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[CT] Hakumen Thread

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Combo from Tougeki Spirit vol.12

2 great Mugen combo:

[during Mugen] 41236C > 214B(1hit) > 236A > 623A > (C>41236C(1hit)>214B(1hit)>236A >623A) x 3 > 214B(1hit) > 236A > 632146C [9492 damage]

[during Mugen, in the corner] 236A > 41236C(1hit) > 623A.A >jc> J214C > (land C > 41236C(1hit) >623A.A >jc> J214C) x 3 > C > 41236C > 214B > 632146C [11793 damage]

OW. 100%-0% death combos are painful...

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Reasonable considering Mugen can't be abused like Blood Kain as a reversal due to not having that much invincibility on startup. Can 6A CH combo into mugen into this though? Can't test it as of yet. Someone should test these combos. My concern is that is there enough time to land a hit and complete it. The damage it does makes it worth learning really especially if you want to kill Rachel.

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Reasonable considering Mugen can't be abused like Blood Kain as a reversal due to not having that much invincibility on startup. Can 6A CH combo into mugen into this though? Can't test it as of yet.

Someone should test these combos. My concern is that is there enough time to land a hit and complete it.

The damage it does makes it worth learning really especially if you want to kill Rachel.

That's a lot more than Rachel it kills. It's most of the cast. Bang, Haku-Men, and Tager would survive. Maybe another 11.5 k HP character I'm forgetting too.

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Can anyone explain how his super counter 236236D works? At times it seems like an unblockable on successful counter, but at the same token I HAVE seen it blocked before.

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Can anyone explain how his super counter 236236D works? At times it seems like an unblockable on successful counter, but at the same token I HAVE seen it blocked before.

Counter move works against everything except low attacks

if it catches the attack that is not projectile, opponent will freeze and get hit

if it catches the projectile, motion will still come out but no freezing

sword move is totally unblockable so u need to superjump to escape

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If someone allows you to activate mugen, then gets pushed into a corner and gets hit while mugens active, they need to rethink the types of games they're playing. The combos there but its situational as hell, mugen has no invincibility and you can be hit during the startup, or avoid corners.

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Well, even out of the corner, Hakumen can still connect with 63214C at any point in time for 9k damage, and if he has enough stars for Mugen, then your health is probably below that. :psyduck:

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Earlier I landed a jD against Noel's 236C from almost fullscreen and it caught her anyways. Can anyone confirm if jD actually punishes projectiles? or is it just Noel's problem?

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can zanshin (drive) moves or counter super, stop bursts? Are nirvana moves considered projectiles when using his counter super? EDIT: oh and, do you get a start when you counter projectiles with his Drive? or do I have to hit the opp to get the star?

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I still need to test if you can counter bursts. jD doesn't punish projectiles, but it does seem to have a really extended range as to where you can catch them with the hit (it seems to be around half the screen's distance). I don't think there's really a difference between countering melee and projectiles since his attack comes out either way. Same goes for his distortion drive. I think it still freezes them for a short time regardless of the type of attack (such that if they're within range, the hit will connect even if it was a projectile, but if they're farther away then they'll have time to dodge it). Therefore, if Nirvana attacks you and you super counter it, the attack will still come out, but whether or not it hits would depend on how far away Carl is when the counter comes out. I need to test if you can kill Nirvana as well with the counter super, though. I believe you actually have to hit them with a counter to get the star (it's a property of the hit that comes out and not the counter itself).

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That's a lot more than Rachel it kills. It's most of the cast. Bang, Haku-Men, and Tager would survive. Maybe another 11.5 k HP character I'm forgetting too.

that combo kills bang ded... proof: http://www.youtube.com/watch?v=tgcQD5elWYA

hakumen is at the end of the video, starting at about 6:35. But i recommend watching tho whole thing :eng101:

as for getting into Mugen and moving right into this combo, i imagine his 6D would give you a sizable chunk of time to attempt it. But to pull off the whole combo, you have to not waste ANY mugen meter at all. i mean, look at how much he had left at the end.

