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BlackYakuzu94

[CPEX] Hakumen Combo Thread: Who's ready to ride the Escalator of Justice.(Updated 6/22/2015)

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Here are a few more new 2.0 combos:

 

Renka(1) > Kishuu > 6C(level 1) > 5A > 3C (2339)

Renka(1) > Kishuu > 6C(level 1) > 5A > 5B > Guren > 5A > 3C (2670)

They both work at max range. The second combo generates around 0.6 magatama before Guren.

 

It's possible to combo after Tsubaki on CH without using Hotaru now:

TK/Dash Tsubaki CH > 2B > 5A > J.B > J.2A > jc > J.B > J.2A > Agito (4079)

TK/Dash Tsubaki CH > 2B > Guren > IAD > J.B > J.2A > 5C > 3C (4502)

Dash Tsubaki  CH > 2C > J.B > J.2A > jc > J.B > J.2A > Agito (4584)

Dash Tsubaki  CH > 6A > 6B > 5A > 5A > Guren > IAD > J.B > J.2A > 5C > 3C (4662)

Unfortunately, Tsubaki CH > 5C doesn't work.

 

The next one is really silly:

(Tager Specific) Close range 6C FC > [J.B > J.2A > 5A]*3 > 5B > 5A > 3C (3367)

Feel free to steal it for a combo video.

 

Edit: It's also possible to start a Mugen combo off a 4C CH:

4C CH > Mugen > Renka(1) > Zantetsu(1) > Guren > Kishuu > 2C > TK Hotaru > AD > J.2C > Agito > Tsubaki > Renka(1) > Kishuu > Enma > Shippu(Level 2) (7107)

4C CH > Mugen > Renka(1) > Zantetsu(1) > Kishuu > Dash Tsubaki > Hotaru > Delay AD > J.2C > Agito > J.B > 5C > Renka(1) > Kishuu > Enma > Shippu(Level 2) (7294)

They both work perfectly even with the SMP on Renka, most likely optimizable.

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In one of the recent videos I saw standing hit 236B(1) > j.B > j.2A > j.C on Tager anyone know if this works on anyone else?

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Man I fucking hate windows updates, but fortunately I was able to put in some lab time and found a few interesting combo routes.

 

 

First off, these are OD combos I was testing in the corner. They work with 30% or less health and a minimum of five stars each.

 

 

Ch 6B, 5C(ODC), 5C>Zantetsu(1)>CT, 6C>Shippu(Lv. 2), guren, 5C>Shippu (9480)

Ch 5C(ODC), 5C>Zantetsu(1)>CT, 6C>Shippu(Lv. 2), Guren, 5C>Shippu (10873 lol) 

 

I was also intrigued that you can combo off Tsubaki again, so I did some testing with that in the corner too.

 

(6) Dash CH Tsubaki, 2C(jc)>tk Hotaru>AD j.C(land) 5C, 5C>Guren, 6A>6B (5.9k)

 

 

And lastly, some midscreen stuff off 6A. I really like the change to it, its perfect frame traps haha.

 

(4) 6A, 5B>Kishuu~Enma, Guren, IAD J.B>J.2A, 5C>Kishuu, 2C(jc)>j.B>j.2A(jc)>j.B>j.2A>Agito (2917)

(6) CH 6A, Zantetsu, 2C(jc), tk Tsubaki, AD J.2C, 2C(sjc), j.B>j.2A(jc)>j.B>j.2A>Agito (4545).

 

 

And now to add them to the OP.

