I dunno. I think the thing with managing stars plays into Hakumen’s defensive playstyle. Granted you don’t want to be too offensive, but as you’re sitting there waiting for either one of you to make a move, you’re sitting there gaining orbs for doing nothing. Just as long as you’re not too defensive for negative edge.
IMO the main special moves to use with Hakumen boil down to:
214+B
623+A,A
236+C (First slash. Make sure you cancel out of this as they can poke you out of the second slash.)
Both air moves (Tiger Knee B and Tiger Knee C)
214+B is your nice combo starter in many ways. It sets up for the launcher. Plus first hit is a low. If the string is blocked before going for the launcher (623+A,A) delay the launcher special as people fall for it more than you think.
Personally I don’t use the 2 slash special just cause it takes a good amount of orbs and is just a meh move. But this is why I say cancel after the first slash cause they can poke you out of it.
If anything. I’d make sure you have at least 5 orbs ready to do anything. Just so you can be able to do something and actually have some left over if your moves are blocked. But that’s me.
I agree that it’s not really the best of attacks to just throw out (it’s a bit too slow to serve as a surprise overhead; TK 214C is a bit better for this), but it’s gold in combos and easily cancelled into from 214B (1 hit). It’s expensive, but it does damage by the truckload and sets up still more, so.
(TK = end a special input in a jump direction while on the ground… i.e. enter 2147B or C. If done right, this will get an air special out close to the ground).
Anyone else getting a bit frustrated? I love haku-men to death, I just get so frustrated getting trapped in the corner or random jin-spam beating the hell out of me. I’m sure both can be attributed to my noobness with the game and hakumen so far, but damn. That and arakune still wipes the floor with me unless I can manage to get in and do some damage, though as soon as I get cursed I’m pretty much locked down with bugs.
Are you sure about that? I mean, that’s great information if it does but often times I’ll do a 2ax2, renka, guren, 6a and it ends up doing some pretty poor damage. I figure it’s because of the double 2as, since when I use renka in other combos I don’t get that much prorate.
But hey, what do I know. I haven’t played in like three days because of the flu. I don’t think my body can physically handle the stress this game gives me with my condition :wasted:
Slap the clouds with a C slash as it wipes out clouds. Just play dodge with the other ways Arakune can curse you. If you do get cursed (and believe me…you’ll probably get cursed a few times.) Don’t barge in trying to get a hit. Inch your way in as a Arakune player will play the defensive mashing buttons for bugs. Just inch in and not rush like a madman for the hit.
as for Jin, most will try to throw a 5D out, which is your chance to block and do whatever after. Don’t forget that they can dash cancel after the ice if it connects or not. If you see it coming, poke him out. Otherwise, I don’t know what else to tell you outside of not getting stuck in the corner so that Jin can pressure you for no reason. Most of his junk can be stopped with his D counter.
blargh I hate D drive! Did any of you have to go through some sort of training to time down any of the D’s? I know the frame data and stuff but holy crap it’s hard T_T.
Did you guys play through arcade only killing through counter or something? That sounds nice… then again i bet everyone at srk is mad good at fighting games… I bet you have eyes that see through frames gasp
anyways have any of you guys tried winning an online match SOLELY through counters? I’d hate to be on the receiving end of that match >.<
EDIT: has anyone noticed a TON more Haku-mens today? I feel like i started it almost in the low lvl 10-20’s >.>
(i started to pick up haku-men at lvl 25ish, after arakune (which is a bit awkward imo) and i only fought against lvl 10-20 to help my newb haku-men up. But now all the jin and noel spammers are becoming haku-men! NOOO! T_T
6a was thh best thing to add to what i was doing
6c xx Laser DD is nice, easy to poke confirm into**
Using counters to stutter my air dashes/jumps to mix things up is fun
sometimes find myself mixing in worse combos since 2c, 2c, jc, 2c, 2c, 2c is pretty lame.
Tk’ing the 214C overhead is nice
Questions:
**is poking with 6c at max range unsafe? i was using it and following up with 236a + combo, but cant remember if i was punished when it was blocked…
TK’ing 214c is nice and i can link 3c afterwards…but what else can i combo? looking for large dmg combo for after activating his plasma field move…
…and are there any combos into/out of plasma field? or any good setups once it’s started? i generally try to mix lows with the TK overhead, and make them guess with the 623a+a…sometimes not launching, but throwing…any other ideas?
