I kinda made that post before I watched the video more than 2 times, lol. I’ve kinda gotten it down now, but certain Ragnas still give me trouble.
And I don’t really understand the use of Astral Heats either.
I kinda made that post before I watched the video more than 2 times, lol. I’ve kinda gotten it down now, but certain Ragnas still give me trouble.
And I don’t really understand the use of Astral Heats either.
Astral Heats are “Flashy I win” moves.
Yeah. What I meant >< Sorry, been a bit tired lately I’m still really trying to figure out what Haku’s BnB combo(s) are, if any. Thoughts? Obviously the ones on the DVD, but I’m thinking there has to be more.
hakumen doesn’t have a lot of combos. Most of his combos are cancels from his specials into more specials (it’s one of the reasons he is low tier)
If you land 2c as an anti-air you can cancel into a jump and do j.2C a few times. Hakumen’s playstyle is seriously a turtle type then unleash mid-way to the end of the round. Learn how to use Hakumen’s Drives. timing on them sucks but you can really tear up some xbl scrubs with this move.
Yes, I need assistance in dealing with Nu. Last night I was in a ranked match(as Haku-men naturally) and I was caught in this never ending torrent of blades. Not the two forward, two back, and a ground assault mind you. I can deal with the basics. It was forward, back, then forward(pushing me into the air), followed by back, and… you get the picture.
This could go on until about half of my healt would appear to be depleted. No way out of it without using barrier break and resulting in her probably tying me back up and taking even more damage.
My question for you fellow Haku-players out there; how can I effectively shutdown a good Nu player that knows their blade combinations? I imagine that I can block the initial cluster and perhaps get some momentum while avoiding anything further BUT, chances are, I’ll only be snared up right after by an aerial assault.
My current assumption is to do my best to block incoming fire, move when I can, and when I alas get ontop of her, make it hurt and last. The only problem there, is that Nu is not exactly weak in melee, infact, she’s damned vicious.
Any tips or ideas would be great. Sorry if this was mentioned earlier, it’s late, my eyes hurt, and I’m lazy.
Also note; if you would please describe such a strategy in lamen. I don’t understand all the numbers talk, just the basics. I’m traditionally not even hardcore enough to bother with forums.
Tips for Hakumen vs V-13: are being patient. Know when to air dash. Hakumen can be played as a turtle, but against v-13 you are going to have to rush in. Try to predict when she will throw the a low sword at you then rush(air dash) in for a combo. This is a lot easier said then done. I used to main Hakumen, but it didn’t suit my play style. All of you Hakumen-users have my deepest respect. I hope this helps and good luck against fighting higher tier chars(which are a few I am assuming).
PS. If some of you still don’t understand the concept, there is another thread with videos of gameplay specific towards any of the characters you might be interested in. Its called, “Start point video thread” or something to that extent.
I’m no expert haku player, pretty horrible with him actually. I really don’t know the expert combos, just bnb ground and some horrible custom airs. Anyway, I find myself going into turtle mode quite a bit vs good ranged characters such as nu.
I’ve fought excellent nu players only to win due to very good luck on my side. Plus the damage you get from haku helps a lot too
I usually wait nu out if possible until I get enough stars to pull off some good damage. Then it’s just a game of whether or not you can catch the person making a mistake imo. Very difficult fight :[
I’m not too good myself, but it surely is being patient. Nyu can’t keep you 100% locked down. Air dash when you see an opening in her lockdown. on rare occasions you can throw out a j.c at the right time to destroy some of her flying swords to gain a star or two and preserve some of your barrier meter.
ok Im not the best and I haven’t had too many great V-13 matches but here what I study so fare.
Play keep away first to build gauge and by keep away I mean be at complete far opposite ends ( not mid, not close, at edge of screen). V-13 does have very great mix up or range at far range.
Pros for this strategy.
She cant attack that far with scary mix up since her p drive is mid range at best.
Ur building gauge.
Chances are that V-13 would be force to come to you. The reason for this happening very often I think is because The v-13 player is in double edge sword situation. though top tier V-13 still take damage like a flower and hakumen can do this with little to effort, he just need gauge. Any competent player know a full gauge hakumen is feared hakumen so most competent player arent comfortable letting hakumen build guage by turtuling so they are going to try an be offensive and this is the time to strike. ( I prefer to have at least 4 build up before I switch to offensive)
But the butter of this situation is that the V-13 doesn’t want to get hit either and need to be at least mid range to do any damage at safe distant. They would need to close the gap and that’s a gamble that’s in your favor IMO.
If she tries to projectile u, simply parry/IB/ or Hard slash it to get gauge. This will pretty much screw V-13 game play and force her to come closer.
Your only time when its best to not stay far away is when she throw gravity shield out.(do not IAD her gravity or V-13 for that matter unless she doing something really laggy.)
Besides that this is where the corner is your best friend( because your closing distant and still in defensive advantage at the same time. cross overs are less likely to occur or many mixups.
If your too uncomfortable in corners than you can close distant by high jumping forward with pokes, but u would need some mixup to make this work and V-13 back dash makes her safe from most of hakumen air attack. ( prefer air attack is his b because of jump cancel property, unless you already double jump or air dash)
I also find chicken guard to be useful. ( air guarding)
Prefer offensive scenarios
Its true Hakumen can hit like a truck and do really damaging combo but its actually in your best interest to not spoil guage for big combos. Doing small combos into knock downs works just as great and keeps you in advantage. Small combos can bait bust if the V-13 becomes desperate. Hakumen can get away with small combo because its damaging enough to provoke most player to burst. Also your still reserving gauge for pressure scenarios.
Once they burst, your pretty much in control of the battle because V-13 health is even worst. A simple 236A, 41236c going to do 40% or more which a V-13 may have already lost more than 40% before the burst was even activated.
ugh i’m having trouble doing this
5C -> 623A~A -> j.2C -> Air dash -> j.2C -> Falling j.C -> land -> 2C -> j.2C -> Air dash -> j.2C (xN) (2 stars)
it’s at the bottom of the dustloop thing. It seems like a thing everyone should be able to do but i guess i fail…
any tips on the timing? after the first 2c i try to air dash but nothing happens. and even if i do land the second 2c i feel like the spacing is WAYYY too far to land a j.C.
can anyone help please? Take me as an idiot in this combo because i bet i’m missing something ridiculously simple. >.<
oh and i’m using the analog stick… is that bad? :x
I think what you’re missing is that the combo is supposed to look more like this (I think):
5C -> 623A~A -> J.C -> 2C -> J.2C -> J.2C Air Dash J.2C and so forth.
oh ho!
back to training!
EDIT: that doesn’t seem right… i land before i can do 2c and the other person has already tech’d by then D:
It must be a timing issue then.
nooo! do you use analong stick or directional pad?
I use an arcade stick (the SF4 TE stick).
hakumen is a beast! if y’all play marth in ssbm then you’ll have no problem using hakumen. They play very similar. You can also mix in an air grab with that combo after 623A~A. So the combo would be: J.C(optional) -> 5C -> 623A~A -> J.B+C -> falling air C -> 2C -> J.C or J.2C and so forth.
is Haku’s 6A as awesome an anti-air as i think it is?
i was just on ranked match and stuffing jump-ins i had no business of stuffing
It is, the DVD mentions it. Gotten me out of quite a few jams.
yeah i saw the DVD and but i never really tried it.
but i didn’t know it was that great until actually using it more
6A is N.I.M.B.Y for Jump-Ins.
Not in my backyard!