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These probably aren't too efficient, but this one string works on most of hakumen's starters non CH. tested on jin, tager and platinum

(4) 214A->41236C->2C->JC->j.B->j.2A->JC->j.C 4393 .5 stars gained
(4) 5C->214A->41236C->2C->JC->j.B->j.2A->JC->j.C 5044 .75 stars gained
(4) 2C(ground)->214A->41236C->2C->JC->j.B->j.2A->JC->j.C 4599 .75 stars gained
(4) 5B->214A->41236C->2C->JC->j.B->j.2A->JC->j.C 4298 .75 stars gained
(4) 2B->214A->41236C->2C->JC->j.B->j.2A->JC->j.C 3785 .5 stars gained
(4) 5A->5B->214A->41236C->2C->JC->j.B->j.2A->JC->j.C 3162 .5 stars gained
(4) 2A->2B->214A->41236C->2C->JC->j.B->j.2A->JC->j.C 3359 .75 stars gained
(4) 6A->5B->214A->41236C->2C->JC->j.B->j.2A->JC->j.C 3510 .75 stars gained
(3) B+C->41236C->2C->JC->j.B->j.2A->JC->j.C 3899 1 star gained

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I`ve looked into CH 3C routes at low meter. I hope this will be helpful.

 

terminology: 1 foot = 1 hakumen sole

0 magatama:
Midscreen/Back to corner:
(0) CH 3C, 3C (1795, 0.65)

(0) CH 3C, 2B > 5A > 5B(jc) > j.B > j.2A(jc) > j.2A > j.C (2583, 1.16)
(0) CH 3C, 2B > 5A > 5B(jc) > j.B > j.2A(jc) > j.2A > agito (2476, 0.05)
    note: max range is that of after 3C hit at point-blank range; tough timing on carl.

(0) CH 3C, 2B > 5A(jc) > j.B > j.2A(jc) > j.2A > j.C (2482, 1.05)
(0) CH 3C, 2B > 5A(jc) > j.B > j.2A(jc) > j.B > j.2A > agito (2479, 0)
    note: max range is 1 backdash from enemy, except for celica, makoto, terumi, rachel for +1 foot and taokaka for +2 feet.

Corner:
(0) CH 3C, 2B > 5A > 5B(jc) > j.B > j.2A(jc) > j.2A > j.C > agito (2739, 0.16)
(0) CH 3C, 2B > 5A(jc) > j.B > j.2A(jc) > j.2A > j.C > agito (2658, 0.05)
    note: range is bigger for 5A > 5B version.

1 magatama:
Midscreen/Back to corner:
(1) CH 3C, 2B > guren, 66 5A > 5B(jc) > j.B > j.2A(jc) > j.B > j.2A > agito (2734, 0.17)
(1) CH 3C, 2B > guren, 66 5A > 5B(jc) > j.B > j.2A(jc) > j.2A > j.C (2736, 1.2)

(1) CH 3C, 2B > guren, 66 5B(jc) > j.B > j.2A(jc) > j.B > j.2A > agito (2868, 0.13)
(1) CH 3C, 2B > guren, 66 5B(jc) > j.B > j.2A(jc) > j.2A > j.C (2872, 1.17)

    note: the most stable and easy combo.

(1) CH 3C, 2B > guren, 66 2C(jc) > j.B > j.2A(jc) > j.B > j.2A > agito (3128, 0.18)
(1) CH 3C, 2B > guren, 66 2C(jc) > j.B > j.2A(jc) > j.2A > j.C (3132, 1.24)
    note: works only at point-blank range or back to corner. Doesn`t work on Tager and Litchi at point-blank range.

(1) CH 3C, 2B > guren, 66 6A > 6B, 5A > 5B(jc) > j.B > j.2A(jc) > j.B > j.2A > agito (3201, 0.56)
(1) CH 3C, 2B > guren, 66 6A > 6B, 5A > 5B(jc) > j.B > j.2A(jc) > j.2A > j.C (3203, 1.56)
    note: works only at point-blank range. Doesn`t work on Tager and Litchi.

(1) CH 3C, 2B > guren, IAD j.B > j.2A |> 5C > kishuu > 2C(jc) j.B > j.2A(jc) > j.2A > j.C (3610, 0.5)
    note: timing differs between characters and depends on player position; do IAD just before wallbounce.

