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mAc Chaos

[CSE] Hakumen Combo Thread

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Dioxide recorded a whole bunch of combos. If you're not sure how a combo should be spaced or timed, and need to see it in action, check them out here: http://www.youtube.com/user/dioxideuniversal/videos

This thread is far from complete, but I figured we might as well have something to work with so there isn't just a big gaping combo shaped hole in this forum. Normally I'd wait until I have everything covered but I'm super busy lately so I'll just put what I have now and add in what you guys suggest as we go on. Thanks to psyofang and StoneDrum for the help they gave. We'll be needing everyone's help to complete every nook and cranny of Hakumen's combo potential.

Ideally we want the damage for each combo, the number of stars gained and a video of it too.

A lot of these are basically just standard combos that have always worked across all iterations, but with the addition of j.B into the combo routes it should mean that there are some that can use it. It's a matter of testing to determine which ones those are.

Now, let the combo thread begin! All of you swarm this thread with your combos.

The general rule ought to be one star for every 1000 damage and no purple throws.

TERMS

, = link

> = cancel

CH = counter hit

jc = jump cancel

FC = fatal counter

TK = tiger knee

AA = anti air

AD = air dash (66 in the air)

IAD = instant air dash (956 from the ground)

(X) = canceling out of the move after X hits. For example, Renka(1) means only allowing the first hit (out of two) before continuing to the next move.

[n] = Charge whatever button is in the brackets. 4[C] would mean charging 4C instead of just throwing it out.

ORGANIZATION

The combo list is organized by starter and then the number of stars, which are indicated in parenthesis, along with the number of stars gained. At the end of the combo the amount of damage is listed.

(STARS REQUIRED) COMBO
(DAMAGE / STARS GAINED)
(Video)

BnBs

The two basic combo routes you need to learn with Hakumen are:

(3) [starter] > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C

^The combo is much more difficult with that last j.B, so feel free to omit it if necessary, it will work the same either way.

To line this combo up correctly for the j.B > j.A > 2c, you must delay the first j.B as well as the follow up j.2a (only slightly on this one. Too much delaying can make you land before the j.A after j.B.) Also take note that there is a large window available for the AD j.B and, to a lesser extend, the followup j.A. These timings apply for most other variants of this combo (j.B > j.A > 5c, 2c variants are more strict.)

Where the starter is 2A, 5A, 2B, 5B, 3C CH and 5C. (Possibly 4C or some others as well, but those are the main starters.) This combo carries the farthest, but the next one does more damage if you get near the corner.

The second one to learn is:

(3) [starter] > Renka (1) > Gurren > IAD j.B > j.A, 5C, 2C > sj.B > j.2A, AD j.B > j.2A, j.C

Where the starter is 2A, 5A, 2B, 5B, 3C CH and 5C. If you get near the corner you can extend it for more damage than the first one.

The third one to learn is:

(2) [starter] > 623AA > falling j.2C, 2C > j.2A, IAD j.2A, j.C

The same starters apply.

You also need to know his corner BnB.

(3) [starter] > Renka (1) > Kishuu > 2C > sj.2A, falling j.2C, 2C > sj.2A, falling j.2C, 2C > sj.2A, j.2A, AD j.2A, 5C, 3C

Once again the starters here are 2A, 2B, 5A, 5B, 5C and 3C CH. You can omit the last two bits of the combo (5C 3C) to go for oki. There may be a more optimal version of this including 6C and 6A so somebody should mention that and I'll update this part.

Learning a combo off throws and counters is also important.

COMBOS BY STARTER MOVE

5A

(0)
5A AA
> sj.A > sj.B > sj.2A > sj.C

(0)
5A AA
CH, 2C > sj.2A, IAD j.2A, j.C
(1722 damage)

(0)
5A CH
> 6A > 6B
(1090 damage)

(0)
5A CH
> 6A, 3C
(1122 damage / 0.5 stars gained)

(1)
5A CH
> 6A, 5A > 5B > Gurren, 3C
(1468 damage / 0.8 stars gained)

(1)
5A AA
, 5C > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C
(2651 damage)

(2)
5A
> 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C
(2076 damage / 1.3 stars gained)

(2)
5A
> 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C, (corner) 5C, 3C
(2342 damage / 1.8 stars gained)

(2)
5A AA
CH, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C
(2346 damage)

(3)
5A
> Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, IAD j.2A, j.C
(3078 damage)

