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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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So, you have arrived it seems. You wish to unleash the power of the Susanooh, but be warned for this will not be an easy task. Do not disappoint me.

 

General Notation.

 

[table]

>Cancel

,Links

|>Attack after Landing

jJump

sjSuper Jump

jcJump Cancel

tkTiger Knee

CTCrush Trigger

ADAir Dash

IADInstant Air Dash

AAAnti Air

CHCounter Hit

FCFatal Counter

[/table]

 

If you find yourself unfamiliar with any of the above symbols, then I implore you study upon the notation page on this site's very wiki.

 

Combo Theory
Unlike the masses, my combos are far less forgiving. I hone my skills by carefully connecting each blow, you might refer them as "links", for they do not chain normally.

 

If all of you have previously played my prior incarnations of this particular...game, you'll find most of my combos have remained mostly unchanged. 

As usual, the general format of Hakumen combos is as followed

Collapsed: Combo Setup:
(Minimum Stars needed for the combo, NOT the total amount used)Combo goes here(Damage, stars gained)

 

i.e (2)623A~A, 66 5A>5B(jc)>j.B>j.2A(jc)>j.2A>j.C(1994,.8 stars)

 

Collapsed: Combo Enders:
j.2A(jc)>j.2A>j.C or j.2A(jc)>j.2C>j.21A, the aforementioned "Escalator of Justice" will be your primary air Combo Ender more often than not. The former gives you good spacing when you want the opponent off of you, and the latter gives you some nice air oki.

You can also do j.214C after J.2C for more damage, but its generally recommended as a round ender. Its important to be smart with Hakumen's meter.If you want some nice ground oki, you can end some combos early with 5C>3C as well.

 

Also, the combos listed here are the more optimal ones, and therefore slightly above average difficulty. I'll post both his challenge mode combos and some more basic combos on his wiki page but I generally wanna keep this space reserved for optimal and meter resourceful combos.

 

Challenge Mode Combos(#1-#20)

[collapse]

Challenge #1: (0) 5A>5A, 3C (879, .1)

 

Challenge #2: (1) 2B>214A, 3C (1248, .5)

 

Challenge #3: (0) j.2C, 2A>2A, 3C (1647, .7)

 

Challenge #4: (6) 214A>236B(1)>41236C (3318, .3)

 

Challenge #5: (4) 2A>6A, 4C>632146C (2824, .5)

 

Challenge #6: (5) 623A~A, j.B>j.214C (2908, .4)

 

Challenge #7: (7) 236B(1)>CT, 2C(jc)>j.B(jc)>j.B>214C (4596, .4)

 

Challenge #8: (4) CH 4C, 214A>41236C, 2C(jc)>j.B>j.2A(jc)>j.2A>j.C (3791. 9)

 

Challenge #9: (0) j.D, 5A>5B(jc)>j.B>j.2A(jc)>j.B>j.2A>j.214A (2704, .7)

 

Challenge #10: (8) [2]8D 

 

Challenge#11: (5) B+C, 623A, 6C(Lv. 2), 5C>632146C (4081, 1.3) (Corner only)

 

Challenge #12: (5) 623A, 41236C, 6A>6B, 5A>214A, 6C (3725, .9)

 

Challenge #13: (4) AA CH 6A, 214A>623A, 2C(jc)>j.B>j.2A(jc)>j.2C>j.214B(jc), j.C (2687, .8)

 

Challenge #14: (2) 6D, 5C>623A~A, 5C, 2C(jc)>j.B>j.2A(jc)>j.C>j.214A (3528, 1.5)

 

Challenge #15: Perform a combo that does 4000 and above off a Guard Crush.

 

Challenge #16 (8) CH 3C, 236B(1)>41236C(1)>CT, 5C>623A, 2C(sjc)>j.B>j.2A(jc)>j.2A>j.C (6481, 1 star)

 

Challenge #17 (4) 5D>623A~A, 66214B>AD OD, j.2C, 2C(sjc)>j.B>j.2C>j.214C (3941, .7)

 

Challenge #18: (3) CH 6A, 66 6C(lv. 2), 2C, j.C>j.214B, delay AD J.2A>j.C |> 5C, 5C>214A, 5C, 3C (4443, 2.4) (Corner Only)

 

Challenge #19: (8) OD 236236D, 214214B, 632146C, 41236C(1)>214A>623A~A(jc)>tk j.214A>j.214B>j.214C |> 236B(1)>632146C (9124. 0)

 

Challenge #20: Perform a 10k combo

[/collapse]

 

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Combos By starter

 

Collapsed: Normal Starters:
(4) CH 6B, 2C>Tk j.214B>AD j.2C,5C>A+B,2C(JC)>Sj j.B>j.2A(JC)>j.2A>J.C (4800, ?)
note: Also works with RC 6B, at the cost of four more stars.
 
