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[CS2] Hakumen Combo Guide


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#1 03 May 2011 - 10:59 PM

Sophisticat
Sophisticat

    Sir H. Rust

  • Members
  • Location Montreal
  • PSN:  H_Knight19
Welcome to the CS2 Hakumen Combo Thread!


Posted Image


This time around, we will be proceeding to list Hakumen's combos a bit differently. To take into account the numerous new flexibilities of his combos, his common strings will be abbreviated by name.

Terms

AD = Air Dash
IAD = Instant Air Dash (29566)
CH = Counter Hit
FC = Fatal Counter
J. = Jumping or midair Move (example: J.5c = midair 5c)
SJ. = Super Jump Move (29) (example: SJ.2a = Super Jump midair 2a)
JC = Jump Cancel
TK = TigerKnee (example: TK Hotaru = 2147b)
[Starter] = Can denote any move of Hakumen's or a partial combo leading into this combo. Make sure the starter move can cancel into the following move.
[Combo] = Any of Hakumen's combos.


List of Common Strings

In this section, we will find a list of common combo parts, abbreviated for ease of use to reduce clutter. Let's start off with the most common one.

Dustloop: [Starter] -> Enma -> J.2c -> 2c -> J.2a -> AD J.2a -> J.5c

This is Hakumen's main bnb. Learn it well because it is the backbone to all his other setups. If you are new to Hakumen, you may read how to do it here.

General Ground Strings:

5a -> 5b -> [Combo]
2a -> 2b -> [Combo]

-This only works on crouching opponents.

2a -> 5a -> 5b -> [Combo]

General Into Corner Strings:
If a midscreen combo carries into the corner you can attach one of the following strings to the end of the combo:

[Combo] -> 6c
[Combo] -> 5c -> 3c
[Combo] -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c
[Combo ending in J.5c] -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c

-In this string you replace the J.5c combo ender with the J.2c at the beginning of this string.



Juggle: [Starter] -> 5a -> 6a -> 5a -> J.2a -> AD J.2a -> J.5c

Corner Loop: [Starter] -> 2c -> SJ.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c

-Omit 3c for oki
-One repetition of Corner Loop is "2c -> SJ.2a -> J.2c"
-More than one repetition can be written as "Corner Loop (2)", for example
-Any time a combo uses more than one rep or proration does not permit it, omit "DELAY J.2a"
-Each J.2c should be delayed to ensure the rest of the combo works.
-In the odd cases where you think your J.2c in a Corner Loop (1 or 2) will not combo, you should use this combo instead:

[Starter] -> 2c -> J.2a -> AD J.2a -> J.5c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c

If doing Corner Loop (2), then Starter = Starter + 1 repetition of Corner Loop.




Optimal CS2 Combo List

Example of a Combo:

(8) Air Throw(2) -> Tsubaki -> AD J.2c -> 5c -> Renka(1) -> Kishuu -> 6c -> 2c -> Hotaru -> J.2c -> 5c -> Corner Loop (1) [7857/1.6] [#22]


-(8) shows how much magatama is required to do the combo.
-Air Throw(2) means that after the 2nd hit cancel into the next move. Renka(1) should be treated in the same manner, cancel after the first hit of Renka.
-[7857/1.6] shows how much damage is done and how much magatama is regained by doing the combo. ie: [damage/magatama]
-[#22] shows that there is a note for the current combo found in the F.A.Q./Notes section.




Midscreen

Midscreen, Hakumen does not deal much damage without spending precious magatama. The main focus of mid-screen combos should be corner carry as his big damage can be found in the corner. He still has some very useful combos, however.

Regular Starters
  • (0) 6a -> 3c [1164/0.3]
  • (0) CH 6a -> J.2c -> 3c [1574/0.6]
  • (0) CH 3c -> 2b -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2256/1]
  • (1) CH 3c -> 2b -> Gurren -> HOP Juggle [2556/1.5]
  • (1) CH 3c -> 2b -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [2747/1.5] [#01]
  • (2) [Starter] -> Dustloop [1831-3136/1.4]
  • (3) [Starter] -> Renka(1) -> Gurren -> HOP Juggle [2094-3422/0.5]
  • (3) [Starter] -> Renka(1) -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [2174-3733/0.5] [#01]
  • (3) CH 3c -> 2b -> Gurren -> IAD J.5b -> Hotaru -> AD J.2c -> 2c -> SJ J.2a -> AD J.2a -> J.5c [3453/0.5]
  • (4) [Starter] -> Renka(1) -> Gurren -> HOP 2c -> Gurren -> J.2c -> 5a -> J.2a -> AD J.2a -> J.5c [2746-4262/0.5]
  • (4) [Starter] -> Renka(1) -> Gurren -> IAD J.5a -> J.5b -> 5c -> 5c -> Gurren -> HOP -> Juggle [2658-4398/1] [#01] [#02]
  • (5) [Starter] -> Renka(1) -> Kishuu -> HOP 2c -> SJ TK Hotaru -> AD J.2c -> 2c -> SJ J.2a -> AD J.2a -> J.5c [3481-5209/0.2] [#03] [#04]
  • (5) [Starter] -> Renka(1) -> Gurren -> IAD J.5b -> Hotaru -> AD J.2c -> 2c -> SJ.2a -> AD J.2a -> J.5c [3224-4879/0.2]

Gurren
[#05]
  • (1) Gurren -> 3c [1200/0.4]

Renka
[#06]

Hotaru
  • (2) Hotaru -> IAD J.2a -> J.5c [2320/0.1]
  • (3) Hotaru -> IAD J.5c -> Gurren -> Juggle [3183/0.75]
  • (3) HOP Hotaru -> IAD J.5c -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [3252/0.7] [#07]
  • (3) Hotaru -> HOP Gurren -> HOP 5a -> J.2a -> AD J.2a -> J.5c [2753/0.25] [#08]
  • (4) Hotaru -> HOP Enma -> J.2a -> AD J.2a -> J.5c [2752/0.2]
  • (2) FC Hotaru -> IAD J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [3360/0.2] [#09]

