|| Hakumen || "Doushita!?"

For the 2C > j.2C make sure you return the stick to neutral quickly and then super jump. I don’t think the game the is lenient to it not being returned back. A regular jump might not connect on all opponents.

Or it could just be a practice issue, like you said.

And thanks for the audio cue, I had never payed enough attention to realize it.

Might be character specific. I’ve also managed to land it consistently on Tao, Ragna and Tager as well as Jin and Rachel. Again, I doubt that it would work on Carl and Noel, on accounta their hurtboxes are small.

By the way, is Noel’s hurtbox still weird and small in CS?

EDIT: Also is there some weird property of Ragna’s Drive attacks that makes them not counterable with my drive? I swear, it seems like no matter what my timing I always eat Ragnas Demon Fang (the one were the mouth comes out from the ground) and the one where he does that sort of flip with the sword on ‘demon fire’(I think it’s 6D? I don’t know I don’t actually play Ragna much).

Don’t know. I run into the same problem myself.

Those moves have auto-guard, which means if you catch them, they won’t do anything to him, unless the active frames last longer than the auto-guard time. This is true for a lot of Hakumen’s own C moves (though it’s only his sword with auto-gaurd and not hakumen himself.) You have to catch a lot of them pretty close to successfully counter (you’ll catch but won’t counter them if done too far away.)

Another example is Jin’s Icecar. You can’t catch him out of ice car, but you can instant block it and the follow up for a punish.

Most of those moves done nakedly are pretty punishable, btw. 90% of the time if Ragna doesn’t Roman Cancel a lot of those moves, you can get a CH in.

You sure about this one? I’m not 100% certain about Icecar by itself, but one of my buddies used to like to throw swords and follow them with Icecar, which resulted in several occasions where I Drive-countered the projectile, and Jin wound up close enough to get grabbed by the ensuing counter. He learned to stop doing that pretty quickly.

I’ll have to check Icecar myself at some point.

If you’re actually getting hit by the move, then that honestly sounds more like you’re just missing the timing completely. Haku’s Drive, so far as I know, should counter anything that can cause hit-stun, which is essentially anything that causes damage and isn’t a grab. Even if it doesn’t actually throw the opponent, it should still nullify the hit you counter and leave Haku invulnerable for a bit.

Those 2 moves (214D and 6D) are actually very, very slow compared to the rest of Ragna’s moveset, so I wouldn’t be at all surprised if you’re just doing your counter too early.

If you’re using 5D, btw, remember that it actually has some start-up, while 2D, 6D and j.D are active much earlier (1-frame startup, I think). 5D has more active frames though. Between the start-up on 5D and the small active windows on the others, the timing for effective counters is actually fairly tight.

And I’m no expert, but the only thing I’ve seen (so far, at least) that affects whether Haku actually counter-attacks successfully is distance. Something touches the disk, Haku puts his hand out, and if he can reach his opponent they get thrown into the ground. Countering a move that has invulnerability frames might get a little wonky, but I’m not sure how many moves in BB have invulnerability that outlasts their start-up by a significant margin. (Jin’s 623 C, Inferno Divider? Again, must test these myself.) In theory though, you could successfully nullify the hit, and then have Haku’s counter attack miss the opponent because they’re still invulnerable.

I’d never even thought to try a super jump. I’ll add that to the list of crap I have to try next time I get a chance…

You’re more than welcome. :slight_smile:

Damn, this thread died down. Anyone have tips on the match-up against Jin? I’m starting to have problems, I think the main deal is that I’m not being patient enough. Playing theory fighter is fine with reading match up notes on Dustloop, but I’d like to hear you guys and gals input.

anti all of his fake pressure and IB the second hit of Ice Car. punish ice car with

2B 236A 623AA jc Falling JC combo

be aggressive on wake with IAD JC and if it hits

land 5C 623AA falling JC combo

land 6B 236A (hits with wall bounce)

land 2A or 2B 214B combo

in all airal met-ups HOTARU (j214B) no hakumen can do it enough.