(3)
5A
> 5B > Gurren > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C.
(2130 damage / 1.5 stars gained)

(3)
5A
> 5B > Gurren > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C, (corner) 5C, 3C.
(2329 damage)

(3)
5A
> 5B > Renka (1) > Gurren, hop 2C > j.B > j.2A, AD j.B > j.2A, j.C, 5C, 3C
(2800~3000 damage)

(3)
5A
> 5B > Renka (1) > Gurren, hop 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C
(3002 damage)

2A

(0)
2A AA CH
> 5A > j.2A, AD j.B > j.2A, j.C
(1420 damage)

(3)
2A
> Renka (1) > Kishuu, 2C > j.B > j.2A, IAD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C

A lot of the 5A combos should work for 2A as well, but it needs testing.

6A

(0)
6A
> 6B
(1127 damage / 0.5 stars gained)

(0)
6A
> 3C

(0)
6A AA CH (corner only)
, 2C > sj.2A, falling j.2C, 2C > sj.2A, AD j.2A, j.C, 5C, 3C
(2996 damage)

(1)
6A AA CH
> Gurren, IAD j.B > j.A, 2C > j.2A, AD j.2A, j.C

(2)
6A
> 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C, (corner) 5C, 3C
(2676 damage)

5B

(2)
5B
> 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C
(2385 damage)

(2)
5B
> 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C, 5C, 3C
(2722 damage)

(2)
5B
> Renka, IAD j.A > j.B, 2C > j.2A, AD j.2A, j.C, (corner) 5C, 3C
(2729 damage)

(3)
5B
> Renka (1) > Gurren, hop 5A > 5B > j.B > j.2A, AD j.2A, j.C, (corner) 5C, 3C.
(3127 damage)

(3)
5B
> Renka (1) > Gurren, hop 2C > j.B > j.2A, AD j.B > j.A, 2C > sj.2A, AD j.2A, j.C
(3500~ damage)

(3)
5B
> Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C

2B

(3)
5B
> Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C

Same as 2A, a lot of the 5B combos should work here.

5C

(2)
5C
> 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C

(3)
5C
> Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C

2C

(0)
2C AA
> j.2A, AD j.2A, j.C

(0)
2C AA (corner only)
> j.2A, falling j.2C, 2C > j.2A, falling j.2C, 2C > j.2A, j.2A, AD j.2A, j.C, 5C, 3C

(1)
2C AA CH
> falling j.2C, 5C > Kishuu, 2C > j.B > j.2A, AD j.B > j.2A, 2C > j.B > j.2A, AD j.2A, j.C
(3800~ damage)

You can also use the normal BnBs here in a pinch, if for some reason you accidentally landed a 2C while they're grounded or something.

3C

(0)
3C CH
, 2B > 5A > j.2A, AD j.B > j.2A, jC

(1)
3C CH
, 2B > Gurren, hop (delay depending on height) 2C > j.B > j.2A, AD j.B > j.A, 2C > j.2A > AD j.2A, j.C.

(3)
3C CH
, Renka (1) > Kishuu, 2C > j.B > j.2A, IAD j.B > j.A, 2C > j.B > j.2A, IAD j.2A, j.C
(4353 damage)

4C

(1)
4C
> Gurren, 3C

(2)
4C
> 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C

TK / Hop Hotaru

(2)
Hotaru
, IAD j.C

(2)
Hotaru (corner)
, 6C, 6A, 2C > sj.2A, falling j.2C, 2C > sj.2A, j.2A, IAD j.2A, j.C, 5C, 3C
(4101 damage)

(2)
Hotaru FC
, IAD j.2C, 2C > j.2A, AD j.2A, j.C, 5C, 3C

(2)
Hotaru FC
, IAD j.2C, 2C > j.2A, AD j.2A, (corner) falling j.2C, 2C > j.2A, j.2A, AD j.2A, j.C, 5C, 3C

(3)
Hotaru (near corner)
, IAD j.C, Gurren, 2C > sj.2A, falling j.2C, 2C > j.2A, falling j.2C, 2C > j.2A, j.2A, AD j.2A, j.C, 5C, 3C

(5)
Hotaru FC
, IAD j.2C, 5C > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C, 5C, 3C

TK / Hop Tsubaki

(3)
Tsubaki (midscreen)
, IAD j.2C, 2C, sj.2A, IAD j.2A, j.C

(3)
Tsubaki (midscreen)
, IAD j.2C, 2C, sj.2A, AD j.2A, (into corner) falling j.2C, 2C > sj.2A, j.2A, AD j.2A, j.C, 5C, 3C
(4808 damage)

(3)
Tsubaki (corner)
, full 6C, hop 2C > sj.2A, falling j.2C, 2C > sj2A, falling j.2C, 2C > sj.2A, sj.2A, IAD j.2A, j.C, 5C, 3C
(5593 damage)

(6)
Tsubaki
, full 6C, Renka (1) > Kishuu, 2C > sj.2A, falling j.2C, 2C > sj2A, falling j.2C, 2C > sj.2A, sj.2A, IAD j.2A, j.C, 5C, 3C
(5939 damage)

With 3 additional stars you get only 500 more damage, so it seems the 3 star variation is best, unless there's a better one.

Zantetsu

(3)
Zantetsu (midscreen)
, 2C > sj.B > j.2A, AD j.B > j.2A, j.C
(4151 damage / 0.8 stars gained)

(3)
Zantetsu (corner)
, 2C > sj.2A, falling j.2C > 6A, 6C, 2C > j.B > j.2A, j.2A, AD j.2A, j.C, 5A, 3A
(5125 damage / 2.3 stars gained)

^These two combos require close range to work.

(4)
Zan (1) (midscreen)
> Kishuu, 2C > j.B > j.2C, AD j.B > j.A, 2C > sj.2A, AD j.2A, j.C
(4442 damage / 1.3 stars gained)

(4)
Zan (1) (corner)
> Kishuu > 2C > sj.2A, j.2C > 6A, 6C, 2C > j.B > j.2A, j.2A, AD j.2A, j.C, 5C, 3C
(5125 damage / 2.3 stars gained)

Shippu

(7)
Shippu (midscreen)
> Renka (1) > Kishuu, 2C > j.B > j.2A, IAD j.B > j.2A, j.C

This could be a useful punish, but a variation in the corner is probably better. If you're going to punish you might as well just do 5C > Renka (1) > etc.

Counter combos

(0)
5D
, 2C > j.B > j.2A, IAD j.2A, j.C
(2318 damage)

(0)
5D (into corner)
, 2C > sj.2A, falling j.2C, 2C > sj.2A, AD j.2A, 5C, 3C

(0)
2D
, j.B > 2C > sj.2A, IAD j.2A, j.C
(1933 damage)

^To land j.B you must delay it as long as possible. If it's too much trouble then just omit the j.B and land the 2C as normal.

(0)
2D
, hop 2C > j.B > j.2A, AD j.2A, j.C
(2003 damage)

^This variation is easier and does more damage.

(0)
2D (into corner)
, 2C > sj.2A, falling j.2C, 2C > sj.2A, AD j.2A, 5C, 3C

(1)
6D
, falling sj.2C, 5C > Gurren, IAD j.B > j.A, 2C > j.B > j.2A, IAD j.2A, j.C
(2775 damage)

(3)
6D
, falling sj.2C, 5C > Renka (1) > Gurren, IAD j.B > j.A, 2C > j.B > j.2A, IAD j.2A, j.C
(3078 damage)

Throw combos

A note about airthrows. Generally you follow up with falling j.2C, but if you're too close to the ground then you should use j.B instead.

(0)
Throw (corner)
, 2C > sj.2A, falling j.2C, 2C > sj.2A, j.2A, IAD j.2A, j.C, 5C 3C

(0)
Air Throw (midscreen)
, falling j.2C, 2C > sj.B > j.2a, AD j.B > j.2A, j.C
(2937 damage / 1.5 stars gained)

(1)
Throw
> Gurren, hop 5A > j.B > j.2A, IAD j.2A, j.C
(2506 damage)

(1)
Back Throw
> Gurren > hop 2C > j.B > j.2A, AD, j.B > j.2A, j.C
(2730 damage)

(1)
Air Throw (midscreen)
, falling j.2C > 5C > Kishuu, 2C > sj.B > j.2A, AD j.B > j.2A, j.C
(3183 damage / 1.6 stars gained)

(2)
Throw (corner)
, 2C > Renka, 2C > sj.2A, falling j.2C, 2C > sj.2A, j.2A, AD j.2A, j.C, 6A, 5C, 3C
(3906 damage)

(3)
Throw
> Renka (1) > Gurren, IAD j.B > j.A, 2C > j.B > j.2A, IAD j.2A, j.C
(3307 damage)

(3)
Throw (corner)
, 5C > Renka (1) > Kishuu, 6C, 6A, 2C > sj.2A, falling j.2C, 2C > sj.2A, j.2A, IAD j.2A, j.C, 5C, 3C
(4190 damage)

(4)
Throw (midscreen)
> Kishuu, hop Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.2A, AD j.2A > j.C.

