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KayEff

[CSE] Ragna vs Haku-Men

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Hello,

Need a few tips on how to beat Hakumens j.2c and j.c with Ragna,

I have a friend who mains him and I always have a really tough time against his air game..

Any help is much appreciated ^^

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This will probably be moved to the Hakumen match-up thread so I suggest you look in there if you suddenly find your thread missing.

To answer your question, j.2C is not a good move for Hakumen to use when both of you are in the air; usually it'll be used when you're on the ground and he's in the air. You can beat it with your 6A anti-air. As for j.C, it is usually used when both you and Hakumen are in the air. Generally the safest way to deal with it is to just block. If you want to go air-to-air with him however, airdash at him and do an airgrab. It can stuff j.C.

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Ah, alright thanks, Much appreciated ^^,

most of the time when he is using the j.2c I am on the ground and for some reason it makes

me a bit nervous..like, I will be blocking with Ragna and I will be too afraid of whiffing with 623c

and giving him a free combo, I also worry that my 6a wont have enough reach to hit him as he

is falling on me. Or maybe there is more than meets the eye to ragna's 6a? :?:

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623C is very unlikely to whiff, but it's not as good an option compared to 6A because it's blockable in the air and will give Haku a free combo as you have said. I wouldn't worry about 6A not having enough reach, really. If you find that you're whiffing your 6A cause Haku is too high, just delay your 6A so that Haku will be lower (and hittable). It's understandable to be nervous, it'll go away as you get more experienced.

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Alright, thanks very much for assistance fluck, and one more question. (If you dont mind?) I was curious as to what moves are safe for ragna, the hakumen normally blocks/reverses low. So I was curious if when he has 4 stars if it is even a smart Idea trying to play rushdown on him. But any thoughts or opinions are much appreciated ^^

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Well, I'm not really clear on what you mean, but I'll try my best to answer according to what I think you mean.

You pretty much have no choice but to rushdown Hakumen in neutral. If you wait, Hakumen will be gaining stars for free, while you won't be getting anything of your own. However, it's a big mistake to equate rushing down with charging at the guy and hitting buttons. Being cautious is also part of rushdown, so that you don't get needlessly anti-aired (Haku 6A in CSEX)/reversaled (Counters)/outspaced (just one example is getting hit by j.C air-to-air) etc. Try to be aggressive without being impatient.

If you're referring to trying to do mixup on Hakumen, then Haku's counters are honestly not that good as reversals. All of them will lose to throws. 5D and j.D aren't really applicable here because they aren't immediately invincible. The ones to watch out for are 2D, 6D, and Yukikaze. 2D (which you say is his most common reversal) will lose to overhead attacks (6B, Gauntlet Hades), while 6D will lose to low attacks (2B, 3C, 2D). Yukikaze will beat anything except a throw, so watch out for it when Haku has 4 stars.

I understand that getting Yukikazed out of, say, a Gauntlet Hades for huge damage is really scary and can make you afraid of doing it. But at the same time, if you don't do mixup, you're throwing away opportunities to hit your opponent. There is no player with perfect defense. You can hit anyone if you keep them unpredictable and surprise your opponent. However, if you feel that you are being too predictable and need some thinking time to regroup, it is perfectly fine to play defensively for a period of time to avoid being punished (although this is more of my opinion, some people always want to attack). Ultimately, the final choice is up to your preferences as a player.

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Block Punishes vs Hakumen:

Guaranteed:

6B

- IB > 5A/2A

3C

- IB > 2A crouch hit

4C

- 5B

- IB > CH 5C

Zantetsu (overhead>low)

- IB low > (dash) 5A

Shippu

- dash 2C

Mugen

- full screen > During flash CS

- mid screen > During flash CH HF

- closer > CH 5C

- point blank > FC 2C

Not Guaranteed but Good to Know:

*2C

- (dash) 2C crouch hit

*4C (safe at max range)

- (dash) 5B

- IB > CH 5C

*Notes:

Can special cancel on block.

6C (safe at long range)

- (dash) 5A

- IB > (dash) 5B

Notes:

Can cancel to Shippu on block.

---

Anyone let me know if something isn't true or feel free to add anything I miss.

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Does anyone know how to beat this character's buttons?

LOL did you post this just cause of Soul 6 Ookami? I mean most if not everything that isnt 6B is plus on block or at least neutral. Pretty much gotta ID if you wanna do anything offensive or catch him jumping and 6A him. No point in pressing buttons that will get beat.

Other options are upbacking and backdashing.

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LOL did you post this just cause of Soul 6 Ookami?

No. Ask DI0 I hate this matchup in general.

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you can just play it nu style, zone and run away, no need to put yourself at risk cuz him having stars doesnt mean he can catch you lol

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No. Ask DI0 I hate this matchup in general.

That's my thing, I hate this matchup. How do you beat Haku-men? Play another game.

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if the hakumen's D happy, use throws. just be careful of hotaru.

otherwise you'll want to be on him as much as possible. the thing you'll want the least is for him to get stars. even if you're away from fullscreen or so, he can simply kishuu to close in his distance and cover any space to prevent escape. you don't want the matchup to be in his momentum, if anything.

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Deadspike and Gauntlet Hades are tools that you shouldn't be using in this match-up. A good Hakumen will just use his drive to get free damage from these moves.

Battling Hakumen comes down to knowing the player more (although I guess that can be said about any match-up) but basically this match-up comes down to footsies and spacing. You always wanna keep him on his toes. If you don't rush him down then he'll come to you, and you'll just be in a world of hurt.

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