|| Hakumen || "Doushita!?"

oh ya huh… i need to instant block some more T_T
What’s super annoying though is you’re ABOUTT to hit him he’s defenseless! but then a D bug comes down and you whack at it for like AGES and he gets a combo! >:o
stupid D bug o_O
Then again i think it gives u instant 8 stars cuz u hit it like 40 times or something xD

also, do you know what would be cool? We should like make a section with the best times to use counter during a block string. For example a noel will sometimes do a block string that are low, and then follow-up with the D attack where it’s an overhead and she like, swings onto you . That’d be a good time to use counter, and probably a few more. and you could do it for each character! like i know taokaka’s move where she is constantly slashing hugely up and down you can do a counter in between. same with the one where she constantly clamps her claws on you. It’d be usefullll :smiley:

Fixed

Okay, Let’s see if we can get some combos and general strategy discussion going on here, I will keep track of this and add them to the first page, also, please, if you can, send me a pm containing the info you posted, and I’ll also add it to the front page.

combos? j.2C in the corner like your life depended on it. lol.

but really. Corner game revolves around j.2c, TK C, and j.C. Mix it up as you wish…just make TK C or j.2C the last hit.

er…I don’t remember the combo setup for the super. but I think it’s something like

214+B, 236+A (wall bounce), super slash. (I think it’s 641236+C). Basic…but it does well I guess.

Please confirm this someone(I don’t have time atm) and I will add this to the front page.

yes, it does work. You have to delay the shippu a bit by holding circle ( that’s how i do it, are there other ways? :x) so that it comes down as they bounce back. You can also do the same with throw -> guren -> shipu but the prorate or whatever it’s called really kills the damage. using renka helps reverse this (though 7 stars can be pricy)

EDIT:
i just did the combos.
doing throw - guren - shipuu is roughly 4076 damage
doing renka (1 hit) - guren - shipu is roughly 4388

so it’s about 300 damage for 2 stars. However if it’s in a long combo string the prorate might help.

remember that the damage will change since you have to charge it :x

responding before reading what other people said so I can force my own mind to work :smiley:

6a is really good but you have to be careful I feel because a lot of people go low after getting hit, and 6a’s range isn’t that good. I’ve been baited into a 6a and punished for whiffing, and if people get a feel for when you like to 6a they’ll start punishing it.

6c is a good poke to fish with because of it’s range and they stuff you get off a counter hit, but you really have to be careful because it isn’t safe. I see Shadow and Buppa use it sparingly in videos. I think it might be better in some match ups verse others.

TKing the 214c move is nice, but it takes 3 stars and to get any real damage off it you need to use MORE stars (236a, a will scoop them off the ground. 214b might as well. 236c is probably too slow.) The problem is, all these moves take a LOT of stars to do, and you probably could have gotten way more damage with them doing something else. I don’t know if you can 2b, jc something. I’ll have to try. I mainly use this overhead to give them something else to guess at after 2a, especially if they are blocking the low hit of 214b a lot.

Countering gives a star. I’m not sure if you get the star if you counter projectiles without hitting (ie j.d vs projectiles where you counter but no hit happens.)

I’m subbing Rachel, but I assume that since Hakumen only matches up poorly vs the top three that anyone with a 5-5 match up vs Arakune, Rachel, and Nu would work. Obviously, the top three are good subs. So is Jin I hear. And Ragna. It really depends on you. Here’s where I differ from other people though, a lot of american’s think having an alt is good, but to me it’s highly unlikely your alt will be as good as someone else’s main and merely being 5-5 probably won’t be enough to make up for the skill deference between the two players. If you’re gonna have a sub, you might as well just consider it a dual main and work really hard with both characters to keep your skill with them up. Even then, if you’re going to resort to a sub you are less skilled with for a match up every time it comes up, why not just main the better of the two characters and sub haku-men?

Obviously, I am a “just play one char REALLY REALLY well” kind of guy haha.

This is good info. Does any else purposely try to slice projectiles to get meter? I do and it seems to work out (Obviously not so much vs Nu, but it seems ok vs Jin. Also, I try to sword Arakune’s clouds whenever I can, is that good?)

I know Noel players probably should never just toss out their DDs, but I’ve j.c’d through her super once and it definitely surprised the people watching.

Once again posting before reading the replies, but 2c on the ground will eat the cloud that floats over your head. I don’t think you can sjc it if it only hits the cloud, but I know the move isn’t so safe so if you can sjc it you might want to? There was a match of I think Buppa where he fights an arakune and uses 2c to eat the overhead clouds. Long story short, 2c will reach it, but I don’t know how safe/useful that is.

Here is info I got from playing/watching videos.

two stars bnb: j.c, c, 623a, a, hold up, j.c at the last second, land, 2c, sj cancel, 2c, dash and if in corner, 2c, 2c

If not in the corner, you j.c after the dash.

I dunno if it’s worth the stars, but if you can hit 214b, you can cancel the first hit into 41236c for DAMAGE. (also, I’m not sure, but sometimes it seems like people can tech out? Is that character specific?)

If 41236c hits and knocks down in the corner, 3c is guaranteed. Dunno if it HAS to be in the corner.

j.c, c, 623a, a, j.c, 5c, sjc j.2c, dash, j.c seems to be his most damaging 2 star non-corner combo.

I was messing around with this in training mode after seeing Buppa do it, and I can’t get the j.c, c to combo. Is it just me? Am I not deep enough? I saw him do it a few times but didn’t see if the j.c, c was comboing or if the c was just catching them in the middle of something.

after a non-ch 236a, you can hit 623a, a into air combo

214b, 236a hits? I’ve seen people hit the 236a after both hits of the 214b hit. How are they doing this? Just canceling in time?