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H-man's brown outfit rocks. Why: 1-Resembles the Jewish mud Golem from Upright Citizens Brigade 2- "Brown is the new Green" 3- All Drive counters are virtually identical to Barrier. This is a unique tactical advantage, reminds me of #R Millia wearing all black on Slayers Stage.

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Counter move works against everything except low attacks

if it catches the attack that is not projectile, opponent will freeze and get hit

if it catches the projectile, motion will still come out but no freezing

sword move is totally unblockable so u need to superjump to escape

I'd like to add that Haku is totally invincible during this move. So, in theory, you should be able to counter V-13's projectile-spam super with it.

Also, a few combo's i've found with haku:

Neutral grab > 236A > 236A > 6C (5C if the opponent is close to the corner) ~ does about 3200ish damage for two stars.

Any grab near the corner > 214B > 214B > 5C ~ Does around 3800ish damage for four stars.

6B > 236A > 236A > 6C (5C if the opponent is close to the corner) ~ 2100ish damage for two stars.

6D > 5C > 236A >236A > 6C ~ this one does between 1800 and 2000 damage, if I remember right. two stars

5D OR 2D > 6C ~ barely a combo, but it still does around 1800 damage for no stars.

41236C > 5C > 236A > 6C ~ Hits for about 4000 damage. four stars.

Note that the first two combos will not connect with Carl unless he's in the corner.

Aaaand that's about all I've got. Sorry for any reposts/very similar combos.

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To be honest his combos follow a principle. Basically anything that slams them on the floor such as 5C against airborne opponents can be followed up with 41236C or 236A depending on how much meter you want to spend. I didn't know people here are into chocolate Hakumen. That color is essentially solid looking. I'd wish for a gold color Hakumen but the one available looks too yellow. Red is taken away by alot of jp players. Black looks cool but it's gonna be everyone's favourite.

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So I have found that the v13 matchup is especially bad for Hakumen. I can't seem to jD most, if not all, of her sword summons. She can also dash cancel any multi-hit C attack that gets caught in a counter or clashes in order to avoid it too. I don't think her swords are "killable" with Hakumen's C attacks either. Does anyone have any insight on this matchup? Also, the distortion counter does indeed punish v13's GATE OF BABYLON super.

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Are you sure she can dash cancel attacks after they've been countered? From what I understand when you get caught in a counter you are stuck in hitstop.

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So I have found that the v13 matchup is especially bad for Hakumen. I can't seem to jD most, if not all, of her sword summons. She can also dash cancel any multi-hit C attack that gets caught in a counter or clashes in order to avoid it too. I don't think her swords are "killable" with Hakumen's C attacks either.

Does anyone have any insight on this matchup?

Also, the distortion counter does indeed punish v13's GATE OF BABYLON super.

As Jais said, the multiple hit super is indeed super counter punishable quite easily on reaction (rub it out during the super freeze) However, she can just jump out so it's not really in your best interest.

As for insight on the match, it's quite a pain I can agree with you there. The clock is your enemy, as in general I get to actually connect with v-13 in my range an average of maybe 2 or 3 times each match. That being said, the easiest way to lose this match is to get impatient and IAD j.C'ing to close the gap. v-13 can easily and reliably anti air you every time with a drive and juggle for an easy 2.5-3k damage. This matchup is especially tricky for H-man because his dash is a non jump cancellable ground hop, meaning he can't running jump + barrier as a means to get in. jumping forward gives very little horizontal movement, but it's a lot better than doing an unsafe IAD and getting counterhit.