Tsubaki
  • (3) HOP Tsubaki -> IAD J.2c -> 5a -> J.2a -> AD J.2a -> J.5c [3575/0.3] [#10]
  • (4) [Fuzzy] J.5b -> Tsubaki -> AD J.2c -> Gurren -> HOP Juggle [3503/0.9]
  • (4) [Fuzzy] J.5b -> Tsubaki -> AD J.2c -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [3726/0.75] [#01]
  • (4) CH HOP Tsubaki -> IAD J.2c -> Gurren -> HOP Juggle [3820/1]

Zantetsu
  • (3) Zantetsu -> 3c [3154/0.1]
  • (4) Zantetsu -> Gurren -> HOP Juggle [3803/0.5]
  • (4) Zantetsu -> 2b -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [3988/0.5] [#01]
  • (5) Zantetsu -> 5c -> Dustloop [4486/0.5] [#11]
  • (6) Zantetsu -> Kishuu -> 2c -> SJ TK Hotaru -> IAD J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [4898/0.6] [#03] [#04]

Throw Combos
  • (0) Air Throw -> J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [2737/1.25] [#12] [#13]
  • (0) Air Throw -> 2b -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2234/1.2] [#14]
  • (1) Air Throw -> J.2c -> 5c -> Gurren -> HOP 5b -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2919/1.5]
  • (2) Air Throw -> J.2c -> 5c -> Dustloop [3190/1.75] [#12]

Zanshin/Counters
  • (0) 5d -> 6a -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2062/2] [#15]
  • (0) 5d -> 2c -> SJ.5a -> J.5b -> JC -> J.2a -> J.5c [2163/1.9] [#16]
  • (1) 5d -> 2b -> Gurren -> HOP 5a -> J.2a -> AD J.2a -> J.5c [2105/1.1] [#17]
  • (1) 5d -> 2b -> Gurren -> HOP 2c -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2233/1.3]
  • (2) 5d -> 2b -> Gurren -> Kishuu -> 2c -> J.2a -> AD J.2a -> J.5c [2267/1.2]
  • (0) 2d -> 6a -> 5a -> J.2a -> AD J.2a -> J.5c [1798/2.2] [#18]
  • (0) 2d -> 2c -> SJ.2a -> AD J.2a -> J.5c [1906/2]
  • (0) 2d -> DELAY IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [1920/2.2] [#01] [#19]
  • (1) 2d -> 5c -> Gurren -> HOP 5b -> J.5a -> J.5b -> J.2a -> J.5c [2069/1.3]
  • (0) 6d -> WALK J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [2410/2.4] [#20]


Midscreen Into Corner

You can use any of the Midscreen combos + General Into Corner String if you feel that the special Midscreen Into Corner combos won't work or you're doing a different combo.

Regular Starters
  • (5) [Starter] -> Renka(1) -> Gurren -> IAD J.5b -> Hotaru -> HOP Level 3 6c -> HOP Corner Loop (1) [4344-6587/2.2] [#21]

Gurren
[#05]

Renka
[#06]

Hotaru
  • (3) HOP/TK Hotaru -> IAD J.5c -> Gurren-> Corner Loop (1) [4224/1.6]
  • (3) HOP/TK Hotaru -> IAD J.5c -> Gurren -> 6c -> Corner Loop (1) [4687/2] [#22]
  • (2) FC HOP/TK Hotaru -> IAD J.2c -> Corner Loop (2) [4624/1.6]
  • (5) FC HOP/TK Hotaru -> IAD J.2c -> 2c -> J.2c -> Tsubaki -> AD J.2c -> Corner Loop (2) [6324/1.6]
  • (5) FC HOP/TK Hotaru -> IAD J.2c- > 5c -> Renka(1) -> Kishuu -> 6c -> Corner Loop (2) [6327/1.8] [#22]

Tsubaki
  • (4) [Fuzzy] J.5b -> Tsubaki -> IAD J.2c -> Gurren -> 2c -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [4557/2] [#23]
  • (3) HOP Tsubaki -> IAD J.2c -> 5a -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [4343/0.3]
  • (4) CH HOP Tsubaki -> IAD J.2c -> Gurren -> 2c -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [4743/1.9] [#23]

Throw Combos
  • (2) Air Throw(2) -> Hotaru -> Corner Loop (2) [4078/1.5] [#24]
  • (4) Air Throw(2) -> Tsubaki -> AD J.2c -> Gurren -> 2c -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [4957/1.7] [#23] [#25]

Zanshin/Counters
  • (3) 5d -> 2c -> J.5b -> Tsubaki -> AD J.2c -> 2c-> J.2a -> J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3433/1.3]
  • (3) 2d -> HOP or TK Tsubaki -> IAD J.2c -> 2c -> J.2a -> J.2c -> 2c -> J.2a -> J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3364/1.6]
  • (3) 6d -> SJ.2c -> 2c -> J.5b -> Tsubaki -> AD J.2c -> 2c-> J.2a -> J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3537/1.7]


Corner

Hakumen's serious damage is provided by cornering his opponents. With the right starter, he can hit 6000+ damage with as little as 3 stars. Obviously, this is the kind of damage you would like to set-up.

Regular Starters
  • (0) CH 3c -> 2b -> 5a -> SJ.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3126/2.1]
  • (1) CH 3c -> 2b -> Gurren -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3242/1.4]
  • (2) [Starter] -> Renka -> 6c -> Corner Loop (1) [3085-4847/1.5]
  • (3) [Starter] -> Renka(1) -> Kishuu -> 6c -> Corner Loop (2) [3722-6134/2] [#22]
  • (5) [Starter] -> Renka(1) -> Kishuu -> 6c -> 2c -> SJ TK Hotaru -> J.2c -> 5c -> Corner Loop (2) [4947-6134/2] [#22] [#03]
  • (8) 5c -> Renka(1) -> Kishuu -> 6c -> 2c -> SJ TK Hotaru -> J.2c -> 5c -> 2c -> J.5b -> Tsubaki -> J.2c -> Corner Loop (1) [6733-8340/2.2] [#22] [#03] [#26]

Gurren
[#05]

Renka
[#06]

