not sure it’s actually useful.

Then we get to the part where I’ve been trying to learn his air combos. Timing is a bit tight on some of the links.

j.2C, airdash, j.2C was annoying, but I’ve got that down, more or less. Which is to say about 6 times in 10.

launcher > j.C, 2C, on the other hand is proving more elusive. Don’t think I’ve even managed to fluke this one out once yet. I know the j.C is supposed to be quite late in order for the 2C on landing to actually combo, but I’ve yet to figure out the trick to it. Most of the time the 2C makes the combo counter go dark, unless I really screw up and then the j.C does instead.

If anyone has some dark secret they’d like to share about chaining j.C to 2C, let me know? Please?

I heard someone a while back saying take a look at his knees when he’s is in the air. I might be a bit wrong on this, but I think after his knee’s scrunch up and begin to extend, you want to do your j.C and finish the rest of the combo.

EDIT: After some video watching/more experimenting. Around the time after his knees start to come down, do your j.C.

I have been absent for some time and all have worked up some good strategy. I played for the first time in a few months now and did pretty ok. 6c is still my saviour lol

This actually helped tremendously. Of course, now I can’t get the j.2C to combo properly after the 2C, whereas I can do so in just about any other situation where I launch with 2C. (eg, in the corner: (counterhit)C, Zantesu, 2C, j.2C, etc…) This at least feels like something I could nail with practice, because I’m probably just not being quite quick enough.

Further help, in case anyone else is still having trouble with this:

Hakumen grunts when his jump peaks, which is also when his legs curl up. Right after the grunt, hit C, and the 2C should combo.