Corner/Near corner:
(1) CH 3C, 2B > guren, 2C(jc) > j.B > j.2A(jc) > j.2A > j.C (3132, 1.2)
(1) CH 3C, 2B > guren, 2C(jc) > j.B > j.2A(jc) > j.B > j.2A > agito (3128, 0.18)
(1) CH 3C, 2B > guren, 2C(jc) > j.B > j.2A(jc) > j.2A > j.C > agito (3325, 0.25)
    note: enemy leaves corner at close range (character depended); timing might be tricky.

(1) CH 3C, 2B > guren, 6A > 6B, 5A > 5B(jc) > j.B > j.2A(jc) > j.2A > j.C > agito (3321, 0.55)
(1) CH 3C, 2B > guren, 6C, 2C(jc) > j.2A(jc) > j.2A > j.C > agito (3740, 0.45)
(1) CH 3C, 2B > guren, 6C, 6A > 6B, 5A > 5B(jc) > j.B > j.2A(jc) > j.2A > j.C > agito (3718, 0.8)

(1) CH 3C, 2B > guren, 44 5A > 5B(jc) > j.B > j.2A(jc) > j.2A > j.C > agito (2828, 0.2)

    note: most stable corner combo.

(1) CH 3C, 2B > 5A > 5B(jc) > j.2A > j.C > hotaru(jc) > falling j.C |> 5C > 6A > 6B (3149, 1.6)
    note: works from 1 backdash range - 1 foot; delay jump a bit after hotaru.

    Character specifics:
    Azrael, Valkenhayn, Kagura, Amane, Mu-12 (Gang of Five) have guren "immunity" at close range.
    Minimal distance for guren to connect:
    Azrael - max distance possible; has full immunity in corner;
    Valkenhayn - 1 backdash + 3 feet;
    Kagura - 1 backdash + 2 feet;
    Amane - 1 backdash + 1 foot; 1 backdash + 2 feet in corner;
    Mu-12 - bit more than 1 backdash; 1 backdash + 1 foot in corner;

2 magatama:
Most combos here are very similar to 1 magatama versions, but they are much more forgiving in terms of execution and more stable.
Every combo with renka will work on GoF.

Midscreen/Back to corner:
You can use most combos from 1 magatama section replacing "2B > guren" with "2B > renka", but damage output will be lower. Use those combos on GoF members, and guren versions on the rest of the cast.
(2) CH 3C, 2B > renka, 66 2C(jc) > j.B > j.2A(jc) > j.B > j.2A > agito (2939, 0.05)
(2) CH 3C, 2B > renka, 66 2C(jc) > j.B > j.2A(jc) > j.2A > j.C (2942, 1.1)
    note: works up to 1 backdash distance and back to corner.

(2) CH 3C, 2B > renka, 66 6A > 6B, 5A > 5B(jc) > j.B > j.2A(jc) > j.B > j.2A > agito (2981, 0.4)
(2) CH 3C, 2B > renka, 66 6A > 6B, 5A > 5B(jc) > j.B > j.2A(jc) > j.2A > j.C (2982, 1.42)
    note: works up to 1 backdash distance.

(2) CH 3C, 2B > guren, IAD j.B > j.2A |> 5C > kishuu > 2C(jc) j.B > j.2A(jc) > j.B > j.2A > agito (3608, 0.45)
(2) CH 3C, 2B > renka, IAD j.B > j.2A |> 5C > kishuu > 2C(jc) j.B > j.2A(jc) > j.2A > j.C (3228, 0.32)

Corner/Near corner:
(2) CH 3C, 2B > guren, 6C, 2C(jc) > j.C > hotaru > fall, then AD > j.2A > j.C > 5C > 6A > 6B (4768, 1.06)
    note: possible really close to corner.

(2) CH 3C, renka, 6A > 6B, 5A > 5B(jc) > j.B > j.2A(jc) > j.2A > j.C > agito (3034, 0.24)

    Character specifics:
    CH 3C, 2B > renka doesn`t work on Noel.
 