Hotaru
  • (2) HOP/TK Hotaru -> 6c -> Corner Loop (2) [4922/1.7] [#22]
  • (5) HOP/TK Hotaru -> 5c -> Renka(1) -> Kishuu -> 6c -> Corner Loop (2) [6209/1.8] [#22]
  • (5) FC HOP/TK Hotaru -> 6c -> 2c -> J.2c -> Tsubaki -> AD J.2c -> Corner loop (2) [6622/1.8] [#22]
  • (8) FC HOP/TK Hotaru -> 6c -> 2c -> J.2c -> Tsubaki -> AD J.2c -> 2c -> J.2c -> Tsubaki -> AD J.2c -> Corner loop (2) [7682/1.8] [#22]

Zantetsu
  • (3) Zantetsu -> Corner Loop (2) [5001/1.5]
  • (4) Zantetsu -> Kishuu -> Corner Loop (2) [5001/1.5] [#27]
  • (5) Zantetsu -> 2c -> SJ TK Hotaru -> J.2c -> 5c -> Corner Loop (1) [5803/1.4] [#03]
  • (6) Zantetsu -> 5c -> Renka(1) -> Kishuu -> 6c -> Corner Loop (2) [6514/1.8] [#22]
  • (8) Zantetsu -> 5c -> Renka(1) -> Kishuu -> 6c -> 2c -> SJ TK Hotaru -> J.2c -> 5c -> Corner Loop (1) [7324/1.5] [#03] [#22]

Tsubaki
  • (3) Tsubaki -> AD J.2c -> Corner Loop (2) [5054/1.6]
  • (3) HOP/TK Tsubaki -> 6c -> Corner Loop (2) [5326/1.9] [#22]
  • (8) HOP/TK Tsubaki -> 6c -> 5c -> Renka(1) -> Kishuu -> 2c -> Forward SJ TK Hotaru -> J.2c -> 5c -> Corner Loop (1) [6670/1.5] [#03] [#22]

Throw Combos
  • (0) (Back)Throw -> Corner Loop (1) [3130/2]
  • (0) Back Throw -> 5b -> SJ.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3130/2] [#28] [#29]
  • (0) Back Throw -> 5a -> J.2a -> AD J.2a -> J.5c -> J.5c -> 5c -> 3c [2531/1.5] [#28] [#30]
  • (0) Back Throw -> 5a -> J.2a -> AD J.2a -> J.5c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [2684/2.1] [#28] [#31]
  • (1) (Back)Throw -> Gurren -> Corner Loop (1) [3125/2.2] [#39]
  • (2) (Back)Throw -> 2c -> Renka -> Corner Loop (1) [3798/1.5] [#40]
  • (3) (Back)Throw -> 5c -> Renka(1) -> Kishuu -> 6c -> Corner Loop (1) [4232/1.9] [#22]
  • (0) Air Throw -> J.2c -> Corner Loop (1) [3396/2.3]
  • (2) Air Throw(2) -> Hotaru -> Level 3 6c -> HOP Corner Loop (2) [4926/2.2] [#32]
  • (3) Air Throw(2) -> Tsubaki -> AD J.2c -> Corner Loop(2) [5401/1.6]
  • (3) Air Throw(2) -> Tsubaki -> 6c -> Corner Loop (2) [5789/2] [#22] [#33]
  • (5) Air Throw(2) -> Tsubaki -> 6c -> 2c -> Hotaru -> J.2c -> 5c -> 2c -> Corner Loop (2) [7216/1.9] [#22]
  • (8) Air Throw(2) -> Tsubaki -> AD J.2c -> 5c -> Renka(1) -> Kishuu -> 6c -> 2c -> Hotaru -> J.2c -> 5c -> Corner Loop (1) [7857/1.6] [#22]

Counters
  • (0) 5d -> Corner Loop (1) [2790/3] [#34]
  • (0) 6d -> HOP -> Corner Loop (1) [2790/3.3] [#34] [#35]
  • (0) 2d -> Corner Loop (1) [2468/3.1] [#34] [#36]




Other/Misc. Combos


This section is for all other combos which may have interesting features, but aren't optimal.

Reversals
Combos which reverse your position when being pressured in the corner. They offer an alternative to the riskier counters, though require a minimum of 2 stars to use.

  • (2) [Starter] -> Enma -> IAD J.2a -> J.5c -> IAD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [2696-3530/0.6]
  • (4) [Starter] -> Enma -> IAD J.5b -> Hotaru -> HOP Level 3 6c -> HOP Corner Loop (1) [3657-4663/2.1]
  • (5) [Starter] -> Enma -> IAD J.5b -> Tsubaki -> HOP Corner Loop (1) [3676-4656/1.2]


Mugen Combos
Combos which require all 8 magatama which yield high damage due to the Shippu ender.

Midscreen

  • (8) 6d -> Mugen -> Shippu [5400/0] [#37]
  • (8) 6d -> Mugen -> HOP/Kishuu [Renka(1) -> Zantetsu(1) -> Kishuu]x4 -> Renka(1) -> Zantetsu -> Shippu [7533/0]

Corner

  • (8) 6d -> Mugen -> HOP/Kishuu Renka(1) -> Kishuu -> 2c -> [HOP Hotaru -> Tsubaki]x4 -> 5c -> Zantetsu(1) -> Shippu [7935/0]
  • (8) Throw -> 6c -> Mugen -> (Renka(1) -> Zantetsu(1) -> Kishuu)x5 -> Shippu [8141/0] [#38]

Edited by Sophisticat, 12 October 2011 - 12:30 AM.

Mashing doesn't help when [Spark]'s going to Hotaru your nuts.


:SL:   :HA:


#2 03 May 2011 - 11:00 PM

Sophisticat
Sophisticat

    Sir H. Rust

  • Members
  • Location Montreal
  • PSN:  H_Knight19
F.A.Q./Notes


This section is for all of the notes that accompany certain combos as well as other questions that are quite common. An "Execution Center" is provided after this section if you are having trouble executing specific combo piece.