(5) CH 5C > 41236(1) >623A > Walk 6A > 6B, 5A > 5A > Guren, IAD J.B, J.2A, 5C, 3C (5477)

Note: Fails on Bang, Jin, Kagura, Lambda, Litchi, Makoto, Nu, Platinum, Rachel, and Taokaka. J.B needs to be delayed on Valkenhayn or 5C will whiff.

 

Collapsed: Adjustments to the combo for the aforementioned characters :

(5) CH 5C > 41236(1) > 623A > Walk 6A > 6B, 2A > 5A > 5A > 214A, IAD J.B, J.2A, 5C, 3C (5322)

Note Variation of the above combo that works on Bang, Jin, Lambda, Litchi, Nu

 

(5) CH 5C > 41236(1) > 623A > Walk 6A > 6B, 2A > 5A > 214A, IAD J.B > J.2A,  5C, 3C (5451)

Note: Variation that works on Platinum and Tao

 

(5) CH 5C> 41236(1) > 623A > Walk 6A > 6B, 2A>2A>5A>214A, IAD J.B > J.2A, 5C, 3C (5303)

Note: Variation that works on Rachel

 

(5) CH 5C > 41236(1) > 623A > Walk 6A > 6B, 5A>5B, 214A, IAD J.B > j.2A, 5C, 3C (5729)

Note: Variation that works on Lambda, Nu, Hazama,  Makoto, Relius, Terumi and Tsubaki. On Lambda, Nu and Makoto: Walk forward a bit after Kishuu and delay 5A. On Hazama, Relius, Terumi and Tsubaki: Don't walk after Kishuu and delay 5A. It's harder than the timing above, 5A > 5A also works on those characters and is much easier.

Note: These also work off Crouching Hit 5C and an Anti Air 5C

 

(6) J.2A CH > 5B/2C > TK j.214B > AD > J.2C > 5C > CT > 5C > 623A, 2C(hjc) > J.B > J.2A(jc) > J.B > J.2A > j.214A (3994/4335)

 

(4) 6A, 5B > 623A~A, 214A, IAD J.B > J.2A, 5C > 623A, 2C(jc) > j.B > j.2A(jc) > j.B > j.2A > j.214A (2917)

 

(6) CH 6A, 41236, 2C(jc), tk j.214B, AD J.2C, 2C(sjc), j.B > j.2A(jc) > j.B > j.2A > Agito (4545).
 
(4) CH 3C, 2B>214A, 41236C, 6A>6B, 5A>5B(jc)>j.B>j.2A(jc)>j.B>j.2A>j.214A (4620)
 
(4) FC 6C, 5C>41236C, 6A>6B, 5A>5B(jc)>j.B>j.2A(jc)>j.B>j.2A>j.214A (6021, 2 stars gained)

 

Collapsed: Special Starters:
(3) 623A~A, delay 214A, IAD J.B>J.2A, 2C(sjc) > J.2A(jc) >J.2A > j.C (2612,.8 stars)
 
(4) 236B(1)>A+B,5C,2C(sjc) j.B>j.2A(jc)>j.2A>j.C (4072, .3 stars)
 
(4) 236B(1) > 623A > 6C(level 1) > 5A > 5B > 214A > 5A > 3C (2670, 0.8 stars)
 
(4) TK/Dash CH j.214C > 2B > 5A > J.B > J.2A(jc) > J.B > J.2A > j.214A (4079)
 
(4) TK/Dash CH j.214C > 2B > 214A > IAD > J.B > J.2A > 5C > 3C (4502)
 
(4) 214A->41236C->2C->JC->j.B->j.2A->JC->j.C (4393 .5 stars gained)
 