I need to know the best follow ups to his throws. Right now I’m just sorta clueless. I’ve done 623a, 236a, 6c but I’m not sure this is best.

214b, cancel the first hit into 236a, 6c is techable. What should I be doing in a perfect world?

I think I saw Buppa or Shadow canceling c into 236a, into 6c.

That’s all I’ve got sorry D: I suck at this game lol

If you’re trying to go for damage, drop a 2a, and maybe cancel off the first hit of the renka (The 2nd hit prorates like normal so to get the biggest effect you’d have to cancel the first hit.)

I disagree about playing keep away with Nu at the beginning of the round. Mostly because you’re going to build your meter before you even get to her anyways. While you’re on the far side of the screen, she’s still zoning you and making you block and chipping you slowly, so no, she has no reason to RTSD when she can just keep you out and chip you slowly. So by the time you’ve built 4 stars, you still aren’t close enough to her to do anything with them. In a majority of match vids you see people turtling to start the round, they have 7-8 stars before they ever get to her.

I’m not saying you’re wrong, just offering another view point.

Also, it’s never a good idea to c her swords, since she’ll just hit you with the rest of the combo before you can recover from your c. Maybe a low j.c, but that’s still risky. You’d be better off blocking.

What I’ve noticed Japanese players doing when gravity welled is block. Try to walk forward a bit between sets of swords but don’t be scared to just block it out, unless she’s rushing you down it’s mid, mid, high, low or whatever. Just block. Learning to IB the swords string is a must. I don’t see anyone doing it yet, but it’s basically free stars for blocking something you already have to block. So it’s hard, but probably worth trying to learn.

Other than that, I don’t recommend jumping in with attacks unless that attack will definitely make contact with her sprint, as Hakumen is just too slow and will eat one of her many anti-airs.

I agree with you about conserving stars, as a lot of times in vids I see Shadow or Buppu use the 623a move just to keep close to Nu.

Big damage things you can do are combo into 214b, since the first hit reverse prorates. If you have the stars, you can 41236c for big damage, or even 236a. Basically get your damage in, and keep her in a corner. Stick close! Always patiently work your way in, turtling is something you should be forced to do in this matchup, not something you chose to do while you wait.

My biggest challenges are dealing with the start up frames of his attacks. I played a very good Jin a few minutes ago who highlighted that difficulty. He was dashing in so fast and his attacks came out so fast that I had to possess a clairvoyance to knock him out of his dashes.

I tried countering, but man that is hard. Most attacks in this game are not telegraphed so unless you have a computer brain you basically have to note a tendency, roll the dice, toss out a counter, and hope your opponent continues the tendency. Sometimes it worked, but more often than not it didn’t. Maybe I’m wrong, but that window of opportunity (the frames where he actually counters) is so small I’d see the animation for the counter and Jin’s drive animation out at the same time and I’d still get frozen. Need some practice there.

But most importantly I have to learn to make the most of my opportunities with my magatama. Sometimes I’ll spend a whole match trying to get in on someone (like Vu) and when I do I’ll be so amazed by this fact that I’ll fail to link my attacks and end up wasting 4 stars on blocked attacks.

Overall I love Haku-men’s playstyle. He’s the kind of character that’ll make you pay for slipping up. Once I get over these hurdles I think I can do fine with him.

Edited first page with just a smidge of the info in this thread, I shall update later when I have time.

Well, if he’s dashing low enough, you can 6a. And if he’s tossing the move out too early, it’s not hard to 5d counter it. If you can get above him, j.2c is pretty good, because of how it positions you on hit or block.

Ok, this is a bit of a theory fighter paragraph, but his counters are best used after IBing a block string that they are predictable with. That being said, even if you miss a counter, you can send a positive message. As long as you aren’t spamming d, it will let your opponent know you’ve picked up a tendency of his and that you’re looking for it. You might make him do it less, and thus limit himself. If they’re up close, 6d or 2d depending on height. If they’re far away, 5d is better.

Biggest thing I can stress is be able to hit your combos. Hakumen is only scary because he can make your life bar disappear, so be able to hit those combos to keep that fear in them!

Are there any viable follow-ups after j.D? Doesn’t look like you can double jump or hit with j.214b or j.214c, and the opponent can tech long before you hit the ground and jump again.

i’ve been wondering this since someone was able to slap me with either a j.C or 2C before I could tech out.

my only guess is actually catching someone as close to the ground as possible so they aren’t thrown up as high.

if you do it low, (real low) you can combo off it by jumping right after you land. I landed a 2c with it but i didnt follow-up, so im fairly certain you’re able to follow it up with a 2c combo.

You can also land a 214b after a successful j.d. I think you can do more after that but I’ll have to check.

I’m having trouble performing the corner set-up for Hakumen’s j.2C combo.

Combo taken from dustloop:
623A~A -> jump -> falling j.C, **land 2C, sj.2C *-> j.2C -> airdash j.2C -> [j.2C x n] (optional 214C knockdown).
*Can do up to 3 in the corner.

I am not able to land the sj.2C after the 2C, without having the heat counter go dark.

I’m also reading different things about the follow up to 2C in that combo. Some say plain jump 2C, while others say super jump cancel -> sj.2C. Is there some “trick” to this that I’m not getting?

Here is the my input commands for (j.C -> 2C -> sjc -> sj.2C) to provide some more detail:
:uf::snkc: :d::snkc: :d::uf::d::snkc: