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aeonphreak

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About aeonphreak

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    Bronze Member

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  • PSN
    EmInEnT_ShAdOw
  1. aeonphreak

    [CS2/EX] Hakumen Info and Discussion

    I take back what I said about this combo not being match practical. Now that I've had more experience with it, its alot easier to understand where the links need to be. As you mentioned earlier, the corner carry is important. Simultaneously, if one fails to delay one of the inputs long enough, the combo can be salvaged with the old bnb of: CH 3C > 2B > Gurren > HOP 2C > J.B > J.2A > AD J.B > J.2A > J.C With enough experience, you can totally tell if you delayed the inputs long enough to complete the combo. If there's a doubt, combo can be salvaged. And yeah, surprised this wasn't mentioned already.
  2. aeonphreak

    [CS2/EX] Hakumen Info and Discussion

    From my experience in working with these, they are very strict. With that being said, for combos such as: 236B1>623A>2C-DOWNED>JB>delayJ2A>ADJA>JB>2C>sjJ2A>ADJ2A>JC=3645 and CH3C>2B>214A>66>2C>JB>J2A>ADJA>JB>2C>sj J2A>ADJ2A>JC=3217 It is extremely important that the initial 2C>JB>J2A be delayed as long as possible. If every input of these isn't delayed as long as possible, you won't even have a chance. I consider the top combo as being match practical as there is more leniency. The bottom combo I don't consider match practical because if any section of 2C>JB>J2A fails to be delayed as long as possible, the combo will drop. Compared to the standard BnB of CH3C>2B>214A>66>2C>JB>J2A>ADJB>J2A>JC, you net an extra 250 damage. Risk not worth reward IMO.
  3. aeonphreak

    [CS2/EX] Hakumen Info and Discussion

    Cool. Let me know if you want any help with it
  4. aeonphreak

    [CSE] Hakumen Q & A: New players check here first

    Yup. After 623A, it's a TK hotaru. Just try not to do it too fast or else you'll just get 5B. With Bang as the dummy, the timing is lenient.
  5. aeonphreak

    [CS2/EX] Hakumen Info and Discussion

    I see what you're saying. I finally got the whole thing to work, but I have to use JB>JA>5C to get 5C to connect; its like when I do JA>JB, the character is always too high for 5C to connect. I'm not sure, but i think that the completion of the second 2C>JB is distance to corner dependent to hit because sometimes i get JB and sometimes I don't. JA>JB will work off of downed 2C. As you mentioned, pro tip-DOWNED 2C(wait for opponent to hit ground after 236B1! or else it'll never work. height will always be off lol, yup 236B1. i swear old renka notation is embedded in my brain, haha. edited my above post
  6. aeonphreak

    [CS2/EX] Hakumen Info and Discussion

    I like the combo, but it seems to have issues. First, I can't get the last JC to connect. If I superjump the last 2C>JB>J2A>ADJ2A>JC section, I whiff JC because haku's too high. Whereas, if I standard jump the last 2C>JB>J2A I can't get J2A to connect because haku's too far away. Considering the character is grounded with 5C, there wouldn't be any other adjustments you could make. Would need a vid reference. Also, this combo is character specific. During this section: starter>236b(1)>623a>2c>j.b>j.2a>air dash>j.a>j.b,>5c>2c>j.b>j.2a>air dash>j.2a>j.c>stuff if get to corner You'll have to go either JA>JB or JB>JA depending on the character. I think most characters would need JB>JA as I only got the former to work on tager, lol. The more stable thing one could do would be: 236B1>623A>66>2C>JB>delayJ2A>ADJA>JB>2C>sjJ2A>ADJ2A>JC=3645 Its not as optimal in damage, but alot more stable.
  7. aeonphreak

    [CS2/EX] Hakumen Info and Discussion

    Yeah, seriously. We should at least produce a thread listing optimal combos and typical BnB's. Entnervt posted some good stuff on p.54 of this thread. Thats what I've been referring to and working off of since I haven't touched this game for roughly a year. Currently, much of the combos listed seem quite optimal. I would think just gotta go through it, revise, and make additions as needed with optimized combos. I'd be willing to help work on this.
  8. aeonphreak

    [CS1] Hakumen CS Combo Guide

    Presuming my tests are accurate, this forward version becomes a practical option against the cast which the top combo fails to connect on Throw > Renka(1) > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C (4292 damage)
  9. aeonphreak

    [CS1] Hakumen CS Combo Guide

    btw, isn't this character specific? i couldn't get this to work on arakune, ragna, taokaka, litchi, and tsubaki.
  10. aeonphreak

    [CS1] Hakumen CS Combo Guide

    I see the utility in this. Just got it, thanks.
  11. aeonphreak

    [CS1] Hakumen CS Combo Guide

    Gurren > 5c? Is this notation correct?
  12. aeonphreak

    [CS1] Hakumen CS Combo Guide

    I was messing around with this: Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > j.2a > AD j.2a > j.C Opponent is able to tech before you can connect AD J2A So I guess you could do this: Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > sj JC=4075 Or if ya get opponent into corner this: Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > sj j.2a >JC=4227 Might as well stick with the forward version, unless you're going for corner positioning.
  13. aeonphreak

    [CS1] Hakumen CS Combo Guide

    You're right that these do nearly the same amount of damage depending how you combo into them. Lets take these as an example: Airthrow>falling j.2C>2C>sj.2A>AD j.2A>JC>5C>3C=3245 (corner) Airthrow>falling j.2C>2C>sj JC>falling j2A>JC>5C>3C=3200 (corner) Sometimes, you may have difficulty getting the JC in after the AD J2A in the uppermost combo based on what character you're executing this on. So if there's any doubt as to whether you'll be able to complete the top combo(and you're close to corner), just execute the bottom one to be safe. I believe its just character dependent.
  14. aeonphreak

    [CS1] Hakumen CS Combo Guide

    Indeed I did-Off using corner hotaru as your starter with 2 stars. Nonetheless, thats hilarious. I was gonna say, if someone eats a full charge 6C in the corner, they deserve 7K off 2 mags, lol. But thats not even full charge 6C.......good stuff! 5 frame window for 5A.
  15. aeonphreak

    [CSE] Hakumen Q & A: New players check here first

    Its definitely better to use what you've listed. You just may not be able to based on the distance between you and your opponent. If you're too far from your opponent when you hit confirm 5C, the combo you listed will whiff. Not to mention if you're very close to your opponent who's in the corner, throwing out a 5C may present a chance for you to get counter hit. 5C>214B>2C>j.2A>j.C>214A>5C>3C=4341 This combo's is useful when you hit confirm 5C at just inside its max range with your opponent in corner. Now, if you hit confirm 5C with your opponent in corner at max range 5C, the safest thing would be to do emma loop (assuming 3 stars or less) because this (5C>214B>2C>j.2A>j.C>214A>5C>3C=4341) will whiff. Its all distance dependent
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