Q: Help, whenever I try doing so and so combo, the opponent ends up too high in the air.
A: Try delaying parts of the combo. Most of Hakumen's combos should be done near the ground, so if you can, try and delay parts so that the opponent falls closer to the ground.

[#01]

-The IAD J.5a -> J.5b Heavy Carry Combos are hard to execute, but they generally do more damage and carry further than your other options. Until you can perform them with ease, stick to the other options that have been provided.
-In the IAD J.5a -> J.5b Heavy Carry Combos, you can replace J.5b with a second J.5a for an easier combo.



[#02]
(4) [Starter] -> Renka(1) -> Gurren -> IAD J.5a -> J.5b -> 5c -> 5c -> Gurren -> HOP -> Juggle [2658-4398/1]

-You can remove the second 5c for an easier combo.



[#03]

-The SJ TK Hotaru is done with an input similar to 29 5 2147b during the 2c.



[#04]
(5) [Starter] -> Renka(1) -> Kishuu -> HOP 2c -> SJ TK Hotaru -> AD J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [3481-5209/0.2]

-You'll want to slightly delay the TK Hotaru so you have time to air dash after the Hotaru.



[#05]

-Gurren can be used in place of a [Starter] in the Regular Starter combo list. Remember that you cannot do 2 Gurrens in a row without a normal move inbetween them.
-If CH Gurren, then you can use Gurren -> 5c as the [Starter] for any combo in the Regular Starter combo list.



[#06]

-Renka can used in place of a [Starter] in the Regular Starter combo list, just omit the moves before the Renka.



[#07]
(3) HOP Hotaru -> IAD J.5c -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [3252/0.7]

-This combo can only be done with a HOP cancelled into Hotaru, doing a TK Hotaru will not work.
-You can replace J.5b with J.5a for an easier combo.



[#08]
(3) Hotaru -> HOP Gurren -> HOP 5a -> J.2a -> AD J.2a -> J.5c [2753/0.25]

-Arakune and Tager specific.



[#09]
(2) FC Hotaru -> IAD J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [3360/0.2]

-You can replace the 2c with a 5a for an easier combo.



[#10]
(3) HOP Tsubaki -> IAD J.2c -> 5a -> J.2a -> AD J.2a -> J.5c [3575/0.3]

-This combo can only be done with a HOP cancelled into Tsubaki, doing a TK Tsubaki will not work.
-The Tsubaki should be delayed so that it is done as late as possible during the HOP.



[#11]
(5) Zantetsu -> 5c -> Dustloop [4486/0.5]

-If too far away, omit 5c.



[#12]

-J.2c is height-dependent. If too low, use J.5b instead.



[#13]
(0) Air Throw -> J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [2737/1.25]

-You can replace 2c with 5a for an easier combo.



[#14]
(0) Air Throw -> 2b -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2234/1.2]

-This combo is for when you Air Throw too low to the ground and J.5b can't come out in time.



[#15]
(0) 5d -> 6a -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2062/2]

-Does not work on Arakune.



[#16]
(0) 5d -> 2c -> SJ.5a -> J.5b -> JC -> J.2a -> J.5c [2163/1.9]

-Arakune specific. Also works on Tager if you do J.5a not SJ.5a .



[#17]
(1) 5d -> 2b -> Gurren -> HOP 5a -> J.2a -> AD J.2a -> J.5c [2105/1.1]

-This combo carries farther but does less damage than the combo below.

(1) 5d -> 2b -> Gurren -> HOP 2c -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2233/1.3]

[#18]
(0) 2d -> 6a -> 5a -> J.2a -> AD J.2a -> J.5c [1798/2.2]

-You need to walk forward a bit before you 6a.
-This combo carries farther but does less damage than the combo below.

(0) 2d -> 2c -> SJ.2a -> AD J.2a -> J.5c [1906/2]

[#19]
(0) 2d -> DELAY IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [1920/2.2]

-Character specific.



[#20]
(0) 6d -> WALK J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [2410/2.4]

The timing of the jump is when your opponent stops spinning and begins to fall.



[#21]
(5) [Starter] -> Renka(1) -> Gurren -> IAD J.5b -> Hotaru -> HOP Level 3 6c -> HOP Corner Loop (1) [4344-6587/2.2]

-If you start with 5c you can do Corner Loop (2).



[#22]

-If you charged a Level 2 or 3 6c, you should HOP before the following 2c.



[#23]

-You can replace the first 2c with 5b for an easier combo.



[#24]
(2) Air Throw(2) -> Hotaru -> Corner Loop (2) [4078/1.5]

-You may have to HOP once or twice before doing the Corner Loop (2).
-The timing of the initial 2c in the Corner Loop is when the opponent falls past the combo counter.



[#25]
(4) Air Throw(2) -> Tsubaki -> AD J.2c -> Gurren -> 2c -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [4957/1.7]

-You need to delay the Tsubaki cancel until right before the third hit of the Air throw occurs.



[#26]
(8) 5c -> Renka(1) -> Kishuu -> 6c -> 2c -> SJ TK Hotaru -> J.2c -> 5c -> 2c -> J.5b -> Tsubaki -> J.2c -> Corner Loop (1) [6733-8340/2.2]

-Can only be done with 5b or 5c starter.



[#27]
(4) Zantetsu -> Kishuu -> Corner Loop (2) [5001/1.5]

-Kishuu gives you better positioning allowing you to finish Corner Loop (2) easier at the cost of an extra magatama.



[#28]

-This combo is for when your back is right next to the wall in the corner.



[#29]
(0) Back Throw -> 5b -> SJ.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3130/2]

-Arakune, Carl, Noel, Jin, and Taokaka specific. Since the other 0 magatama Back Throw combos don't work on them.



[#30]
(0) Back Throw -> 5a -> J.2a -> AD J.2a -> J.5c -> J.5c -> 5c -> 3c [2531/1.5]

-Rachel specific. The other 0 magatama Back Throw combos don't work on her.
-Can also be used for Platinum.



[#31]
(0) Back Throw -> 5a -> J.2a -> AD J.2a -> J.5c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [2684/2.1]

-Platinum specific. The other 0 magatama Back Throw combos don't work on her.
-For the J.2a after the 5a, you need to jump 7 in order for her not to cross up.



