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JackG

[CT] Hakumen Combo Thread

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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.

this was discovered quite literally months ago.

but yeah it's pretty cool, if not a bit wasteful.

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Still looking for what normals give best meter.

100% = 1 magatama, these numbers are all eyeballed and very rough estimates that I did in training mode just now

5a ~5%

6a ~15%

2a ~5%

ja ~5%

5b ~10%

6b ~20%

2b ~10%

jb ~10%

5c ~25%

6c ~40%

2c ~20%

3c ~25%

jc ~20%

j2c ~20%

^^^ These are all on hit, it's like 1/4 as much on block

5d ~50%*

6d ~0%

2d ~33%

jd ~40%

*(NOT one star as commonly mentioned, it's just that it "usually" gets you to the next level)

edit: missed j2c

edit2: eyeballed the drive moves too, why not

IGNORE, see next page

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Do you know if the D counters give a lot of meter? Or not much? D, 2D, 6D, and j.D.

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I could've sworn a few did. According to the other threads everything except 6D gives you 1 star.

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hmmmm. If that's the case then I stand corrected, I thought it was the same for all Drive counters. I know I came to that conclusion from countering a move so it was probably a 6D. Meter didn't move at all.

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I can see why 6D wouldn't give you meter though since it can punish TK moves like Jin's 2147+Icecar.

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I'm gonna have to try it, but I was under the impression his counters aside from 6d do give you one star each, but that's only if you hit the opponent with the counter. AKA you're not allowed to counter full screen projectiles and get stars, but then again you can autoguard projectiles with your C moves for stars.

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JackG is correct. Properly countering a projectile will save you from damage, and that's it, but 2d, 5d and j5d all give one star assuming you actually HIT them with the counter. I also noticed that Hakumen gains meter when he gets hit which is nice. I find these big 214214b combos pretty awesome, as if you get very skilled at mixing pokes with auto-guards, you can fill your meter quite fast without taking much damage, then just end the match right there with a 80% combo. Sounds brilliant, ballsy, and ... honestly, in the end, not that realistic. But still---!!!

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Added drives to my post on the previous page. Driving and hitting doesn't actually give you a whole orb, just a portion like any other move (but a large portion, that usually adds up to enough)

Driving and not hitting doesn't do anything

Getting hit adds meter but I'm not even going to start guessing how much

edit: Well, besides eyeballing it we could just calculate how much.

Whenever characters attack, the amount of Heat Gauge they are receiving is based on the formula:

[Attack Damage x 1.05 x Heat Gauge Rate] / 100

Hakumen 30%

So [Damage x .315] is how much heat gain there is. If 6c adds about 50%, does 1640, then it multiples to 516.6, which means that 1000 "points" = 1 magatama. 6D doesn't add any meter on its own, because it doesn't do any damage!

5a = 180 damage -> 56.7

6a = 620 damage -> 195.3

2a = 160 damage -> 50.4

ja = 220 damage 69.3

5b = 620 damage -> 195.3

6b = 930 damage -> 292.95

2b = 600 damage -> 189

jb = 590 damage -> 185.85

5c = 1110 damage -> 349.65

6c = 1640 damage -> 516.6

6[c] = 1940 damage -> 611.1

2c = 1030 damage -> 324.45

3c = 1200 damage -> 378

jc = 1070 damage -> 337.05

j2c = 980 damage -> 308.7

5d = 1700 damage -> 535.5

6d = 0 damage -> 0

2d = 1020 damage -> 321.3

jd = 1610 damage -> 507.15

Hooray!

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Just decided to convert these to percentages because I hate decimal digits....:gonk:

Above Data/1000 Units. Note that I rounded up a decimal (example .068 = 7%/.064 = 6%).

