Jump to content

Archived

This topic is now archived and is closed to further replies.

JackG

[CT] Hakumen Combo Thread

Recommended Posts

Preface:

Feel free to post combos (although pretty much everything has been discovered at this point, but please. DO NOT POST COMBOS WITH THROW IN THE MIDDLE. Aka any throw that causes 2 purple exclamation points and can be broken in the time it takes you to pick your ass and then react to it. Comboing into throws may work on worse players, but it encourages scrubby tactics which will overall hinder your game.

legend:

, = link

> = cancel

(x) = first x hits, only

[n] = charge n button

f.n = falling n

COMBOS

0 Star

A, A, A, A = 490

6A, 6A, 3C = 1395

2A, 2A, 2A, 2A = 408

B, 2A, 2A = 820

2B, 2A, 2A, 2A = 843

CH A, 3C = 909

CH 6A, dash, 6A, 6A, 3C = 1517

CH B, 3C = 1414

CH 2B, 3C = 1275

CH 3C, 2C>j.2C = 2103

1 Star

  • 236A

    • C>236A = 1448
  • 236A, 6C (236A connects on air hit)

    • 6B>236A, 6C = 2008
  • 236A, 6[C] (236A connects on high air hit)

    • CH 6B>236A, 6[C] = 2099
  • 236A, 2C... (236A connects on high air hit, near corner/corner)

    • 6B>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C, C = 3333

2 Star

  • 214B

    • C>214B = 2236
  • 236A>623A, 2C... (236A connects on air hit)

    6B>236A>623A, 2C>j.2C, ad.C = 2391

  • 214B, 2C... (corner)

    C>214B, 2C>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C, C = 4586

3 Star

  • 214B>236A, 6C

    • C>214B>236A, 6C = 3334
  • 41236C, 3C

    CH C>41236C, 3C = 3633

  • 214B, C>236A, 2C... (corner)

    C>214B, C>236A, 2C>j.2C, f.C, 2C>sj.2C, C = 4852

  • 41236C, 2C... (corner)

    CH C>41236C, 2C>sj.2C, f.C, land, 2C>sj.2C, C = 4924

4 Star

  • 214B(1)>623A>A>jump, f.C, land, 2C...

    • C>214B(1)>623A>A>jump, f.C, land, 2C>sj.2C, ad.C = 4280
    • (corner) C>214B(1)>623A>A>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C,C = 4804
  • 41236C>236A (corner)

    CH C>41236C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, C = 4976

5 Star

  • 214B(1)>41236C, 3C

    • C>214B(1)>41236C, 3C = 4639
  • 214B(1)>41236C, 2C... (corner)

    C>214B(1)>41236C, 2C>j.2C, f.C, land, 2C>sj.2C, C = 6191

6 Star

  • 214B(1)>41236C, C>236A, 6C

    • C>214B(1)>41236C, C>236A, 6C = 5571
  • 214B(1)>41236C>236A, 2C...

    C>214B(1)>41236C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C = 6236

7 Star

  • 214B(1)>41236C, C>236A>623A, 2C...

    • C>214B(1)>41236C>623A>A, jump, f.C, land, 2C>sj.2C, ad.2C = 5966
    • (corner) C>214B(1)>41236C>623A>A>jump, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C = 6304
  • 214B(1)>41236C, C>214B, 2C... (corner)

    C>214B(1)>41236C, C>214B, 2C>j.2C, f.C = 6621

8 Star

  • 214B(1)>41236C, C>41236C, 3C (near corner/big characters)

    • C>214B(1)>41236C, C>41236C, 3C = 6615
  • 214B(1)>41236C, C>41236C, 2C... (corner)

    C>214B(1)>41236C, C>41236C, 2C>j.2C, f.C = 7118

Going to change it up a bit now. I'm going to list the combo, and underneath the combo will be the starter to the above combo.