So, things don't look that good. Here's a few things you need to consider when fighting her:

a) In general you'll want to advance by doing a single dash hop (or just walk forward if you're really scared) or jumping/double jumping forward. either way you're not getting very far, but you're making v-13 commit to either doing air pressure or ground pressure to keep you away. In my experience it's a lot easier to advance on the ground, because v-13 is going to be fearing IAD j.C counterhit if she's throwing out moves to beat ground movement.

b) she will pretty much ALWAYS backdash when you get remotely close to her. You're movement sucks, and her backdash is the best in the game in terms of speed and distance. Push her towards a corner so she can't backdash anymore. Keep assuming she trying to find a way out, so look for her command dash (teleport) to get out or sj IAD.

c) If you get the health advantage, let her come to you. If you keep across the screen, her drive moves won't get you and you force her to move in. From mid screen her mixup isn't that amazing, so feel validated turtling mid screen and IBing her swords so long as you have a health advantage. It's much easier to force her to come to you than vice-versa.

d) If there's one good thing about this matchup, its' that most of v-13's attacks (most notably her multi hit sword super) hit lots of times. This is great for the H-man, as you can nonchalantly tap back during these high-hit pressure moves and get TONS of meter. Every time I see v-13 do the many sword super, I just jump and tap back. When you're in the air, you can't eat mixup so long as you're either IBing, Barriering, or both when she runs up, plus you get tons of bar. That being said, I spend a lot of matches sitting with full bar vying to find a way in. This is one matchup where I feel it's usually a good idea to throw a few stars for the sake of closing the gap, primarily through 623A (the semi-invincible dash.) If you've got the tension to spare, might as well use it to get in.

e) Instinctively you'll want to roll forward after v-13's knockdown combos. I can pretty much say that you should never do this unless she's in the air, as a 5D as you roll will easily pick you up for another big combos into knockdown. Additionally, if you get knocked down and v-13 does the multi hit super, you'll get hit for rolling as well. Best bet is to just neutral tech as soon as you can and patiently block it out.

All in all, I hate the matchup. I used to get impatient and try to IAD in to close the gap but I got counterhit 90% of the time, putting me in a bad situation. best advice is just to play it safe and patiently. At least this is my take on the matchup.

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That being said, the easiest way to lose this match is to get impatient and IAD j.C'ing to close the gap.

this.

j.C spam is not a very good option against her for the reasons JackG outlined. they almost always see this coming and can punish you really well for doing so.

one round against a v-13 player started with me trying to rush in early with IAD j.C and ended with me getting perfected. if anything, you should be using j.C to negate projectiles as you're jumping away from her (though IB/barrier is probably a much better option in this case).