5a = 6%

6a = 20%

2a = 5%

ja = 7%

5b = 20%

6b = 29%

2b = 19%

jb = 19%

5c = 35%

6c = 52%

6[c] = 61%

2c = 32%

3c = 38%

jc = 34%

j2c = 31%

5d = 54%

6d = 0%

2d = 32%

jd = 51%

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Here's a question then... What works as "links". I know 2A and 2B link by themselves but that's basic. I'm looking for things like jump-ins, sweeps-to-OTG (off the ground), and perhaps "throw-to-hit" or "hit-to-throw" maneauvers. Most likely these are 2 hit combos at best, but they serve well as a secondary when you're not so good at D-countering for the Magatama. I guess what I'm saying is...there are two phases Hakumen has to deal with: Building Stars (gaining meter with pokes, counterhits, 2-in-ones, jump-ins, counterhits, throw nonsense, etc, and D-counters). Like for example, jC into 5C is a basic 2-hitter that may not be worth much except building meter. Using Stars (obviously the special chains). Also I am looking for "counter" based combos (starless or with stars since star moves link with Drive Counter). That start with a successful counter and go from there, the counter DD "Yukikaze" super would be part of that as well.

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Here's a question then...

What works as "links". I know 2A and 2B link by themselves but that's basic.

I'm looking for things like jump-ins, sweeps-to-OTG (off the ground), and perhaps "throw-to-hit" or "hit-to-throw" maneauvers. Most likely these are 2 hit combos at best, but they serve well as a secondary when you're not so good at D-countering for the Magatama.

I guess what I'm saying is...there are two phases Hakumen has to deal with:

Building Stars (gaining meter with pokes, counterhits, 2-in-ones, jump-ins, counterhits, throw nonsense, etc, and D-counters). Like for example, jC into 5C is a basic 2-hitter that may not be worth much except building meter.

Using Stars (obviously the special chains).

Also I am looking for "counter" based combos (starless or with stars since star moves link with Drive Counter). That start with a successful counter and go from there, the counter DD "Yukikaze" super would be part of that as well.

for orbs what I do (which happens to be good for orbs)...

jB, B

jC, 3C (I find it more consistent then jC to 5C)

6A, 3C (non-CH, can be difficult to tell when it's CH or not, I usually assume CH)

B/2B spam...

I've never really had too much of a problem for orbs TBH. I just wished he started off with 2, as it's annoying to have to wait around for the 2nd to come up to start looking for 214B/623AA combos.

If you land jB, B, somewhat early on you will *likely* generate enough orbs to go straight into 214B/623AA even if you started the combo with 1. I haven't tested this out that much, but I know that I have done the combo with 2 orbs, spend it on 214B/623AA, but end up with another orb left over anyways. So apparently between what fractional orb I had generated prior to the combo, the meter it gave me for doing jB, B, and the time it took to complete the combo, I got another orb.

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On 623AA jC VV 2C j2C j2C ad j2C j2C in the corner, besides that i rarely can get the timing right for the jC, it always goes dark beat on the first j2C, but i don't feel like i can get it out any sooner. is the timing really tight or is the combo different?

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also i am looking for "counter" based combos (starless or with stars since star moves link with drive counter). That start with a successful counter and go from there, the counter dd "yukikaze" super would be part of that as well.

5d -> 6c -> 632146c

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Also I am looking for "counter" based combos

Just messed around a little in training and found some combos, and then made up other ones :I:

(disclaimer: these are probably inefficient and weak)

no stars:

6d, 9, falling jc > land 2c > j2c etc

5d > 6c [> shippuu]

2d > 2c > ??? (j2c ad jc is probably all you're gonna get)

a few stars:

5d > 236aa > j2c ad jc

2d > 41236c > 236a > 6c [> shippuu]

2d > 5c > 623aa > j2c ad jc (if you try the standard "falling jc land 2c etc" it may not combo b/c of combo length, i haven't tried)

2d > wait, 236a > 6c [> shippuu]

when cornered 5d > 5c > otg combo of choice (41236c 2c j2c ad j2c jc, or something)

lots of stars:

6d/5d/2d > mugen :v: (you can safely activate, however they can tech before you can continue comboing)

from corner 5d > 5c > 214b (1 hit) > 41236c > 623aa > j2c j2c ad j2c j2c jc (6676 damage, 7 orbs)

from corner 5d > 5c > 214b (1 hit) > 41236c > 5c > 41236c > 3c (7368 damage super easy, all 8)

yukikaze > shippuu (5080 damage, all 8)

yukikaze into corner > 41236c 236a 6c (5330 damage, all 8)

jd doesn't combo afaik :toot:

edit: screwed up/typoed something

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Is it possible to combo off of Haku's air throw? I've been doing 2147B-> air throw, and currently I can't find anything that hits before the person can tech, but I think I'm not throwing low enough to the ground (I know that I can get it lower with practice).