DRIVE-COUNTER COMBOS

0 Star

  • 6C

    D = 2710

  • 6[C]

    2D = 2215

  • j.2C, f.C, land, 2C>sj.2C, ad.2C, 2C, C

  • (you in corner) D = 4157
  • (you in corner) 2D = 3477)

  • superjump, f.C, land, 2C>sj.2C, ad.C

    6D = 2119

1 Star

  • 236A, 6[C]

  • D = 3107
  • 2D = 2427

  • superjump, f.C, land, C>236A, 6C

  • 6D = 2302

2 Star

  • 236A>623A, 2C>sj.2C, ad.C

  • D = 3457
  • 2D = 2745

  • superjump, f.C, land, C>623A>A>jump, f.C, land, 2C>sj.2C

    6D = 2867

3 Star

  • 623A, C>623A>A>jump, f.C, land, 2C>sj.2C, ad.2C

  • D = 4373
  • 2D = 3693

  • superjump, f.C, land, C>41236C, 3C

    6D = 3367

4 Star

  • 6C>632146C

    D = 4976

  • 6[C]>632146C

    2D = 4481

  • C>41236C, C>236A, 2C>j.2C, f.C

  • (you in corner) D = 5577
  • (you in corner) 2D = 4669

  • superjump, f.C, land, C>41236C, C>236A, 6C

    6D = 4001

5 Star

  • 214B(1)>41236C, 3C

  • D = 5292
  • 2D = 4612
  • 6D, superjump, f.C, land, C = 4192

  • 214B(1)>41236C, 2C>j.2C, f.C

  • (you in corner) D = 6058
  • (you in corner) 2D = 5378
  • (corner) 6D = 3880

6 Star

  • 214B(1)>41236C, C>236A, 6C

  • D = 6239
  • 2D = 5559
  • 6D, superjump, f.C, land, C = 5559

  • 214B(1)>41236C, C>236A, 2C>j.2C, f.C

  • (you in corner) D = 6653
  • (you in corner) 2D = 5973
  • (corner) 6D, superjump, f.C, land, C = 4809

7 Star

  • 214B(1)>41236C>623A>A>j.2C

  • D = 5565
2D = 48856D, superjump, f.C, land, C = 4412

8 Star

  • 214B(1)>41236C, C>41236C

  • D = 6858
2D = 61786D, superjump, f.C, land, C = 5452

  • 214B(1)>41236C, C>41236C, 3C

  • (you in corner) D = 7304
(you in corner) 2D = 6624(corner) 6D, superjump, f.C, land, C = 5811

DASH>214B COMBOS

2 Star

dash>214B>doublejump, f.C, land, 2C>j.2C, ad.2C = 3410

(corner) dash>214B>dj.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C, f.C = 4008

3 Star

dash>214B>doublejump, f.C, land, C>236A, 6C = 3632

(corner) dash>214B>doublejump, f.C, land, C>236A, 2C>j.2C, f.C, land. 2C>sj2C, 2C = 4710

4 Star

dash>214B, land, dash>214B>doublejump, f.C, land, 2C>sj.2C, ad.2C = 4065

(corner) dash>214B>doublejump, f.C, land, C>214B, 2C>j.2C, C = 4741

5 Star

dash>214B>doublejump, f.C, land, C>41236C, 3C = 4734

(corner) dash>214B, land, dash>214C, land, 2C>j.2C, f.C, land, 2C>sj.2C, ad.2C, 2C, C = 5390

6 Star

dash>214B>doublejump, f.C, land, C>41236C, C>236A, 6C = 5392

(corner) dash>214B, land, dash>214C, land, C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C = 5556

7 Star

dash>214B>doublejump, f.C, land, C>214B(1)>41236C, 3C = 5586

(corner) dash>214B>doublejump, f.C, land, C>214B(1)>41236C, 2C>j.2C. f.C = 6223

8 Star

dash>214B>doublejump, f.C, land, C>214B(1)>41236C, C>236A, 6C = 6374

(corner) dash>214B, land, 214B(1)>41236C, C>236A, 2C>j.2C, C = 6576

DASH>214C COMBOS

3 Star

dash>214C, land, 2C>j.2C = 3284

(corner) dash>214C, land, 2C>j.2C, f.C, land, 2C>sj,2C, 2C, ad.2C, 2C, f.C = 4878