It seems you can combo anything after TK 214C that you can combo after hitting with 41236C, with two caveats: you need to be quicker to combo off 214C, and if for whatever reason your TK isn’t low enough, you may find your opponent can tech.
I’ve been using:
TK 214C -> C -> 236P ->6C. Four stars, can combo into super if you had a full bar to start.
That doesn’t seem to be universal. It doesn’t work on Nu, for instance (the 236P can’t seem to pick her up after C), so I wouldn’t be surprised to see it fail on Carl and maybe other characters as well. If you’re willing to burn meter because you really want that damage, you can switch it up to:
TK 214C -> C -> 214B (1 hit) -> 236P -> 6C. It’s not the most efficient use of stars, but that’s life. You can probably combo the 236P off a two-hit kicky-thing as well, but timing’s a little tighter and I could’ve sworn it actually ended in less damage while I was messing with training.
Some other notes:
7 stars = slash super off any hit (with 214B (1) -> 236P -> 6C).
Throws lead to very efficient damage. B+C->236A->6C does some 3kish damage for one star and combos easily into Super. Back-throw seems a little worse, but combos easily into 214B and whatever else you want to link on the back of that.
It seems like good use of Hakumeter = somewhere between 600 and 1000 damage per star, with diminishing returns - the longer the combo, the more proration will bite into your efficiency.
I’m finding 623aa->j.C->2C hard to time. Any visual cues you guys use? Training mode is teching out a lot, mostly because I’m either doing the j.C way too early and flubbing the 2C follow-up, or I’m overcompensating and not getting it out in time before the tech window on 623aa kicks in.
It turns out (based on the frame list at zetaboards, if I’m reading it correctly) that the proration scaling is 120, 75 for the two hits of Renka. I assume that’s applied after the initial proration of 90 (but I’m still not 100% on the way BB handles this, because proration has like… four different variables to take into account). That explains a lot, actually.
Laser DD? Plasma field? wtf are you talking about?
Some characters can punish 6C at max range. Ragna can dashing B it on block. Noel can dashing 6A it on instant block. Most other characters are only fast enough to start their rushdown on you, nothing guaranteed.
j.214C only gives followups on low altitude counter hits. You get stuff like 214B and 6B. Normal hit guarantees nothing.
The drive counters give you a chunk of meter, BUT only when the followup attack connects. Whiffing drive counters don’t give you any meter. Half a meter for connecting with all the counters, but 6D which gives no meter. Killing projectiles with your C attacks give you 1 star for every hit.
Do you people even double check your stuff in training mode before posting?
Chalk up another Hakumen player. Arakune is my main, but I started messing with Haku yesterday and am loving the guy. The only frustrating thing for me thus far with him has been all the Jin players.
Had my first V13 player rage quit on me yesterday. Ironic, because she is the absolute worst matchup for Haku (I think). He was just trying to projectile me the whole match. When that didn’t work and I landed a 7 hit combo that took away almost 50% of his life, he just quit.
I gotta say, I’m absolutely LOVING the character design of Hakumen. He’s just totally badass looking! PLUS, his voice is awesome too…very badass indeed.
4r5, you mind if I send you a friend request? I’m sure I could learn a lot in regard to Hakumen from ya.
Sorry, I assumed on the 6C from matches I’ve played/seen, and did test the counter thing but I was also connecting them when I tested it. Gonna delete my post.
Is it true that hakumen vs arakune is 8-2 in arakune’s favor? I could’ve sworn there were no 8-2 matchups in BB… I can see it being a 7-3 or 6-4 but 8-2…really? I guess i haven’t fought enough arakunes. well in case i DO find one any tips against 'em? I don’t have any strong opinions against 'em
No man BlazBlue is a very balanced game is very balanced don’t listen to anyone nah nah nah cover ears
Arakune has to basically profoundly screw up a bunch of times for you to beat him. The only conceivable working in your favor is that you sword slashes break cloud projectiles, but a good Arakune won’t be passive enough to let you use that.
b-b-b-but i just checked a thread that said on the july edition of arcadia magazine… and it said 8-2 in arakune’s favor! cries
I wont’ believe it! I CAN’T! >:o
anyways… anything to do when the cloud is hovering above your head, there’s a bellbug in front of you, and arakune is on the other side of the screen spamming D? can’t airdash… can’t jump… it’d be dangerous to hop x_x…
by the time you get to the otherside he tele’s! >:o
You can try to inch forward into some kind of useful range and hope the Arakune doesn’t surprise you with something. Look on the bright-side you get a lot of opportunities to instant-block and build meter!