[#32]
(2) Air Throw(1) -> Hotaru -> Level 3 6c -> HOP Corner Loop (2) [4926/2.2]

-If you can omit the 6c and go straight for the Corner Loop (2), it'll do [4078/1.5]



[#33]
(3) Air Throw(2) -> Tsubaki -> 6c -> Corner Loop (2) [5789/2] [#10]

-Must be done low enough that Tsubaki combos into 6c. Otherwise just use the combo below.
-You can try charging 6c if you believe you are low enough and your opponent's hitbox works.

(3) Air Throw(2) -> Tsubaki -> AD J.2c -> Corner Loop(2) [5401/1.6]


[#34]

-For all meterless Corner Counters: make sure you do your J.2c and any other moves as low as possible, if it's too high your opponent will tech. All combos are for the situation where your successful counter throws your opponent into the corner.



[#35]
(0) 6d -> HOP -> Corner Loop (1) [2790/3.3]

-Make sure you wait for your opponent to start falling so 2C can launch.



[#36]
(0) 2d -> Corner Loop (1) [2468/3.1]

-Wait for your opponent to fall a bit before starting Corner Loop(1), that way they aren't too high when you're trying to do it.



[#37]
(8) 6d -> Mugen -> Shippu [5400/0]

-Unburstable combo. Guaranteed 5400 damage.



[#38]
(8) Throw -> 6c -> Mugen -> (Renka(1) -> Zantetsu(1) -> Kishuu)x5 -> Shippu [8141/0]

-Make sure you're not in the corner with your opponent or else 6c will whiff.



[#39]
(1) (Back)Throw -> Gurren -> Corner Loop (1) [3125/2.2]

-This is for if you are not close enough to just do Corner Loop.
-You can replace the first 2c in the Corner Loop with a 5b for an easier combo.



[#40]
(2) (Back)Throw -> 2c -> Renka -> Corner Loop (1) [3798/1.5]

-This combo is character specific.
-The 2nd hit of Renka must whiff for the combo to work.




Execution Center




This section deals with the tough links and pieces present in Hakumen's combos as well as character-specific combo information.

The tough links can be broken down into the following categories:

  • 5c x2 and 5c/2c links.
  • Air Dashing after TK Hotaru FC / TK Tsubaki.
  • IAD after Hop Hotaru/Tsubaki.
  • Mid-Combo Hotaru.
  • Heavy Corner Carry variants.

How to Execute

1. These links can be tricky. They are usually done after a falling j.2c, typically after an Enma or a corner Hotaru. There are exceptions, but these are the most common starters. 5b before Enma is the preferred starter because you're closer to the other's hitbox while not sacrificing too much damage.

The key to these links is your j.2c height and how closely your are hugging the other's hitbox. You aim to hit j.2c just below the mid-point of the hitbox to allow 5c to hit with the tip of the sword. This position is generally at the lowest possible moment before the opponent can tech out. If done correctly, the next 5c or 2c will be guaranteed.

Video example: http://www.youtube.c...xQPCV0M&t=0m20s

2. Here, the height is crucial. The recover after these specials dictate the height. A good rule to follow is that you can AD if the TK is done at least at or higher than Ragna's waist.

3. Hotaru: you must very slightly delay IAD'ing in order for the other's hitbox to fall far enough to combo. You can also replace 2c after the ensuing j.2c with 5a for an easier time of it. The rest is practice.

Tsubaki: Immediately IAD'ing is a must. It is also only possible to combo if the Tsubaki is done either at the beginning or the end of the hop, as these are the points where Hakumen is at his lowest.

4. This is actually a forward superjump Hotaru, as the superjump will very quickly bring you up to the required height for an AD.

5. IAD j.a -> j.b: You want to do all three of these moves late so as to hit j.b as low as possible. This is the key to getting the next move to connect.

IAD j.b -> Hotaru: You again want to hit j.b as low as possible, so IAD late and delay j.b to the max.


Caveat Emptor Executus!

Edited by Sophisticat, 12 October 2011 - 12:33 AM.

Mashing doesn't help when [Spark]'s going to Hotaru your nuts.


:SL:   :HA:


#3 03 May 2011 - 11:01 PM

Sophisticat
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Combo Videos


May 2011

Random JP: http://www.youtube.c...h?v=v5u6DDv_fyE

MrMiddleKick's: http://www.youtube.c...h?v=bt07j27RiLQ

Corner Carry combos: http://www.youtube.c...h?v=CkBOxQPCV0M

Power of Order: http://www.youtube.c...h?v=2-ZKuSmXyS0

Edited by Sophisticat, 22 May 2011 - 08:28 PM.

Mashing doesn't help when [Spark]'s going to Hotaru your nuts.


:SL:   :HA:


#4 12 May 2011 - 07:39 AM

Soldier286
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Is it me or do some of the new combos seem a little... straining? Especially with all the constant s.J cancels after 2c, man that stuff is a bitch.

#5 12 May 2011 - 09:56 AM

zdravkelja
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I've been doing super jumps after 2C since CT :D

Can someone confirm if this combo works: something into > Renka(1) > Kishuu > 2B > 5A > 6A > 5A > j.2A > ad j.2A > j.C

:JO: :SL:
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#6 12 May 2011 - 12:31 PM

ryokoalways
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It does work on most characters, but there is no reason to do it. If you want to do a carry combo it's cheaper and more efficient to just do enma combo (without the renka). If you want to do a mid screen setup, then you'd do 2C after kishuu (still need to figure out if this is possible if renka is omitted. May have some distance/timing issues). The 5A>6A>5A piece if more for after 3C counter or any type of AA into gurren if you are looking to conserve magatamas.

#7 12 May 2011 - 05:21 PM

mAc Chaos
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WHERE DA COMBOS AT

Guess I'll start poring through some videos. :P
@mAcChaos


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the only thing people learn from you is despair.


fighting you is like fighting a mirror.
then the mirror kicks me in the dick.