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Is it possible to combo off of Haku's air throw? I've been doing 2147B-> air throw, and currently I can't find anything that hits before the person can tech, but I think I'm not throwing low enough to the ground (I know that I can get it lower with practice).

I've seen air throw > jb > land > 2c (and then j2c ad jc j214b > dj purple airthrow :v:), but besides that I don't think there's anything.

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Is it possible to combo off of Haku's air throw? I've been doing 2147B-> air throw, and currently I can't find anything that hits before the person can tech, but I think I'm not throwing low enough to the ground (I know that I can get it lower with practice).

This combo works.

5 Stars

J.c-> 5c-> 623a~a-> Air Throw-> 'falling' J.c-> 214c midair

also if you only have 2 stars switch 214c midair to 5c.

I've tried 2147b-> Air Throw-> 'falling' J.c-> 214c and it works as well.

Edit:4 Stars version of above combo and it does more dmg.

J.c->5c-> 623a~a-> Air Throw-> 'falling' J.c-> 214b midair-> J.c

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To get a combo listing going, I've selected the best possible combos for several situations. All of the combos in this post are performed from starting positions on normal hit. * means you reach a corner. These combos are tested on Arakune for now.

1 Star:

((Jump-in/Mid,)Low/Throw):

((j.C/6A,)6K/Throw) 236A 6C : ((2574/1917)1963/3068)

2 Stars:

Mid/Low:

5C/6K 623A~A j.C 2C sj.2C->AD5C : 3333/2810

Jump-in:

j.C 5C 623A~A j.C 2C sj.2C->AD*2C->5C : 3838

Throw:

Throw 236A 623A 2C j.2C->AD2C: 3445

3 Stars:

Mid/Low:

5C/6K 236A 623A~A j.C 2C sj.2C->AD*2C->5C : 3611/2926

Jump-in:

j.C 5C 236A 623A~A j.C 2C sj.2C->AD*2C->5C : 3901

Throw:

Throw 236A 236A 623A 2C j.C->AD*2C->5C : 3764

Overhead:

41236C 3C : 3514

4 Stars:

Low:

6K 41236C 5C 236A 6C : 3719

Mid:

5C 214K(1) 623A~A j.C 2C j.2C->AD*2C->5C : 4530

6C 632146C : 4584

Jump-in:

j.C 5C 214K(1) 623A~A j.5C 2C j.2C->AD*2C->5C : 4700

Overhead:

41236C 5C 236A 6C : 4437

Instant overhead:

2147C |> 2K 236A [6C] : 3702

5 Stars:

Low:

6K 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C : 4146

Overhead:

41236C 5C 623A~A j.5C 2C sj.2C->AD*2C->5C : 5399

6 Stars:

Low:

214K(1) 41236C 236A 6C : 4964

Mid:

5C 214K(1) 41236C 236A 6C : 5085

Jump-in:

j.C 5C 214K(1) 623A~A j.5C 2C j.2C->AD*2C->5C 214K tj.5C : 5039

Throw:

Throw 214K 623A~A sj.K dj.S 214K tj.2C : 4561

7 Stars:

Low/Mid:

6K/5C 214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C : 5216/6177

Jump-in:

j.C 5C 214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C : 6024

Overhead:

41236C 5C 41236C 236A 6C : 5768

9 Stars:

Low:

214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C 214K tj.5C : 6718

Mid:

5C 214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C 214K tj.5C : 6660

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Actually i think those are 9. 214k(2) 41236C(5) 623A~A(7) 214K(9). However of course you start with 8 and gain the extra star during the combo. That said what's a good way to end all the sj.2C combo's if you can't get them to the corner? Should you always just end with AD 5C or is j214C worth the stars if you can do it?

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What I stated was correct, those are 9 star combos:p Euhm, it isn't always useful to do that extension, if you see the listing, you'll notice that some totally different combos can net you more damage than that extension. If you for some reason gain enough stars during the combos however, I guess it should be fine. j.214K tj.C nets you +500-1000 damage easily. EDIT: oops, misread, the knockdown on j.214C imo is the only thing it has going for itself, damage wise it's definitely not worth the stars.

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