(2) CH j.21A, j.B, land 5c, 2b > Gurren, IAD j.b > j.2a, land 2C, j.2a > j.c (2633) 
 

Collapsed: Throw Starters:

(4)Back Throw>41236C(1)>623A, 2C(JC)>j.B>j.2A(JC)>j.2A>j.C (4124, .9 stars) 

Collapsed: Overdrive Combos:

(5 stars, 10% Life) OD, 236(1)>41236C(1)>623A, 2C>TK j.214B>AD J.2C, 5C>CT, 2C(JC)>j.B>j.2A(JC)>j.B>j.214C (8002, 1 star)

 

 

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Combo by Starter

Collapsed: Normal Starters:

(2) CH 6B,2C(JC)>j.C>j.214B,delay AD J.2A>j.C,5C,2C(JC)>sj j.B>j.2A(JC)>j.2A>j.C (4690, ?)

Collapsed: Special Starters:

(5) 623A~A, 6C, 2C, j.C>j.214B, delay AD J.2A, J.C, 5C, 5C>214A, 5C, 3C (4640) 

 

(6) Dash CH j.214C, 2C(jc)>tk j.214B>AD j.C |> 5C, 5C > 214A, 6A>6B (5900)

Collapsed: Throw Starters:

 

Collapsed: Overdrive Combos:

(7 stars, 10% Life or lower) 236B(1)>41236C(1)>CT>6C, 2C, J.C(ODC), falling J.C |> J.C>j.214B>AD>j.C, 5C, 5C>632146C>623A, 5C, 3C (It does over 10k, will confirm soon, 2 stars)

 

(5 Stars, 30% Life or lower) CH 6B, 5C(ODC), 5C > 41236(1)>CT, 6C > Shippu(Lv. 2), 214A, 5C>Shippu (9480)
 
(5 Stars, 20% Life or Lower) CH 5C(ODC) > 41236(1)>CT, 6C > Shippu(Lv. 2), Guren, 5C>Shippu (10988 lol) 

 

BBCPEX_Info_Bar_c01.png

So as we all know, Mugen has been kind of piss in CP. Decreased combo rate and the new combo system pretty much made it even more niche than it already was.(unless your name is Poropiccho anyway). Arc decided to throw us a bone by giving it a rather niffy buff, which means its actually semi-practical and somewhat worth learning now. It still has the same combo rate(30%), but now Shippu will do a full, unscalled 3800 clean depending on how many specials you connected before the Super. Naturally, it can lead to some ridiculous things, especially when combined with Overdrive.  So this space will be used for any Mugen Combos and variations of. Also, I'm omitting the stars needed for this section for obvious reasons.

 

Combos By Starter

Collapsed: Normal Starters:

4C CH > 214214B > 236B(1) > 41236(1) > 623A > Dash j.214C > j.214B > Delay AD > J.2C > j.214A > J.B > 5C > 236B(1) > 623A~A > 632146(Level 2) (7294)

Collapsed: Special Starters:
[/collapse]

Collapsed: Throw Starters:

[collapse=Overdrive Combos]

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Day 1 notes.

 

Collapsed: Basic combos:
... > Enma > Dash > 5A > 5B > J.B > J.2A > jc > J.B > J.2A > Agito (1991)
Works with 5A > 5B before Enma but not J.A > 5A > 5B.
 
(Crouching) ... > Guren > 2A > 6A > 6B/3C (1415)
 
(Corner) ... Enma > 6C > 5C > Guren > 5C > 3C (3000)
Works even with J.A > 5A > 5B.
 
(Corner)... Enma > 6C > 2C > J.C > Hotaru > Delay AD > J.2A > J.C > 5C > 5C > Guren > 5C > 3C (4640)
Could be character specific but I didn't have the time to test. Without J.2A (4614)
 
The combos below don't work if they are done too close to the corner.
 
Collapsed: Zantetsu(1) > Kishuu > Walk 6A:
5C CH > Zantetsu(1) > Kishuu > Walk 6A > 6B > 5A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (5477)
Doesn't work on: Bang, Jin, Kagura, Lambda, Litchi, Makoto, Nu, Platinum, Rachel and Taokaka
J.B needs to be delayed on Valk or 5C will whiff.
 
