|| Hakumen || "Doushita!?"

Are full screen projectiles totally punishable by Haku’s super counter (:qcf::qcf::snkd:)? It definitely worked a couple times for me last night against Jin.

:u::snkc: :d::snkb: xx :qcb::snkb: > :hcf::snkc: in the corner is nice.

Played about 30 online games last night and only won about 10 or so games. The hardest thing for me is timing his Drive attack. I always miss and get punished. When I do connect it, I then can’t get a follow up hit and I then mess up the combo. What’s the best follow up attack to use after the Drive attack hits, and he counters for high, standing, and low?

You may need to delay the :qcf::snka: depending on who you are fighting.

if the super counter catches physical hits, the enemy is caught in the super freeze and they’re stuck

if the super counter catches a projectile, the enemy can still move and avoid the hit by super jumping. note that the counter’s hit is unblockable in this case.

There are actually a few things that catch pretty much everyone. Zantetsu, Renka, 6C, Guren and Enma is the whole list, I believe(of the followups that are actually decent).

Zantetsu has to be canceled into Guren after the first hit or else it completely whiffs the second hit (this doesn’t work on Carl), which can then be comboed into 6C for 3996 damage which isn’t too bad for 4 stars. But if you’re already going that high, you might as well just do only 6C xx Shippu for 4976 damage and the same star cost. Really, I would only use Zantetsu as a followup strictly in the corner where you can do huge damage off of it.

Renka needs to be canceled straight out of the counter animation, and you can either choose to let it hit twice for 2846 damage (don’t do this), or hit once, then cancel to Guren ~ 6C for 3702 damage. When I say canceling out of the animation, I really mean it. Input the command for 214B as soon as Hakumen starts to throw the opponent over his shoulder, otherwise the first hit will whiff and only the second will land and you will get trash damage for 2 stars.

6C is 2710 damage, and is actually a good followup if you don’t have stars to spare AKA don’t want to burn the free star you just got.

Guren ~ 6C is 2943 damage, which isn’t a whole lot better than just 6C on it’s own, but it is technically a star-less combo as you get a free star for landing 5D.

Enma is 2 stars which you can follow up with a j.C ~ VV 2C for 3258 damage.

brand new Haku mirror match

in case you guys need any ideas.

hrmm, blocked string into command dash then throw eh . . .

Block string -> Kishuu -> (N)Throw is pretty old, but that was still a nice mirror, good shit. Reminded me that I should use Guren -> Kishuu -> j.2C juggle followup off a mid-screen throw more often.

Please… advice against Jin? I just lost every match against this damn kid that I can beat whenever he’s anyone else, but the same Jin crap used over and over gets me (ice car into spazzy combo, etc.) Very annoying. I’ll either try to counter/punish stuff and eat whatever, or block with no reliable retaliation.

This may help out. Heavy reading, but may tell you what you need to know. Been reading it because I plan to find a lot of Jin’s at a tournament I’m attending on the 11th

http://dustloop.com/forums/showthread.php?t=6113

Argh, Noel.

Anyone have any tips on playing against her? It seems that damn near every one of my moves are out-prioritized by hers.

With Noel…I kinda play it safe and wait for an opening. Especially if they start Ding it up.

but then again…I think my Hakumen’s kinda different in many ways…

i had a pretty cool hakumen moment last night on xbl. beat noel in the first round and had her down pretty low in second, she triggered her super so i 6ced it. i dont think the person i was playing knew that hakumen could negate projectile supers and he just stood there…i could see him screaming at his tv, i finished him off, i was just laughing to myself the whole time though. haku-men for life.

Thanks for the follow ups Ghostal!

I gotta get into the habit of 6Ding when I know the opponent is gonna perform a move. I’ve been trying to 5D in the middle of block strings when I’m sure the opponent is gonna hit and I get stuffed. I didn’t realize that 5D is vulnerable and 6D is instant. My game just got a little better…

In air to air situations, do 2C, everything else will get wrecked by Noel.

I find using a lot of single normals at proper distance work well against her. 2C while grounded seems good if you anticipate them IADing in.

I’m feeling a little more confident with taking my Haku-men online. Played a few matches and basically have a 50/50 win/loss ratio. I already hate fighting Jin, damn getting frozen. Ragna is fun to play against, but more acceptable than playing a Jin. I’m doing decent on the Noels I’ve faced. I will look up more info.

6D from what I read, seems kinda like parrying from 3S, does it work the same way?

^Not at all really.

Nope, its fast though, which is the only thing that can make it seem like a “parry.” Other than that… Nope. Oh, and it pushes them back a bit so you have to dash up to try and combo off of that.

Loving haku atm. Rapin’ faces.

You guys should turtle.

Seriously, he’s got some of the best, longest-reaching normals in the game.
Down C for low air dashes, jump back C for high air dashes, Forward C for people trying to get in.

Then when they get too defensive, you can dash grab, jump forward C, or activate infinity.

Obviously this won’t work on zoning characters like Jin and Rachel, but jumping C is just too good. Start all you combos with that shit. Then mixup grabs and jabs.