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Courtesy of Poropiccho, a good midscreen punish FC combo to really make opponents ever regret DPing you

 

(4) FC 6C, 5C>Zatetsu(s), 6A>6B, 5A>5B(jc)>j.B>j.2A(jc)>j.B>j.2A>Agito (6021, 2 stars gained)

 

 

And a good CH 3C that works anywhere

 

(4) CH 3C, 2B>Guren, delay Zantetsu(2), 2C(jc)>j.B>j.2A(jc)>j.B>j.2A>Agito (4620, 1.3 stars gained)

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Unfortunately, I know it doesn't work on Azrael and works some of the time for Kagura; I have to test it on everyone else.

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Since they didn't seem to fix the original issue with it, here are the ones I know it doesn't really work on in CP1.1, which probably means it's still true in CPE.

 

Azrael

Amane

Valk

Kagura

 

Pretty much all the floatiest of floaty bastards.

 

It works on Azrael sometimes if you get him at the max range of the 2B pick up. Not sure if this is true of other characters.

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This might be just redundant fodder, but I made a list of every notable combo I saw Poropiccho do in his casuals.  

 

 

Not sure which of these are already in the OP.

 

 

Agito CH, j.b, land 5c, 2b > Gurren, IAD j.b > j.2a, land 2C, j.2a > j.c (2633) (2)
 
Grab, Hotaru > AD late j.b, land 5C > Gurren, 6C (2908) (3)
 
Corner grab, hop hotaru > ad low j.c, land 6c, 5c > Gurren, 6a >6b (3605) (3)
 
IAD j.a > either j.b or j.c is still important and useful
 
j.D > 5b > j.c Hotaru, late j.2C, land 5c, 3c (3160) (2)
 
If he baits a DP he won't hesitate to OD on their wakeup
 
2b > Gurren, 2a > 6a > 6b on crouchers
 
6b CH:  2c > j.c Hotaru > AD low j.2c, land 6a > 6b, 5a (staircase)> j.b > j.2a > j.c > j.b
 
j.2a air CH: 5B > J.C hotaru, AD j.2c, land 5C > Gurren > ender
 
Yukikaze from the corner:  kishuu, IAD j.2a, j.c wallbound, land 5c, 5c gurren, ender
 
If he needed damage from CH c3, he just did 2b > Gurren > Zantetsu
 
3c CH:  2b, 5a, 5b j.c Hotaru > AD j.2c, land 5c. 3c (3038)
better than regular?? more corner carry?
 
Mugen combos:  6c normal hit in corner:
 
6c (point blank) > Mugen, 5a > Renka(1) > Zantestsu(1) > Kisuu, hop Agito > Hotaru > TsubakI, land 5c > Enma > Super (7565)
 
6c fatal > Mugen, Zantetsu(1) > kishuu, hop Tsubaki, land 2C, TK tsubaki > hotaru > AD j.c > Agito, falling j.c, land 5C, Renka(1) > Super (10049)

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Since they didn't seem to fix the original issue with it, here are the ones I know it doesn't really work on in CP1.1, which probably means it's still true in CPE.

 

Azrael

Amane

Valk

Kagura

 

Pretty much all the floatiest of floaty bastards.

 

It works on Azrael sometimes if you get him at the max range of the 2B pick up. Not sure if this is true of other characters.

 

 

And Mu at close distances from what I tested.

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So it looks like CH 3C is still close to death.  Note that OTG 2B Renka doesn't work on Noel as already noted by raxokoron

 

Sideswap:

https://www.youtube.com/watch?v=px_m30SLL6s

 

Universal route:

https://www.youtube.com/watch?v=6ReM9dRxkWM

 

Highly situational combo:

https://www.youtube.com/watch?v=_NxF1U71AjQ

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The only problem with these routes is they always require 8 stars and OD.

 

What about all the situations when you land 3C CH without 8 stars. The default being 3C > Renka (1) > Zan I suppose.

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The only problem with these routes is they always require 8 stars and OD.