#8 12 May 2011 - 07:17 PM

Re4L14124c
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I've been doing super jumps after 2C since CT :D


Padfag qq. I still haven't learned how to do that consistently; quite sure it's the pad's fault, since I can do it fine on the stick.

#9 12 May 2011 - 08:00 PM

Sophisticat
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^ I use pad, and never had a problem. Granted, I use the analog stick on the Ps3 controller.

WHERE DA COMBOS AT


I don't know any combos! The above is about the extent of what I know barring a few strings. :<

I was hoping others would contribute to fill up the thread, but it hasn't been the case. :\

Truth be told, I haven't seen much more than what's been put in the first post that's optimal. The rest is just fitting together different combo pieces and sorting out what X starter does to the combo.

Mashing doesn't help when [Spark]'s going to Hotaru your nuts.


:SL:   :HA:


#10 12 May 2011 - 08:39 PM

mAc Chaos
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Well, what I did when I was made the CS1 thread was go through match videos and combo vids and write down what they used, then organized them in the thread. It helped me out too since I got acquainted with all of his arsenal.
@mAcChaos


Fighting Mac isn't really fighting Mac, it's fighting yourself.


the only thing people learn from you is despair.


fighting you is like fighting a mirror.
then the mirror kicks me in the dick.


#11 12 May 2011 - 08:47 PM

zdravkelja
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Ok than

Throw combos (corner off course):

(0) Throw/backthrow > 2C > j.2A > j.2C > 2C > j.2A > j.2A > ad j.2A > j.C > 5C > 3C
(3): Throw/backthrow > 5C > 236B(1) > 623A > 6C > hop > 2C > j.2A > j.2C > 2C > j.2A > ad j.2A > j.C > 5C > 3C

Airthrow:

Midscreen:

(1) Airthrow > j.2C > 5C > 2B > 214A > hop > 5A > 6A > 5A > j.2A > ad j.2A > j.C [5C > 3C]
(2) Airthrow > j.2C > 5C > 623A-A > j.2C > 2C > j.2A > ad j.2A > j.C [5C > 3C]

For meterless, need confirmation if Airthrow > falling j.2C (or j.B) > 5A > 6A > 5A > etc works. Probably does.

Corner:

(0) Airthrow > j.2C > 2C > j.2A > j.2C > 2C > j.2A > j.2A > ad J.2A > j.C > 5C > 3C
(3) Airthrow > 63214C > ad j.2C > 2C > j.2A > j.2C > j.2A > j.2A > ad j.2A > j.C > 5C > 3C
(3) Airthrow > 63214C > 6C > hop > 2C > j.2A > j.2C > 2C > j.2A > j.2A > ad j.2A > j.C > 5C > 3C - I think another j.2A > j.2C > 2C could be added, than second j.2A in the last rep should be omited. Also, should be done closer to ground
(5) Airthrow > 63214C > 6C > hop > 2C > tk 214B > j.2C > 5C > 2C > j.2A > j.2C > 2C > j.2A > j.2C > 2C > j.2A > ad j.2A > j.C > 5C > 3C - crazy damage

All combos with 63214C involved work close to corner, around one screen distance (lol at the explanation :keke:)

Mugen:

[236B(1) > 41236C(1) > 623A] x 4 > 236B(1) > 41236C(2) > 632146C

Probably not the only one, but probably the most effective one.

Edited by zdravkelja, 12 May 2011 - 10:01 PM.

:JO: :SL:
:CH:  :OS:


#12 12 May 2011 - 10:06 PM

Sophisticat
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Thanks zdrav, I'll process the combos shortly. :yaaay:

Well, what I did when I was made the CS1 thread was go through match videos and combo vids and write down what they used, then organized them in the thread. It helped me out too since I got acquainted with all of his arsenal.


Yeah, the above is what I got out of that. Remember, I'm listing optimal combos. I see no reason to list a combo for every star Haku has at the moment unless there's some sort of advantage to it as you should always manage stars, for example. Going back to CS1, you'll notice that Haku actually has only ~5 combos you should know (hop pickups, dustloop, j.C -> j.C carry, renka -> enma, corner loop, and 5c/2c links.), the rest is simply knowing what move can connect into what. This is the logic I'm going with here. Please tell me if you disagree since I've received scarce feedback on my model so far... :<

Mashing doesn't help when [Spark]'s going to Hotaru your nuts.


:SL:   :HA:


#13 12 May 2011 - 10:54 PM

Re4L14124c
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^ I use pad, and never had a problem. Granted, I use the analog stick on the Ps3 controller.


But I can't just hold down on 2C>j.2A , so I have to do some weird 2529 motion, 219 is a little flaky on my controller.

Also, isn't 2.B>2.A>5.A>5.B ground string too? I guess the 2.B isn't that big of an addition.

#14 12 May 2011 - 11:03 PM

zdravkelja
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I think that corner loop (2) doesn't have that delayed j.2A at all, not just in the combo i wrote.

:JO: :SL:
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#15 12 May 2011 - 11:15 PM

Sophisticat
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^ Good to know. I'll amend that bit once it's confirmed that you omit delay j.2a on more than one loop rep.

@Re4l: Have you tried 1c -> 19 -> 2a? That's the standard. Simply get into a rhythm where you go from down to neutral into superjump. I find it works better if you think of it that way. You have a bit of time to play with delay before the sj., too.

I've never seen that string, though just looking at it I'm not sure if you can combo off of it because of the proration. Confirmation that it's legit?

Mashing doesn't help when [Spark]'s going to Hotaru your nuts.


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#16 12 May 2011 - 11:20 PM

ryokoalways
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But I can't just hold down on 2C>j.2A , so I have to do some weird 2529 motion, 219 is a little flaky on my controller.

Also, isn't 2.B>2.A>5.A>5.B ground string too? I guess the 2.B isn't that big of an addition.


It's not going to be used much because that string is something you use when you have absolutely no meter, on top of the string having a somewhat strict distance limitation (due to looping back into 5A). Unlike CS1, you should not be that close to a target when you have no meter in CS2.

If you have meter, you hitconfirm 2B into enma or renka (position pending).

If you have no meter, push him 1 character length away with 2A spam and go from there.