5C CH > Zantetsu(1) > Kishuu > Walk 6A > 6B > 2A > 5A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (5322)
Bang, Jin, Lambda, Litchi, Nu
 
5C CH > Zantetsu(1) > Kishuu > Walk 6A > 6B > 2A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (5451)
Platinum, Taokaka
 
5C CH > Zantetsu(1) > Kishuu > Walk 6A > 6B > 2A > 2A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (5303)
Rachel
 
5C CH > Zantetsu(1) > Kishuu > Walk 6A > 6B > 5A > 5B > Guren > IAD J.B > J.2A > 5C > 3C (5729)
Lambda, Nu, Hazama, Makoto, Relius, Terumi, Tsubaki
On Lambda, Nu and Makoto: Walk forward a bit after Kishuu and delay 5A.
On Hazama, Relius, Terumi and Tsubaki: Don't walk after Kishuu and delay 5A. It's harder than the timing above, 5A > 5A also works on those characters and is much easier.
 
Those combos also work without a counter hit if the opponent is crouching or in the air, other starters include Raw Zantetsu (4130 with 5A > 5A), Air-to-air J.B CH > 5C > Zantetsu (4141 with 5A > 5A), 6B CH > 5C > Zantetsu (5014 with 5A > 5A, but only the 5A > 5A and 2A > 5A routes seem to work)...
 
Collapsed: AA 5C > Kishuu > 6A / 6B CH > 6A :
Same character specific routes as above. Except for Hazama, Relius, Terumi and Tsubaki 5A > 5A has to be done instead. 
 
5C AA > Kishuu > 6A > 6B > 5A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (3280)
 
Agito CH > J.B > 5C > Kishuu > 6A > 6B > 5A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (2624)
 
Air-to-air J.B CH > 5C > Kishuu > 6A > 6B > 5A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (2577)
 
Enma > Walk > 5C > Kishuu > 6A > 6B > 5A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (2869)
Doesn't work from too far, 5B (max range) seems to be the limit. The first 5C could be character specific too, but I didn't test it on everyone yet.
 
6B CH > Walk 6A > 6B > 5A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (2744)
Only works at close range.

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Love it, is 5a, 5a > Gurren a thing that you've seen japanese players do or is it something of your own making?

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Love it, is 5a, 5a > Gurren a thing that you've seen japanese players do or is it something of your own making?

5A > 5A > Guren is something I originally stole from Chin, but he used it as a combo ender and not a combo filler. I only saw it being used once and it was in a 1.1 match against Serizawa, from either July or August 2014. He used it after the loops and followed Guren by dash > 9jc > J.B(fake cross-up).

 

When we discovered that the loops were no longer working in 2.0, I tried to look for alternative in 1.1 and eventually came up with the 6A > 6B > 5A > 5A/5B > Guren > IAD J.B > J.2A route, thanks to Chin's tech. 

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Man, I'm getting CSE vibes from the IAD>J.B>j.2A, 2C routes this time. They have to be delayed the same way. 

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Alright, I went ahead and finished up the formatting and already added some combos. I'll every other optimal one from today's list tomorrow.

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Got a chance to mess around with this combo for a bit

 

5C CH > Zantetsu(1) > Kishuu > Walk 6A > 6B > 5A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (5477)
Doesn't work on: Bang, Jin, Kagura, Lambda, Litchi, Makoto, Nu, Platinum, Rachel and Taokaka
 
With jin you just have to use 5a x3 instead of x2 and then the combo works.
 
Every other character I tried seems to not work though

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This is a pretty neat discovery.

Are you sure you can't do anything else after Kishuu, Moblin? I remember seeing some huge combos off 5C CH in match vids.

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one of the trail combos was like 236B(1)> A+B > 2C > sjc > J2A > jc > J2A > J.C its like 3.4K But if you do wait a second and do the 6A > 6B > 5A > 5B > jc > JB > J2A > cj >  J2A > J.C you get 3.7K if you start with a 5C you get like 4.5 K if you want a quick and easy punish

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So after killing myself for an hour trying to do one of the BnB's, I think I found a satisfactory one

 

 

(4) 623~A, delay Guren, IAD j.B>j.2A, 5C>623A, 2C(jc) j.B>j.2A(jc)>j.2A>j.C (2997, 1 star)

 

 

Nearly 3k, good corner carry, and you get one star back.