Also for those of you having problems with the airdash transition of

JC2 to JC or J2C

air dash when you is haku’s sword come halve way back and you’ll nail it every time.

2D > 5C is not char specific it’s just gets tighter the smaller the char’s become. but still it doesn’t work on carl like everyones bnbs

I’ve been forgetting about Hotaru, been wondering what I could do to not keep getting beat in the air. IBing online is kind of a tough thing to do unless I’m in a really good room, I’ll try it in person once we play Blaz at a hookup here, but it’s dying.

Dustloop forums are always nice :open_mouth:

hj Jumping A is a good attack to throw for an anti-air and close air to air situations, you need nasty good reflexes, but it’s safe, rarely get bet out and you can get back to the ground by doing Jumping B.

If Jumping A lands you can

hj > JA > JB > jc > JC > J214C > JC > land > 2C > hjc > J2C

Is there an error in that combo? How can you do two j.C’s into j.214C and another JC? j.214C is going to knock them to the ground. Should it be j.214B to relaunch? I didn’t even know you could even put j.C’s together like that.

I think that first “jc” (note the lowercase) is a jump cancel from j.B. To use slightly different (better?) notation:

j.A, j.B, jc.C xx 214C, falling j.C, 2C, hjc.2C

I believe the falling j.C is supposed to hit OTG, which I think I’ve seen it do before. The Tsubaki (j.214C) looks like it’d wind up being pretty high up in the air (it’s 2 jumps up, after all), and so far as I know, Tsubaki>Hotaru only works if you TK the Tsubaki.

Personally though, I’ve never been sure if Tsubaki (at least, outside of Mugen combos) is a waste of Magatama or not. 3 for considerably less damage than Zantetsu, so it’s really just a knockdown, and I can’t say I find knockdowns that valuable when I’m playing Hakumen.

Speaking of Mugen, am I right in thinking that 5C can’t combo from Zantetsu during Mugen, or do I just suck?

It must have been the way it was typed out, yours seems to make more sense. I’m not sure about Tsubaki either, it seems I only throw it out if I have the meter and know it will kill. I guess it’s alright for keeping your opponent honest if they’re crouch blocking in the corner (and you’re not afraid to burn meter), a TK Tsubaki is a pretty quick overhead.

As for Zantetsu in Mugen, I’m not sure. I’ve never been able to work Mugen into my game no matter how hard I try. Might it combo if there was (for some reason) a counter hit combo while in Mugen?

Personalty, i always land counter hit 6B into my mugen combos, but yea, I’ve been practicing and i can only hourglass (66 J214B land 66 214C 214B repeat 66 214C 214B)

i.m.o. easiest way to get off a Mugen combo is from a 6D. Example Mugen combo from 6D:
6D, Mugen, Zantetsu (1hit), 214B (1hit), 236A, 6C, Shippu

Well, here’s the thing:

5C, Renka (1-hit), Zantetsu, 5C, Zantetsu, 3C (or finish with 6C on Tager and maybe Rachel)

It’s 8 stars, for a little over 6k damage. Which is a waste of stars, I know. Skipping the second “5C, Zantetsu” and going straight for 3/6C is 5 stars for around 5k, which is reasonable.

I figure though, if I’m in Mugen-mode, I don’t care about star-to-damage ratio, and I could just keep doing “5C, 1-hit Renka, Zantetsu, repeat” for some reasonably easy damage. Thing is, while in Mugen, I can’t get “Zantetsu -> 5C” to combo. It works normally, just not while Mugen is on.

TK Tsukabi can serve as a combo starter, even in Mugen, as well as an overhead should you need it. But jumping Tsubaki? Use it if it will net you a win or if you need to extent an air combo, like from say j.D, 214B, 214C.

The enemy recovers much faster while you’re in Mugen, your attack damage is 120% during Mugen as well.
But if you want to use Zantetsu in Mugen, you need to cancel it after the first hit (like in my short Mugen combo I posted prior). That’s why Mugen combos are a bit tricky, you basically need to form a loop with 3 magatama consuming moves (since you can’t perform the same move in succession in a combo) and cancel everything.