4 Star

dash>214C, land, C>236A, 6C = 3874

(corner) dash>214C, land, C>236A, 2C>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C = 5169

5 Star

dash>214C>214B>doublejump, f.C, land, 2C>sj.2C, ad.C = 4646

(corner) dash>214C, land, 2C>j.2C, f.C, land, C>214B, 2C>j.2C, f.C = 5263

6 Star

dash>214C, land, C>41236C, 3C = 4976

(corner) dash>214C, land, C>41236C, 2C>j.2C, f.C = 5506

7 Star

dash>214C, land, C>41236C, C>236A, 6C = 5633

(corner) dash>214C>214B>doublejump, f.C, land, C>214B, 2C>j.2C, C = 5711

8 Star

dash>214C, land, C>214B(1)>41236C, 3C = 5827

(corner) dash>214C, land, C>214B(1)>41236C, 2C>j.2C, C = 6465

Share this post


Link to post
Share on other sites

ANTI AIR ABARE

(0) 6A (CH) > 2C > j.2C > ad j.2C xN

(0) 2C > sj j.2C > j.2C xN

(0) 2C > sj j.2C > ad j.2C > falling j.2C > falling j.C > 2C > sj j.2C > ad j.2C xN

video reference: http://www.nicovideo.jp/watch/sm7409823 -5:42 (corner only)

(2) 6A (CH) > 5C > 623A~A > falling j.C > 2C > j.2C > ad j.2C xN

(3) 5A (antiair) > j.A > j.B > jc J.C > 214C > falling J.C > 2C > j.2C > ad j.2C xN

----------

OTHER ABARE

(0) 6B (CH) > 9 > falling j.C > 2C > j.2C > ad j.2C xN -NOTE: same combo as 6D

(2) 6B (CH) > 9 > falling j.C > 5C > 623A~A > falling j.C > 2C > sj j.2C > ad j.2C xN

(0) 3C (CH) > 2C > j.B > j.C - NOTE: Opponents seems to be too low to do j.2C ad j.2C/j.C

(2) 3C (CH) > 6B > 623A~A > falling j.C > 2C > sj j.2C > ad j.2C xN

(4) 41236C > 5C > 236A > 6C

(6) 41236C > 5C > 41236C > 236A > 6C : 5768

(7) 6B/5C > 214K(1) > 41236C > 623A~A > falling j.C > 2C > sj.2C > ad j.2C > > j.C : 5216/6177

(9) 214B(1) > 41236C >623A~A > falling j.C > 2C > sj j.2C > ad j.2C> j.C > j.214B > tj j.C : 6718

(3) 2A (xN) > 214B > 236A > 6C

(3) 2A (xN) > 214B > 236A > 66 5B > j.B > j.C - NOTE: a bit harder, but slightly better damage

(3) 2A (xN) > 236A > 623A~A > falling j.C > 2C > sj j.2C > ad j.2C xN

- All of the aforementioned 2A combos work with 2B as well, 2B in the case that you're hitcomfirming off of a low, and 2A because that's how most people punish opponents on limited time.

----------

THROWS

Midscreen:

(1, 5) Throw > 236A > 6C (> 632146C optional)

-timing the 236A is tricky depending on whether you forward or back throw, you need to cancel the throw as early as possible or wait till they fall a bit after the throw. Has trouble connecting on AR and CA.

Into Corner:

(2) Throw > 214B > 2C > j.2C > j.C ->VV 2C > super jump j.2C, j.2C > airdash j.2C, j.2C

(3) Throw > 41236C > 2C > j.2C > j.C ->VV 2C > super jump j.2C, j.2C > airdash j.2C, j.2C

(2) Throw > 623A~A > j.C > VV 2C > super jump j.2C, j.2C > airdash j.2C, j.2C

-especially useful for when you think they'll mash burst after you throw them, as the first special move connect in this combo is burst safe being that it is jump cancellable on hit.)

