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snipingsnipe

[CS2] Platinum vs. Hakumen

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Punishes:

His J.d and 2.d have decievingly long recovery frames making them very punishible if baited. He also has very weak anti airs, that being his 5a, 2c, and counters.

j.D has 12 frames landing recovery, making it pretty hilariously unsafe for the worst damage of all his parries and no corner push at all without RCing it (also a terrible idea). Most Hakus aren't going to use it since the risk vs. reward is far too poor for him. Be careful with Plat's 6B. 20 frames is more than enough time to slip a 6D in it if the Haku is looking for it, especially if you're using it at close to max range to try and continue pressure. Using Swallow Moon for mixup can also make things easier to parry, but punishing being much easier for Plat in this scenario makes committing to a parry a far bigger risk for Haku.

4C and j.C makes it hard to get in.

Anti-airing:

Hakumen jumps around like crazy due to his weak ground dash, so anti airing is generally free, just be careful of counters. His j.d is extremely punishable believe it or not, so If you manage to call it out you can get some huge damage off of it.

Haku's j.B is 8 frames startup now and makes competing with AA's easier. If the Haku j.2Cs a lot, then AAing probably isn't that difficult.

2C clashes with TK hotaru and dash Hotaru in quite a bit of my experiences.

Zoning:

Hakumen can cut and counter projectiles so use them sparingly. Your 5b, J.c, and 3c are very good at keeping him wary of whiffing attacks

2B/3C are seriously your go to pokes.

Becareful using j.C as Haku can reaction catch that.

Your normal mix up applies just don't use bubble oki unless you want him to easy mode catch it.

Strategy:

In this matchup you generally want to try and maintain a game of footsies. Remember while his pokes have greater range, you have greater speed. 5b and 3c are good for punishing wiffs. His 4c greatly extends his hitbox, so 3c is great for hitting him during it.

Item Strategy:

Try not to overuse obvious projectiles like the Bomb and Missile. Her Cat pole is great for punishing anything he wiffs, due to him being generally slow. The pan is great as an overhead, but be careful of abusing it on wakeup so It doesnt get obvious and you eat a 6d.

Plat's bombs are easy to cut, but it's worth noting that the easiest way to do so in most situations is when they're still in the air, and voiding them in the air will not stop the explosions when they hit the ground. Her 214D missiles have a gap in them even without instant block, so any Haku who knows his stuff will get a free 6D if you try to approach with them.

Missles should be used in blockstrings instead of approach and bombs are not so useful here. (He can cut and catch them.)

Character Specific Details:

Hakumen is a character based around exploiting bad fundamentals. If you get too obvious with mixups, you will get 6D'd. If you throw out random projectiles he will cut them allowing him to gain meter. Take notice that he has very weak ground travel due to his dash being a short hop. Because of this he will most likely spend most of him time in the air. He himself has very weak anti airs, none of which have overhead invincibility, so don't be afraid of doing a few jump ins. His DP (Hotaru) has FC properties and can lead into some big damage, so make sure not to try anything too obvious on his wakeup. While it is a DP he still has 6 or 7 frames where he has to jump, so it is not completely invincible from the start

tk.hotaru is 4 frames startup. Your mileage may vary online. Most smart hakus won't DP on wakeup unless they're absolutely certain it's going to work or if they feel the opponent is too afraid of parries to do meaties. Going for bubble oki can be really risky for plat if you aren't actively thinking about baiting a parry. At neutral however, it can be difficult to create a voidzone out of a bubble by cutting it, as more often than not it seems to simply be destroyed. 4C probably works the best there, so whichever bubbles don't path along the ground (I dunno the inputs just yet) are best if you're going to try to use it for whatever reason.

You can derp his AA's with swallow moon.

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Haku's j.B is 8 frames startup now and makes competing with AA's easier. If the Haku j.2Cs a lot, then AAing probably isn't that difficult. j.D has 12 frames landing recovery, making it pretty hilariously unsafe for the worst damage of all his parries and no corner push at all without RCing it (also a terrible idea). Most Hakus aren't going to use it since the risk vs. reward is far too poor for him.

tk.hotaru is 4 frames startup. Your mileage may vary online. Most smart hakus won't DP on wakeup unless they're absolutely certain it's going to work or if they feel the opponent is too afraid of parries to do meaties.

Be careful with Plat's 6B. 20 frames is more than enough time to slip a 6D in it if the Haku is looking for it, especially if you're using it at close to max range to try and continue pressure. Using Swallow Moon for mixup can also make things easier to parry, but punishing being much easier for Plat in this scenario makes committing to a parry a far bigger risk for Haku.

Plat's bombs are easy to cut, but it's worth noting that the easiest way to do so in most situations is when they're still in the air, and voiding them in the air will not stop the explosions when they hit the ground.

Her 214D missiles have a gap in them even without instant block, so any Haku who knows his stuff will get a free 6D if you try to approach with them.

Also: Plat's 5a hits Haku on crouching.

Going for bubble oki can be really risky for plat if you aren't actively thinking about baiting a parry. At neutral however, it can be difficult to create a voidzone out of a bubble by cutting it, as more often than not it seems to simply be destroyed. 4C probably works the best there, so whichever bubbles don't path along the ground (I dunno the inputs just yet) are best if you're going to try to use it for whatever reason.

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He can Counter bubbles and he can fuck you up lol.

This match feels like such a pain in the ass for Platinum that I'd rather just use Jin, lol. 5B, 3C, and Cat Face are excellent tools in this match though, gotta fight fire with fire.

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Why bubble oki is risky vs him compared to other characters that has a DP?

He can parry the bubble and suck me in or something? :psyduck:

You can't just block punish an active parry like you can a DP. You can't "punish" successful parries at all since he is fully invulnerable during the grab.

That and it gives him 2-2.4k meterless damage and close to 2 stars, which isn't really playing against his weaknesses or anything.

And yes, parries have very large (and meaty--10 frames active) grab boxes, but they aren't unavoidable if you know it's coming. Whiffing the throw portion is not horribly uncommon as long as you aren't like slamming normals right next to him.

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also her 5a hits everyone on crouching not just hakumen

It whiffs sometimes against crouching Tao, I don't know if Tao's hit-box changes as she shakes her ass around while crouching or what.

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Not sure if this is known or not but 2C will either trade with tk hotaru (I think that's his reversal move) if done early and allow you to hit Hakumen with 2A or it will beat it out completely if you wait a split second.

And his tk overhead move (2147C) will get beat out by 6A.

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2C clashes with TK hotaru and dash Hotaru in quite a bit of my experiences.

4C and j.C makes it hard to get in.

You can derp his AA's with swallow moon.

Missles should be used in blockstrings instead of approach and bombs are not so useful here. (He can cut and catch them.)

2B/3C are seriously your go to pokes.

Becareful using j.C as Haku can reaction catch that.

Your normal mix up applies just don't use bubble oki unless you want him to easy mode catch it.

FYI if he catches bubble and you don't get touched by the grab then he is at even.

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2C clashes with TK hotaru and dash Hotaru in quite a bit of my experiences.

If you time it right (wait a split second) it will beat it out.

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