Edit: Let me reword that. If you can do the combo, by all means. It's not going to happen often considering you need to be fairly close and your target needs to be standing (common sense says if you land 2B they are standing, but in CS2 there is even less reason to block high against hakumen outside of the corner, so that's why I think it's going to be rare).

Edited by ryokoalways, 12 May 2011 - 11:58 PM.


#17 13 May 2011 - 05:46 PM

zdravkelja
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Forgot to add, maybe you should fix that airthrow > midair Tsubaki... If I didn't know, I would understand that as throw than falling Tsubaki. Throw should be canceled with Tsubaki before he hits with the elbow.

:JO: :SL:
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#18 13 May 2011 - 09:12 PM

Sophisticat
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You are quite right, I'll remedy that asap. New name for the string is tentatively "Tsubaki bnb" until a new name pops up.

Mashing doesn't help when [Spark]'s going to Hotaru your nuts.


:SL:   :HA:


#19 13 May 2011 - 10:30 PM

zdravkelja
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Some tk.Hotaru stuff:

Midscreen:

(2) tk.Hotaru -> iad j.2A -> j.C (5C > 3C)

(5) 5C -> Renka(1) -> Kishuu -> hop -> 2C -> tk.Hotaru -> iad -> j.2C -> 2C -> j.2A -> ad j.2A -> j.C (5C > 3C) - big, big corner carry

Fatal
(2) tk.Hotaru -> iad j.2C -> 2C -> j.2A -> ad j.2A -> j.C
(5) tk.Hotaru -> iad j.2C -> 5C -> Renka(1) -> Kishuu -> hop -> 2C -> j.2A -> ad j.2A -> j.C (5C > 3C)

Midscreen into corner:

(3) tk.Hotaru -> iad j.C -> Gurren -> Corner loop (1)
(3) tk.Hotaru -> iad j.C -> Gurren -> hop -> 5A -> 6A -> 5A -> j.2A -> j.2C -> 2C -> j.2A -> j.2A -> ad j.2A -> j.C -> 5C -> 3C (mix of juggle and corner loop)

Fatal
(2) tk.Hotaru -> iad j.2C -> 2C -> j.2A -> ad j.2A -> Corner loop (1)
(5) tk.Hotaru -> iad j.2C -> 2C -> j.2C -> Tsubaki -> ad j.2C -> Corner loop (1)
(5) tk.Hotaru -> iad j.2C- > 5C -> Renka(1) -> Kishuu -> 6C -> hop -> Corner loop (2)
(5) tk.Hotaru -> iad j.2C -> 5C -> Renka(1) -> Kishuu -> Corner loop (1)

Corner:

(2) tk.Hotaru -> 6C -> hop -> Corner loop (2)
(2) tk.Hotaru -> j.2C -> 5C -> Corner loop (2)
(5) tk.Hotaru -> 6C -> 5C -> Renka(1) -> Kishuu -> 2C -> Corner loop (2) (EDIT, added non fatal combo)

Fatal (EDIT, possible only on Fatal)
(5) tk.Hotaru -> 6C -> hop -> 2C -> tk.Tsubaki -> hop -> Corner loop (2)
(5) tk.Hotaru -> 6C -> hop -> 2C -> j.2C -> tk.Tsubaki -> ad j.2C -> Corner loop (1) - a little stronger than previous
(8) tk.Hotaru -> 6C -> hop > 5C -> Renka(1) -> Kishuu -> 2C -> tk.Tsubaki -> hop -> Corner loop (2) - over 7k
(8) tk.Hotaru -> 6C -> hop -> 2C -> j.2C -> Tsubaki -> ad j.2C -> 2C -> j.2C -> Tsubaki -> falling ad j.2C -> Corner loop (1) - a little stronger than previous


edit: lol, added dashes before >, you seem to like it, it's easier to c/p now :P

Edited by zdravkelja, 18 May 2011 - 07:16 PM.

:JO: :SL:
:CH:  :OS:


#20 13 May 2011 - 10:38 PM

mAc Chaos
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Good stuff!


Thanks zdrav, I'll process the combos shortly. :yaaay:



Yeah, the above is what I got out of that. Remember, I'm listing optimal combos. I see no reason to list a combo for every star Haku has at the moment unless there's some sort of advantage to it as you should always manage stars, for example. Going back to CS1, you'll notice that Haku actually has only ~5 combos you should know (hop pickups, dustloop, j.C -> j.C carry, renka -> enma, corner loop, and 5c/2c links.), the rest is simply knowing what move can connect into what. This is the logic I'm going with here. Please tell me if you disagree since I've received scarce feedback on my model so far... :<


Well, the way I think of it is that it's best to just provide the players with as much information as we can, and then let them sort it out. Going through all the different combos helped me learn how everything links together, so it's something everyone who is starting off will have to do anyway. And the more experienced players will already know where to look.

I didn't just take down any random combo though (except for 6C lool), but stuff that would be useful given how many stars you had.

The stuff that zrd... that guy, wrote is good. I personally don't like having to go back and plug in stuff every time I look at a combo, but I'll probably just make a list for myself using these so I can skip that replacement process every time. There also seems to be some subtle variations in some of the combos, like with one loop or two or omitting certain moves, so that means you'll have to modify those shorthand names...

Using that method is fine, just make sure to get various situations covered, not just 1 example for each bnb. You gotta know what's best to use in various situations, like in the corner, or when you're almost near the corner but not close enough and have to use a different combo instead.

Edited by mAc Chaos, 13 May 2011 - 10:46 PM.

@mAcChaos


Fighting Mac isn't really fighting Mac, it's fighting yourself.


the only thing people learn from you is despair.


fighting you is like fighting a mirror.
then the mirror kicks me in the dick.


#21 13 May 2011 - 10:57 PM

zdravkelja
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Good stuff!

Well, the way I think of it is that it's best to just provide the players with as much information as we can, and then let them sort it out. Going through all the different combos helped me learn how everything links together, so it's something everyone who is starting off will have to do anyway. And the more experienced players will already know where to look.

I didn't just take down any random combo though (except for 6C lool), but stuff that would be useful given how many stars you had.