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[FONT="Lucida Console"]/-----------------------------------------------------------------------------------------------------------------------------------------------------------------------\
|Move..............Damage.....Level.....ProPt........1st Pro....2nd Pro....Start Up...Active Frm.... Recovery...Static Diff.....CH State....Untechable....GC.....Note..|
|5A:.................180........1........800............80.........95..........5...........3...........6...........+3.............9............15........400..........|
|5B:.................620........3........200............90.........92..........10..........2...........15..........+0.............15...........17........1100.........|
|5C:.................1110.......3........200............85.........89..........14..........2...........27.........-12.............31...........17........1100.........|
|5D(Counter):..................................................................7...........12..........20.....................Throughout..............................|
|5D(Attack):.......0*1700......0*4.....3000*100.........100......100*70........4...........10..........6.......................................42..............*Note1.|
|6A:.................620........3........200............85.........75..........11..........3...........18..........+2.............22...........29........1100..*Note2.|
|6B:.................930........3........200............80.........80..........13..........3...........23..........-9.............28...........17........1100..*Note3.|
|6C:.................1640.......4........200............100........92..........17..........3...........30.........-14.............47...........34........1400.........|
|6D(Counter):..................................................................1...........7...........29.....................Throughout..............................|
|6D(Attack):.........0*0.......0*4.....1000*100.........80.......100*80........4...........10..........10......................................................*Note1.|
|2A:.................160........1........800............80.........90..........6...........3...........8...........+1.............11...........12........400..........|
|2B:.................600........2........400............80.........88..........9...........2...........10..........-2.............14...........14........800..........|
|2C:.................1030.......4........100............80.........87..........13..........3...........34.........-18.............33...........19........1400.........|
|2D(Counter):..................................................................1...........7...........33.....................Throughout..............................|
|2D(Attack):.......0*1020......0*4.....3000*100.........100......100*77........7...........10..........15......................................42..............*Note1.|
|jA:.................220........1.......1000............80.........85..........7...........3...........9..........................12...........16........400..........|
|jB:.................590........3........200............90.........89..........10..........3...........20.........................24...........17........1100.........|
|jC:.................1070.......4........100............85.........87..........14..........4...........30.........................23...........19........1400.........|
|jD(Counter):..................................................................1...........9...........11....................Until Landing............................|
|jD(Attack):.......0*1610......0*4.....3000*100.........100......100*80........4...........10..........6.......................................40..............*Note1.|
|3C:.................1200.......4.......1000............100........60..........9...........3...........32.........-16.............27...........40.....................|
|j2C:................980........4........100............80.........75..........11..........2...........15.........................18...........35.....................|
|CA(Counter):..................................................................1...........20..........10.....................Throughout..............................|
|CA(Attack):..........0........0*4.....3000*100.........70.......100*92........4...........10..........10......................................................*Note1.|
|5BC/6BC:..........0*2100......0*4.....3000*100.........100......100*60........7...........3...........21.....................Throughout.......40.....................|
|4BC:.............0*0*1800....0*2*4..3000*400*100.......100.....100*86*60......7...........3...........21.....................Throughout.......60.....................|
|jBC:.............0*0*2000....0*1*4..3000*1000*100......100.....100*84*60......7...........3...........15.....................Throughout.......60.....................|
|236A:...............560........4........100............100........89..........14..........3...........19..........-3.............23...........60........1400.........|
|214B:.............830*860......4........100............90.......120*78........9.........3(15)3........15..........+1.............35.........50*34......1400*2........|
|63214C:.........1830*1530......4........100............90.......94*80.........21........3(14)3........18..........-2.............48.........19*30......1400*2........|
|623A:.................................................................................................25.........................19...........................*Note4.|
|623A->A:............860........4........100............90.........85.........11+6.........7...........30.........-19.............37...........42........1400.........|
|j214B:..............1250.......3........200............90.........92..........11..........2...........23.........................24...........44........1100..*Note5.|
|j214C:..............2200.......4........100............80.........90..........15..........3...........22.........................21...........38........1400..*Note6.|
|632146C:.........4000*1500....4*0.....100*3000.........100.......60*80.......3+22.........4...........78.........-35.............52...........50......1400*200.......|
|236236D(Counter):............................................................1+0..........13..........31.....................Throughout..............................|
|236236D(Attack):....3800.......4........100............100........40..........57..........15..........39......................................60..............*Note7.|
|214214B:.....................................................................26+22.......720..........48.....................Throughout..............................|
\-----------------------------------------------------------------------------------------------------------------------------------------------------------------------/[/FONT]


*Note 1 - Fully Invincible

*Note 2 - 3-13 Head Attack Type Invincible

*Note 3 - 4-15 Lower Body Attack Type Invincible

*Note 4 - 1-25 Above feet Invincible?	   

*Note 5 - 1-14 Invincble	   

*Note 6 - Has Mid Body Attack Type //Would not be here normally, but I didn't list attack attributes for all the moves, 
                                     but it's worth noting that this is Hakumen's only jumping attack that hit's Mid Body.

*Note 7 - 1-101 Invincibe //While that may seem like it's alot of invinciblity frames the whole move takes 110 frames to complete
                            so it isn't even fully invincible.

I'm missing what attack attributes all the attacks are, how to block them, and how they can be canceled. Also there are a lot more notes then the ones I listed, but I can't read them so I didn't list them.

GC is how much damage is done to the guard bar on block I believe.

I hope it's readable I'm converting it from excel to notepad to this.

I'll add more later or modify if there are any mistakes.

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Many thanks for the frame data. I noticed that 6d,2d, and j.d all have a 1 frame startup, so I guess they aren't technically active on the first frame then?

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