(4)
Throw (near corner)
> Kishuu, hop Renka (1) > Kishuu, 2C > j.B > j.2A > (corner) falling j.2C, 6A, 5C, 2C > j.B > j.2A, AD j.2A, j.C, 5C, 3C

^For the above two combos, on some characters you have to do Kishuu > Kishuu instead of Kishuu, hop.

Anyway, that's all there is for now. Not all of them may work on every character, or may require a specific variation, so that's up to all of you to find out. I'll keep updating the combo thread as time goes on.

Edited by mAc Chaos

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Sweet! Good stuff Mac!

Dunno if you're working on one, but we need Reversals! It's a time-honored tradition that we should include that section!

Reversals

j.B -> j.2a gatling seems especially good for this:

[stuff] -> Enma -> j.2c -> 2c -> sj.B - j.2a -> AD j.B - j.2a [reversal occurs here] -> j.C

I haven't tried all variations where it works for this gatling, but it's usually after an AD if you're too close to the hitbox, and j.B pushes them too high.

Other stuff:

[starter] -> Enma -> IAD j.2a [reversal] -> j.C [-> etc. if in corner]

6D -> IAD j.2c [reversal] -> 2c -> etc.

-----

Note:

I believe it's possible to combo non-CH Hotaru midscreen at all times with:

Hotaru -> IAD j.C -> Gurren -> hop 5a/b/2c -> etc.

The trick is in delaying the IAD and hitting the j.C as low as possible. The rest is cake.

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I just remembered about reversals after watching some Extend videos. How exactly do you make it so you end up hitting them in the other direction as opposed to the normal thing happening?

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With the j.B - j.2a gatling? Very likely hitbox positioning as mentioned.

Aside from that, I just know it works.

*Shrugs*

I'll list up the Renka reversal stuff once I remember how to make those things works.

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Zantetsu

(3)
*Zantetsu(2) (Midscreen)
, 2c > sj.B > j.2a, AD j.B > j.2a, j.C
(4151 damage, 0.8 stars)

(4)
Zantetsu(2) (Midscreen)
> Kishuu, 2c > j.B > j.2a, AD j.B > j.A, 2c > sj.2a, AD j.2a, j.C
(4442 damage, 1.3 stars)

(3)
*Zantetsu(2) (Corner)
, 2c > sj.2a, j.2c > 6a, 6c, 2c > j.B > j.2a, j.2a, AD j.2a, j.C, 5c, 3c
(5125 damage, 2.3 stars)

(4)
Zantetsu(2) (Corner)
> Kishuu > 2c > sj.2a, j.2c > 6a, 6c, 2c > j.B > j.2a, j.2a, AD j.2a, j.C, 5c, 3c
(5125 damage, 2.3 stars)

* Close range required

Air Throw

(0)
Air Throw (Midscreen)
, *j.2c > 2c > sj.B > j.2a, AD j.B > j.2a, j.C
(2937 damage, 1.5 stars)

(1)
Air Throw (Midscreen)
, *j.2c > 5c > Kishuu, 2c > sj.B > j.2a, AD j.B > j.2a, j.C
(3183 damage, 1.6 stars)

* Replace with j.B if too low to the ground

6D -> IAD j.2c [reversal] -> 2c -> etc.

Didn't know about this one and was messing wit hit; is it character specific? I'm not having any luck getting it to work on Jin, but it seems pretty strict in general. Can't get the j.2c part to hit late enough so they don't tech the 2c.

Edited by dioxideUniversa

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Added the Zan and air throw combos. I added the stars gained during the combo along side the stars required. So the format looks like:

(STARS REQUIRED, STARS GAINED) Starter COMBO (DAMAGE) (Video)

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Added a note about switching the j.2c with j.B as needed in the air throw combos.

I'll probably start going through and recording videos for a lot of these combos later tonight unless someone else was planning on doing so!