 

What about all the situations when you land 3C CH without 8 stars. The default being 3C > Renka (1) > Zan I suppose.

 

I personally would only go for these routes if I'm going for the kill otherwise I would just do standard midscreen corner carry combos.  In the corner, I would just go for renka > Kishuu 6C styled combo.

 

These routes will work as long as you have 6 stars with ~80% health OD, you only need 8 if you want the Shippu at the end.

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I started to list the most important combos for every starters:

 

https://www.evernote.com/shard/s500/sh/e7713c11-2dc2-4bc2-b335-2edb46d99a79/9b9a769241c8315de34701ab3c02f2d8

 

I think it will take me a few weeks before I am completely done with this project.

 

After weeks of procrastination, the evernote is complete. 

 

Edit: I'll be away for a month, so I won't be able to test combos during that time.

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I would just save some work and add the document.  While a ton are really useful, a lot of them are bound to be redundant and it's a lot to ask to pick those out

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Has anyone experimented with corner carry AD combos from Renka (2)?  I found a route that works on everyone.  It costs 3 stars, but is pretty meter efficient and has a ton of corner carry.  It might be worth looking into.   It's very reminiscent of CS extend where for 3 stars you get a lot of corner carry and about 1.8k.   

 

(starter, usually 2b)  > Renka(2), hop 5a (x3) > Gurren, IAD j.B, j.2A, land 5C, 3c.   3 star cost, 1 star gained. 

 

From the middle of the screen it carries them all the way to the corner and lets you 6a > 6b for an ender.  This seems extremely efficient for the corner carry.  

 

This combo works on EVERYONE, but there are some things to keep in mind in certain matchups.  

Character specific stuff: 

 

Tighter on Azrael and Valk to connect the 5c than other characters, but still reasonable.

 

On Rachel the hop timing is very tight, but doable.

 

Kagura you need to 2a, 5a 5a after Renka (2) instead of three 5a because his hitbox is so low.  

 

Hazama the starter has to be close, if you hit with the tip of 2b >renka(2) it will whiff.

 

 

Is there any reason why this combo isn't used more?  It's kind of tight, but it's well worth the reward since you get CSEX-esque corner carry and good knockdown.   

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You posted your post in the old combo thread Moblin; I moved it here. Good stuff.

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[collapse]Has anyone experimented with corner carry AD combos from Renka (2)? I found a route that works on everyone. It costs 3 stars, but is pretty meter efficient and has a ton of corner carry. It might be worth looking into. It's very reminiscent of CS extend where for 3 stars you get a lot of corner carry and about 1.8k.

(starter, usually 2b) > Renka(2), hop 5a (x3) > Gurren, IAD j.B, j.2A, land 5C, 3c. 3 star cost, 1 star gained.

From the middle of the screen it carries them all the way to the corner and lets you 6a > 6b for an ender. This seems extremely efficient for the corner carry.

This combo works on EVERYONE, but there are some things to keep in mind in certain matchups.

Character specific stuff:

Tighter on Azrael and Valk to connect the 5c than other characters, but still reasonable.

On Rachel the hop timing is very tight, but doable.

Kagura you need to 2a, 5a 5a after Renka (2) instead of three 5a because his hitbox is so low.

Hazama the starter has to be close, if you hit with the tip of 2b >renka(2) it will whiff.

Is there any reason why this combo isn't used more? It's kind of tight, but it's well worth the reward since you get CSEX-esque corner carry and good knockdown. [/collapse]

With respect to this combo route you can also use enma as the starter and it will have similar corner carry and I find easier execution. For most characters you can use two 5As and get similar damage except for Kagura, Rachel, Lambda, Nu, Litchi, Makoto. For those 6 you need to use three 5As.

Or you could just stick with three 5As and have what seems to be a universal combo on everyone at the sacrifice of a 100 damage.

I think most people don't use it due to wanting to save meter for big damage. I'll probably start using it when approaching the corner.

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