The stuff that zrd... that guy, wrote is good. I personally don't like having to go back and plug in stuff every time I look at a combo, but I'll probably just make a list for myself using these so I can skip that replacement process every time. There also seems to be some subtle variations in some of the combos, like with one loop or two or omitting certain moves, so that means you'll have to modify those shorthand names...

Using that method is fine, just make sure to get various situations covered, not just 1 example for each bnb. You gotta know what's best to use in various situations, like in the corner, or when you're almost near the corner but not close enough and have to use a different combo instead.


Yeah, I'm not a fan of that shortcut stuff, but it's work in progress for now, it's easy to change. Corner loop for example, sometimes you have to do j.2A twice, sometimes once, etc...

...The stuff that zrd... that guy...


LOL, yeah ;)

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#22 14 May 2011 - 09:42 AM

Re4L14124c
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might be useful to note which hotaru combos need landing, and which ones you go straight into it. For example, don't you need to land for j.214B > IAD j.C > 214A > etc.?


edit: I see, thanks for informing!

Edited by Re4L14124c, 14 May 2011 - 05:36 PM.


#23 14 May 2011 - 11:42 AM

ryokoalways
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You want to use tk or hop hotaru to differenciate the combos, not whether you land. Outside of a couple of instances in the corner where you get to decide (based on opponent height on hit and available magatana), whether you need a landing reset isn't a choice, but a part of the combo.

For instance, if you tk hotaru outside of corner and your opponent was grounded on hit (they also have to be nearly point blank to you), you have no chance of landing a j2C (if you do quickest tk hotaru then it should be possible. But since the new blow away effect makes you unable to even tell how fast you did it as the screen moves away, it's too unreliable). Hop hotaru will make you closer to your opponent and give you a set timing for IAD.

So, you are making a choice between tk and hop, then accessing the situation based on which you used (was it a high/grounded hit, how many magatamas do I have, am i close to/far from corner, should I be baiting burst, etc). Whether you land is a result of those choices, not a choice itself. Difference between tk and hop is a lot less important in the corner, as your choice will be completely based on height on hit and distance to corner.

#24 14 May 2011 - 07:46 PM

Sophisticat
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[snip]

Using that method is fine, just make sure to get various situations covered, not just 1 example for each bnb. You gotta know what's best to use in various situations, like in the corner, or when you're almost near the corner but not close enough and have to use a different combo instead.


Yeah, I'm not a fan of that shortcut stuff, but it's work in progress for now, it's easy to change. Corner loop for example, sometimes you have to do j.2A twice, sometimes once, etc...


Now that's the kind of feedback I wanted. :yaaay:

However, I'm short on time today, so all I can do for now is ask what exactly about the system you don't like? Is there some problem with it or is it simply tedious to remember all the names and associate them to the combo?

My defense of the system is that all it is that I want to do in the "combo strings" section is shorten the common ones. I don't expect the final list to have more than maybe 5-6 strings in all which should be very easy to remember once you're familiar with Haku's combos. It is also easy to simply leave general variations in that section (such as "omit delay j.2a when doing 2 reps of corner loop"), which leaves the main combo section free of clutter since everything's explained in the first part. It's like good programming; bundle everything together for ease of use.

I also have to figure something out for listing starters, but it's shaping up. I think the idea I have will be nice and efficient, but I'll have to put it in practice first.

Zdrav, I'll put up your stuff later once I have time. Good job. :) Wish I had CS2 too to help out, but... f'n delays. >_>

One Q: You sometimes list a couple different combos for similar star use. What's the difference between them (i.e. why would I do one over the other?).

Mashing doesn't help when [Spark]'s going to Hotaru your nuts.


:SL:   :HA:


#25 14 May 2011 - 07:52 PM

zdravkelja
zdravkelja

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One Q: You sometimes list a couple different combos for similar star use. What's the difference between them (i.e. why would I do one over the other?).


Just for variation :P The difference is like 500dmg at most. And some combos are a little bit easier to do than others, easier adjustable for burst bait, etc... Thing of preference.

:JO: :SL:
:CH:  :OS:


#26 15 May 2011 - 04:23 PM

MAdBater
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good combo vid
Any one in Boston who wants to play hit me up.
:HA: Charge:d::u::dbt:

#27 15 May 2011 - 06:09 PM

zdravkelja
zdravkelja

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Finnaly something new for Mugen... Some interesting stuff but there isn't much difference in terms of damage..

And after this I think it is confirmed. Corner loop with one rep has 2 j.2As in the end, loop with 2 reps has one, excluding specific cases.

:JO: :SL:
:CH:  :OS:


#28 16 May 2011 - 12:47 AM

Sophisticat
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Awesome vid, I'll be using that one too.

And yup, putting up the specifics on the corner loop reps right about now.

Mashing doesn't help when [Spark]'s going to Hotaru your nuts.


:SL:   :HA:


#29 16 May 2011 - 10:37 AM

Fish
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Me like new poking combos:

(4)6A>5A>Renka(1)>dustloop (2771dmg) possible without CH, pretty sick
(2)6A>5A>5B>dustloop (2244dmg)
(1)6A>5A>5b>Guren>3C (1552) surprise kishuu throw after the guren is pretty funny right now
(3)4C>Guren>Dustloop (2332dmg) DAT pokecombo

(3) Airthrow > 63214C > 6C > hop > 2C > j.2A > j.2C > 2C > j.2A > j.2A > ad j.2A > j.C > 5C > 3C - I think another j.2A > j.2C > 2C could be added, than second j.2A in the last rep should be omited. Also, should be done closer to ground



Confirmed, kinda
(3) Airthrow > j.214C > 6C > hop > 2C > j.2A > j.2C > 2C > (s)j.2A > ad j.2A > j.2C > 2C > j.2A >ad j.2A > j.C > 5C > 3C

Edited by Fish, 16 May 2011 - 12:43 PM.


#30 16 May 2011 - 12:44 PM

banshee
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If you guys mean "air throw cancelled into Tsubaki", I don't get that "Air throw > 63214C" notation, otherwise pretty good work there with those combos :)




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