If you want to sacrifice damage for corner knockdown with these setups, replace the ending of-

"VV 2C > super jump j.2C, j.2C > airdash j.2C, j.2C"

with;

"VV 5C" or "VV 5C >236A > 6B"

----------

AIRTHROW

(0) Airthrow >falling j.C > 2C > j.2C > j.C (if midscreen) or j.2C x2 if in corner - best tensionless combo hakumen has

(3) Airthrow > falling j.C > 5C > 41236C > 5C

(5) Airthrow > falling j.C > 5C > 41236C > 5C > 623A~A > falling j.C > 5C (for knockdown) or 2C > j.2C > j.2C etc

NOTE: These combos assume starting with a green airthrow from around IAD height. Airthrow too high up and they can tech before you can get the falling j.C to connect, and too low to the ground you will probably have to use j.A or j.B.

----------

COUNTERS (DRIVE)

(0) 6D > 9 > falling j.C > 2C > j.2C > ad > j.2C xN - NOTE: same as 6B counterhit

(0) 2D > 66 > 5B > j.2C > ad j.2C xN

(4) 2D > 6C > 632146C

(4) 5D > 6C > 632146C

Share this post


Link to post
Share on other sites

I don't know why, but whenever I go for "...-> 623A~A (jc) > late j.C > VV 2C..." the heat counter always turns gray when I go for that landing 2C. Have no damn clue what it is I'm doing wrong either. Hittin' that late j.C as late as I can. Guess I just gotta' keep at it.

Share this post


Link to post
Share on other sites

josh ballard posting You don't actually want to do it TOO late, that's what makes the combo counter go black. Timing isn't too tight, just do it a bit earlier than you would think.

Share this post


Link to post
Share on other sites

Question: Does this not work? neutral throw in corner -> gurren -> 2c -> (1)j2c -> jc -> 2c - > super jump j2c (here) It doesn't connect at the end for the regular loop, is it always techable or am i just not timing it right. I also tried super jump at the location marked (1), but that also doesn't help. Thanks.

Share this post


Link to post
Share on other sites

lol man i suck i cannot get 623AA jC land 2C j.C j.2C at all. they pop too high after the land 2C and I often miss the j.C land 2C

Share this post


Link to post
Share on other sites

Question: Does this not work?

neutral throw in corner -> gurren -> 2c -> (1)j2c -> jc -> 2c - > super jump j2c (here)

It doesn't connect at the end for the regular loop, is it always techable or am i just not timing it right. I also tried super jump at the location marked (1), but that also doesn't help.

Thanks.

Often I find that if I do 236a in the corner, it knocks them out and then I can't get the corner loop. However, if it is in the corner, it should work on every character after a throw. Personally if you have 2 stars I'd use 214b instead because it reverse prorates the damage (120%)

I guess while I'm at it, I'll post useful corner throw combos depending on how many stars you want to throw in.

throw > 214b > 2c > j.2c > j.c ->VV 2c > super jump j.2c, j.2c > airdash j.2c, j.2c - 2 stars

throw > 41236c > 2c > j.2c > j.c ->VV 2c > super jump j.2c, j.2c > airdash j.2c, j.2c - 3 stars

throw > 623a~a > j.c > 2c > j.2c > j.c > 2c > super jump j.2c, j.2c > airdash j.2c, j.2c - 2 stars -especially useful for when you think they'll mash burst after you throw them, as the first special move connect in this combo is burst safe being that it is jump cancellable on hit.)

If you want to sacrifice damage for corner knockdown with these setups, replace the ending of-

"VV 2c > super jump j.2c, j.2c > airdash j.2c, j.2c"

with

"VV 5c" or "VV 5c >236a > 6b"

For you and Jin, I just gotta say practice. These combos work, and yeah the 623aa j.c 2c combo is harder than you'd think. Keep in mind Hakumen's j.c has a 14 frame startup, which is kinda slow comparatively to most characters. Just try timing the j.c a bit earlier in your fall to compensate. If this pops them up too high after you land and 2c, do superjump j.2c.

Share this post


Link to post
Share on other sites

;392169']lol man i suck i cannot get 623AA jC land 2C j.C j.2C at all. they pop too high after the land 2C and I often miss the j.C land 2C

I've been having a similar issue, but for me it is that I get a black beat when I go to do the land 2C. Any advice? I think I might be hitting the j.C too early. It's supposed to hit when Hakumen is closer to the ground, right?