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one of the trail combos was like 236B(1)> A+B > 2C > sjc > J2A > jc > J2A > J.C its like 3.4K But if you do wait a second and do the 6A > 6B > 5A > 5B > jc > JB > J2A > cj >  J2A > J.C you get 3.7K if you start with a 5C you get like 4.5 K if you want a quick and easy punish

 

Its more optimal to use gurren > Zantetsu as a route since you avoid the extended heat gain cooldown from CT and do more damage to boot.

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moar combos

 

the notation for challenge 12 seems wrong if only because kishuu as a starter makes no sense. it must be gurren

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IIRC they just want you to cancel out of kishuu into Renka.  Which is cool and I didn't know you could do that this version.  

 

But with Kishuu losing it's projectile invuln i can't see how I would use it reliably in a match.

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Well, you can always use it as a frame trap. Why would you ever Renka after Kishuu if you're going through a projectile. Chances are you're full screen at that point and the Renka would just miss.

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Yeah i'm not sure what the application would be.   Kishuu > Gurren seems like a thing worth trying out against zoners.     

 

A frame trap would be great.  I wonder how big a gap 2b> kishuu > Renka leaves now if you cancel into Renka.

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So can you special cancel from Kishuu in general now?

 

You could have a mixup between Kishuu > Zan and Kishuu > Renka.

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Yea, the challenge mode dummy looked like it was cancelling from the dash into Zan, I'll test it out a bit when I get back home tonight.

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Not Gurren?  Lame.  Yeah I had no idea you could do it in 1.1 either.  That's very strange but it could have a lot of use in like, mugen.  Where spending 3 stars just to get in isn't a factor.

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So a combo I've been seeing a lot of players use goes something like 

 

 

CH j.2A, 5B>tk Hotaru>AD>j.2C, 5C>CT xxx

 

 

How good would this look as an air to air confirm?

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So a combo I've been seeing a lot of players use goes something like 

 

 

CH j.2A, 5B>tk Hotaru>AD>j.2C, 5C>CT xxx

 

 

How good would this look as an air to air confirm?

It depends on your and your opponent's altitude and how far away you are from him. There are several combos which are possible, but they are all situational:

 

J.2A CH > 5B/2C > TK Hotaru > AD > J.2C > 2C > hjc > J.B > J.2A > jc > J.B > J.2A > Agito (2925/3240)
J.2A CH > 5B > TK Hotaru > AD > J.2C > 5C > CT > 2C > hjc > J.B > J.2A > jc > J.B > J.2A > Agito (3723)
J.2A CH > 5B/2C > TK Hotaru > AD > J.2C > 5C > CT > 5C > Kishuu 2C > hjc > J.B > J.2A > jc > J.B > J.2A > Agito (3994/4335)
2C can't be used midscreen for the second combo, besause CT > 2C pushes the oppopnent too far away.
 
J.2A CH > 5C > Zantetsu(2) > 2C/(6A > 6B > 5A > 5B) > jc > J.B > J.2A > jc > J.B > J.2A > Agito (4056/4112)
J.2A CH > 5C > Zantetsu(1) > Kishuu > 2C/(6A > 6B > 5A > 5B)> jc > J.B > J.2A > jc > J.B > J.2A > Agito (4172/4247)
Sometimes, it's possible to do 5C > 5C > Zantetsu for additional damage.
 
J.2A CH > 5C > Zantetsu(2) > 6A > 6B > 5A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (4108)
J.2A CH > 5C > Zantetsu(1) > Kishuu > 6A > 6B > 5A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (4241)
Doesn't work with 5C > 5C. The first combo won't work if Zantetsu is done from too far away.
 

CH J.2A > 5B works even if you are quite high in the air, but Hotaru can whiff if you are too far, whereas CH J.2A > 2C only works at a very specific height and distance. CH J.2A > 5C works most of the time, it only fails when both you and your opponent are too high.

Additionally, Falling J.2A CH > Falling J.B > 5C is possible, if you are higher than your opponent and high enough, but it's very rare.

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I was testing it out yesterday and noticed it tends to hit of an Air dash J.2A, but yea it seems pretty situational. But its good to know when it does happen given J.2A's active frame increase, so its far more likely to hit in air to air situations.

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