EDIT: I personally feel it looks less sloppy to have meter regained listed after damage rather than at the beginning next to stars required since the combos are partially organized by stars required.

Edited by dioxideUniversa

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Hmm, but the way I have it now takes up less space, and it puts it next to the other magatama information. But I can change it if it seems sloppier that way.

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I'll put up other stuff on here but since you all were talking about reversals:

2C AA CH > Kishuu > 5C (do it immediately for a reversal or delay 5C until the opponent flies over you) > Renka (1) > Kishuu > 2C > into either Corner Loop or j.B > j.2A > IAD j.B > j.A > Loop if you aren't close enough to the corner. Don't have values though.

Now to go edit my paper.

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So this is, you're the one in the corner, and they jump in on you and you get a 2C AA CH, then Kishuu under them, putting them into the corner? How often does that happen?

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Hmm, but the way I have it now takes up less space, and it puts it next to the other magatama information. But I can change it if it seems sloppier that way.

I personally find (#) [starter] lining up cleanly makes it much easier to sort through. Plus what brought it up was I was trying to figure out the best way to write these combos out in the videos, but youtube doesn't have formatting. Having stars required / stars regained made it a little harder to look at with no other formatting like bolds, and I feel it would be best for them to match the way it is written on the thread.

That said, I got some videos uploaded already, but I'm not sure what the easiest, most streamlined way is to get them posted up in the thread. I suppose I'll just copy paste the combo and attach the link on the end (especially since some combos as posted have information missing.) I've tried to handle how the videos are presented (particularly title/description etc.) using my best judgement, so opinions on that are welcome.

I ran into some weird spots/errors while recording, so I attached any ***notes below any combos where I encountered problems in case discussion is required. These shouldn't be copied to the thread.

5A

(0)
5A CH
> 6A, 3C
(1122 damage / 0.5 stars)

(1)
5A CH
> 6A, 5A > 5B > Gurren, 3C
(1468 damage / 0.8 stars)

(2)
5A
> 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C
(2076 damage / 1.3 stars)

(2)
5A
> 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C, (corner) 5C, 3C
(2342 damage / 1.8 stars)

*** This one was listed as 2380 damage, but 2342 is what I got when I did it.

(3)
5A
> 5B > Gurren > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C
(2130 damage / 1.5 stars)

6A

(0)
6A
> 6B
(1127 damage / 0.5 stars)

Let me know what (if anything) would be easier for you as far as getting the videos with their combos, Mac.

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So this is, you're the one in the corner, and they jump in on you and you get a 2C AA CH, then Kishuu under them, putting them into the corner? How often does that happen?

The 2C CH happens a good amount if you use the range on the move to beat slower dash/jump-ins. The combo itself can be used anywhere on the screen as you can change direction to face the closest corner. I use it to get mid-screen damage off of 2C using ground specials instead of just the jump cancel into normal corner carry combo. Plus, if they block the 2C high enough, you can still Kishuu to cross-under them, stay protected from air attacks, and position yourself better.

6A AA CH can also link into Enma midscreen.

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Didn't know about this one and was messing wit hit; is it character specific? I'm not having any luck getting it to work on Jin, but it seems pretty strict in general. Can't get the j.2c part to hit late enough so they don't tech the 2c.

Dunno if it's character specific, though it is timing/spacing specific.

-----

Moar reversal!

[From corner] 3c CH -> 2b -> Renka(1) -> Kishuu [reverse] -> 6c -> Gurren -> 1x loop -> j.C

Something like 4485 dmg, too lazy to check what it is with 5c -> 3c ender.

-----

As for format, I don't really care myself. Sounds like a pain to go back and edit that. Not like it matters anyway since we'll forget about this thread one month down the line as usual. :P

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It's more work than anticipated, but I am more than willing to make changes as needed.

I have more stuff recorded, but I haven't had time to get them put up. Will probably marathon the thread over the weekend.

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Oh, forgot to add that the 6D -> IAD thing can be replicated with a simple sj.2c instead of IAD.

The difference between the two has to do with hitboxes and spacing... will need a ton of testing to work out the wrinkles.

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I remember the 6D super jump thing, but I wasn't having any luck with the IAD version except for characters with large grounded hitboxes like Tager and Rachel. Would be interested in seeing more info on it from people with better execution.

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In CS2, the only character 6D > IAD j.2C (autoswitching sides into 2C) worked on was Tager so I included it in that match-up thread a while back. There are a lot of interesting combo routes now, it's nice.