Share this post


Link to post
Share on other sites

if the combo beat turns black when you hit with j.c, it means you are doing the j.c too late. If it is turning black when you do the landing 2c, you are doing j.c too early.

Share this post


Link to post
Share on other sites

Just out of curiosity:I can do Hakumen j.B->Throw and it appears to combo validly(red beat). However the ! over the target's head is red instead of green. Does this mean anything inparticular?

Share this post


Link to post
Share on other sites

That was not my question. I asked specifically about the location of the combo, where I marked with (here). That's when it becomes techable, and I was asking if it's always techable, or am I just not timing it right. And I can do the corner loop just fine, 236aa combo is very easy. Just need to get use to it.

Share this post


Link to post
Share on other sites

hello hakumen players. i just need a small guide (or you can refer to a link that may have answered this question already) on how to do a combo that's 10,000 worth of damage because that's the only character specific trophy/achievement i haven't done yet. I'm only doing a 6500+ and that's using his retribution infinity already. :keke:

Share this post


Link to post
Share on other sites

Can someone tell me what moves (normals+links) give best meter for Magatama and what situations they are best in? I'd like more opportunities to do star-link combos, thanks.

Share this post


Link to post
Share on other sites

Just for reference, here is the notation for the combo:

214214b > 236a >

41236c (1 hit) > 623aa > 2147c > 5c >

41236c (1 hit) > 623aa > 2147c > 5c >

41236c (1 hit) > 623aa > 2147c > 5c >

41236c (1 hit) > 623aa > 2147c > 5c >

41236c (2 hits) > 214b (1 hit) > 632146c

Fun fact: without Mugen, you'd need 42 stars to do that combo :v: (But then again, without Mugen, you could just do [41236c (2 hits) > 5c] xN, so whatever)

Share this post


Link to post
Share on other sites

So are there any decent combo's off the counter hit Super(236236D)? I know that it can be canceled into any of hakumens specials, but outside of going into his other Super are any of them worth doing? Also i've had a few matchups where I've cornered my opponent and then gotten the super counter. This puts you right underneath them as they fly back and seems like it could have some decent followups, but I can't seem to get the timing down even in training. Am i wasting my time? I'm mainly looking for followups because it feels like in general it's just not worth using. I'd rather save the stars for something I know will work and doesn't have a decent chance of me being countered into oblivion. Edit: I figured I should clarify that I have found a few combo's, but it just seems like none of them are even remotely worth it, or would require mugen to actually work. I know you can go Super>214B>623A,A if you space it right, but that's 8 stars, not wonderful damage, and i think they're hit to high to follow up.

Share this post


Link to post
Share on other sites

Ok after screwing with it and finding a whole bunch of stuff that would make great combo video filler I found one combo that's actually more than the 236236Dxx632146D combo which does 6096. Opponent in corner: 8 stars 236236Dxx41236Cxx236A>6C [6396] So if you for some reason have 8 stars, a cornered opponent, and just need 300 more damage I guess this would be the combo to do. Other than that I can't find much that's worth the star burning, but I really just started hakumen so I highly doubt that's the best.

Share this post


Link to post
Share on other sites

snip

Turn mugen off, your damage values are off by 20% :gonk:

(i.e. yukikaze xx shippuu does 5080, not 6096)

Edit (unrelated but didn't want to double post):

Easy way to do 10k damage combo: (for the trophy/achievement)

mugen > fully charged 632146c > 41236c (both hits) > 214b (1 or 2 hits is OK) > 623aa > jc j214c

Does 10163 or 10167, and still counts even if you do it in training mode, with infinite mugen+meter, etc. Just make sure you wait a tad after 623aa before you jump, or they'll be too high for j214c to hit

edit again: even easier and obviouser? Turn barrier burst to "spent", then mugen > 632146[c] > 41236c or whatever :vbang:

Don't know if it "counts" with danger mode, though (edit: no it doesn't)

Share this post


Link to post
Share on other sites

Has anyone used Renka-loop (214+B, etc) in the corner yet? Dunno if it's character specific, but it works on Jin. Still looking for what normals give best meter.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×