Hakumen’s parry is almost identical mechanically to Gouken’s parries from SF4, if you’re familiar with that. The only thing I don’t understand yet is how the parry distinguishes between high/low; Gouken’s parries actually based it on where the enemy hitbox was.
How does Hakumen D-parry distinguish between high and low hits, the actual low/overhead property or where the hitbox actually strikes? I’m presuming its the latter but I was wrong with Gouken.
Oh and on the topic of 6D, just be careful that they are not right on top of you when you use it, as it has a minimum range. So if they were too close, the counter would just pop up behind them and you’d get hit anyways. After their overhead during pressure strings, I usually just 2D their high-low mixup since it is both instantaneous and just overall easier to combo off of (in my opinion).
Also, 2D counters low AND mid attacks, guys.
Test it out in Training Mode against, say, Ragna continuously using 5C.
^That ‘D mashing’ on block can get Noel’s in trouble. You can counter her fairly easily if they repeat the same patterns, and you can interrupt many of her stuff if you block then go straight for jabs.
Very true, just sometimes get in trouble and get locked in the corner and have to use my (armor burst?) the thing where you hit all 4 buttons together (name escapes me). Just irritates me sometimes
So what jump ins do you all use? I seem to be in a habit of just abusing the air dash C since it’s so beastly. But I’m wondering if I’m getting to predictable.
Still got a long ways to go, but I’ve found my main. I just love how I can take chunks off lifebars so quickly with him. Now that I’m playing a bit more defensively and taking advantage mixing up with a lot of normals combined with his massive reach, he’s starting to click. The instructional video on him was really valuable.
After watching a clear HD Hakumen match, I find out it actually IS a sword he is wielding
Just curious but are most of Hakumen’s most damaging combos involving Juggling into :d:+:snkc:?
Most of hakumen’s most damaging combos involve lots of stars. the j.2C loop is just stalling for more stars. If you get a good loop going, you get back more stars then you used to get in the loop. (and depending on how you start the loop, it’ll also do good damage)
Haku-men’s sword is actually an elongated cricket bat. Which is way it hurts so much when he cuts you.
I got the game a few days ago, and went through most of the characters before I landed on Hakumen, and after a few rounds decided I was going to main him.
Would anyone be willing to go some player matches with me so I can see how another one plays in “person”? I know there are a ton of videos on youtube, but those are a bit too advanced for me atm, and only help with general strategies for match ups.
I know this sounds troll-ish, but it’s really not my intention. This is a genuine and honest question:
Could Hakumen’s Astral Heat be any more useless?
It’s a counter, which means you’re relying on the enemy attacking AND it’s a 720? So you can’t leap in buffer it because the other player would have to be foolish enough to attack and it’s most likely impossible to use it as a genuine counter since it’s an exceptionally long command for what is basically a reflex moment and it’ll probably have you jumping and moving anyways.
Don’t get me wrong, I’d love to hear some people with “Ah, it’s useful for…”, I’m really asking a question here.
Yeah… Astral Heat’s as a whole seem pretty worthless in this game, aside from maybe being funny to pull off on one of your friends in a player match. But yes, Hakumen’s is especially stupid to pull off, but it looks damn cool.