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No, but OMG 6D > IAD j.B (reversal) > 5A/Gurren works in CS2! Just tested it now, don't have Extend but it has to be even easier now. The j.B just has to be done low to the ground...holy crap, testing on other characters now.

EDIT: Actually, as long as you wait to do j.2C/j.B until after you cross-over the opponent, the moves will combo into 2C > JC > Combo. The thing is that j.B is easier to time. You can also combo into 5C instead of 2C as well. The jump cancel j.B after the 2C isn't working right now on Platinum, but so far it looks like it works on everyone else pretty well without meter.

EDIT2: I'm retarded. Sorry Sophisticat, I'm going to sleep soon. Been up way too long.

Edited by SansProtocol

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(3) 5A > 5B > Gurren > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C (2130 damage)

Cheaper to just go straight into 623AA after 5B.

(0) 2D (into corner), 2C > sj.2A, falling j.2C, 2C > sj.2A, AD j.2A, 5C, 3C

You can do this combo off of 5D too.

5A (Crouching) > 6A > etc. (Hakumen, Tager, Bang, and Relius(only sometimes))

5A (AA) > 5C > 623A > 2C > j.B > j.2A > etc.

6A (Ground CH) > falling j.2C > etc.

2A (CH) > 6A (Hard to confirm though)

2C (AA CH) > falling j.2C > 5C > 623A > 2C > j.B > j.2A > etc. (Does around 3.8k)

(0) 2D, j.B > 2C > sj.2A, IAD j.2A, j.C (1933 damage)

You can do 2D > 66 > 2C > j.B > j.2A > AD > j.2A > j.C (2003 I think) which is easier and a little more corner push.

(On some characters you have to do 623A > 623A instead of 623A > 66)

BC (Midscreen) > 623A > 66 > 236B(1) > 623A > 2C > j.B > j.2A > AD > j.B > j.A > 2C > j.2A > AD > j.2A > j.C.

BC (Midscreen/near corner) > 623A > 66 > 236B(1) > 623A > 2C > j.B > j.2A > j.2C > 6A > 5C > 2C > j.B > j.2A > AD > j.2A > j.C > 5C > 3C.

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Added the throw and counter stuff, but I'm afraid I'm out of the loop this time around when it comes to most of the rest of these combos:

5A (Crouching) > 6A > etc. (Hakumen, Tager, Bang, and Relius(only sometimes))

6A (Ground CH) > falling j.2C > etc.

2A (CH) > 6A (Hard to confirm though)

What comes after?

Also, we could use some max charge 6C and 4C combos, although in those situations you can pretty much do whatever you want.

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After the 6A, whatever you have or want to spend meter-wise. 6B, 2B/5B > Renka, 5B > j.B > Tsubaki...whatever suits you. Same with falling j.2C (5C > 3C), it's just adding extra damage in and making it easier to hit-confirm wherever possible.

And I'll get on the max charge combos soon.

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2C CH>j.2C>5C>2C>sj.B>j.2A>ad>j.B>j.2A about 3.5k afair, tight spacing for 5C>2C

Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C

for good starter(5C/renka) you can do 5C>2C>sj.B>j.2A>ad>j.B>j.2A

with some timing you can do ad>j.A>j.B>5C>2C>j.B>j.2A>ad>j.2A>j.C for other starters

3C RC>5B>j.B>j.2A>ad>j.B>j.A>2C>j.2A>ad>j.2A>j.C(about 3k) - the only combo with RC lol

catch>shippu and throw>shippu are worth to mention, since it can't be bursted.

some mugen combos:

midscreen:

6D>mugen>shippu

6D>mugen>hop 236B>(623A>41236C>236B)xN>shippu

near corner:

something AA>j.2A>ad>j.2A>j.C>(6A>)6C>mugen>236B>623A>Tsubaki x N>shippu

corner:

6D>mugen>hop 236B>623A>Tsubaki x N>shippu

B+C>6A>6C>mugen>236B>623A>Tsubaki x N>shippu

3C CH>2B>5A>j.2A>j.C>6C>mugen>236B>623A>Tsubaki x N>shippu

6C must hit very close to ground. If your opponent have burst and does not uses it in 6C, you can use shippu after mugen. Or bait burst with RC and do your favorite combo%)

Edited by kotokot

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