BBCF/Hakumen/Combos

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 Hakumen


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Documents

This combo section was taken from the following documents by Beret.

Beginner combos

The following combos are very basic and very practical combos with Hakumen. If you are new to Blazblue or or simply wants to experiment with Hakumen, it is recommended that you start by learning those combos first.

Hakumen has a very extensive combo game that may be overwhelming to new players. For more practical routes and variations, check the bread and butter section.

Basic 0 magatama confirmVisual guide
Easy

2B > 2A > 3C
The most basic meterless combo. This is commonly used to save meter while scoring a knockdown. Beware that the knockdown from 3C is very poor.

Contrary to most characters, Hakumen has late gatlings. That implies that both 2A and 3C have to be delayed a bit.

Basic 4C CH comboVisual guide
Easu

4C CH > 214A > 3C
4C is one of Hakumen's best neutral tool. It has a very long range and only 10 frames of start-up. It only leads to combos on CH.

Alternative routes include, 4C CH > 623AA and 4C CH > 214A > 236B . Check the other tabs for sample 623AA and 236B combos.

Unfortunately, 4C CH doesn't combo into 214A or 623AA at max range.

1 magatama: 623AAVisual guide
Easy

2A > 2B > 623AA > 5B > hjc > j.B2AC > jc > j.C
623AA > 5B > Air combo is a staple route as it leads to decent damage at the cost of only one magatama. 623AA > 5B is a link; 623AA has a bit of recovery thus the 5B has to be delayed quite a bit.

236B > IAD j.2C Visual guide
Easy

2A > 2B > 236B > IAD j.2C > 5A > 5B > hjc > j.B2AC > jc > j.C
236B > IAD j.2C is one of the main 236B route available. It deals higher damage than the 1 magatama 623AA routes. The j.2C has to be delayed quite a bit for the 5A to connect. If done too high, there won't be enough time to connect into 5A ; If done too low, j.2C will whiff.

For more 236B routes, check the bread and butter section.

Basic Throw comboVisual guide
Easy

Forward Throw > 2C > 9hjc >j.B2AC > jc > j.C
Basic Throw combo. 9hjc (Done by pressing 259) may be a bit difficult to new players but it is an important combo filler.

An easier Throw combo would be Forward Throw > 6A > 6B . It ends with a knockdown but deals less damage.

Basic j.214A CH comboVisual guide
Easy

j.214A CH > Falling j.2A > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
j.214A is a key part of Hakumen's air neutral game as it has an excellent vertical hitbox. It also has projectile properties and can beat dedicated anti-airs. This route is arguably the most practical and useful j.214A CH route.

Falling j.2A can be replaced with Falling j.B for a bit more stability at the cost of damage.

Airthrow > j.2A > 5C is also the most practical Airthrow combo.

Air combo enders

In CF2, the main air combo enders are:

j.C enders

j.C is meterless combo ender that sends the opponent flying and make it go back to neutral.

  • … hjc > j.B2AC > jc > j.C - Basic aircombo ender midscreen
  • … jc > j.B2A > jc > j.2AC - Basic j.C ender. Used to be the go-to air combo ender in the previous versions. It is still done in the rare few instances where the first route isn’t doable due to combo length or height.
  • … hjc > j.B2A > jc > j.B2AC - More damage but character and route specific.
  • … hjc > j.B2AC > jc > j.2AC - Most damaging j.C ender combo ender. Character and route specific.

j.214A enders

j.214A provides knockdown at the cost of 1 magatama.

  • … jc > j.B2A > jc > j.B2A > j.214A - Basic j.214A ender.
  • … hjc > j.B2AC > jc > j.AA > j.214A - Alternative j.214A ender, deals a bit more damage than the route above. Character and route specific.
  • … hjc > j.B2AC > jc > j.2AC > j.214A - Universal near corner and corner ender, optimal in terms of damage and provides knockdown.

Disclaimer: For the sake of simplicity, the routes in the rest of the document will mostly use the first air combo ender.

This isn't an exhaustive list. Please see the end of the document for more advanced enders and on who they work. Also see the end of the document on whether combos should be ended with j.C and j.214A.

j.214A or j.C ?

They are no definitive answer. Understanding the pros and cons of j.214A or j.C is critical to understand how and when to use them.

Haku-men often recovers a bit more than one magatama per combo, enabling j.214A most of the time. Intuitively, knocking down the opponent seems more rewarding than having the opponent fullscreen, which would make j.214A the better option.

However, while j.214A's cost doesn't look like much, it restricts the pressure/mix-ups afterward when low on magatamas. Moreover, the okizeme options after j.214A are very limited and won't work against more experienced players. On top of it, the opponent may use OD or a reversal followed by RC to reverse the momentum. Which can change the flow of the game.

On the other hand, j.C brings the game back to neutral. A place where Haku-men shines thanks to his strong pokes and passive meter gain. Nevertheless, j.C isn't ideal either. Haku-men struggles against zoners (Nu, Nine...) and mobile characters (Valkenhayn, Taokaka...). Going back to neutral against them can be unwise, since it will require catching them a second time. In that case, going for j.214A is a better option.

That's, at the very least, the theory. In practice, it also depends on the opponents and their strengths and weaknesses. For instance, against a DP-happy player, it is possible to heavily punish them after j.214A with the correct read.

To sum it up, j.214A is the better choice in situations where offense and rushdown strategies are preferred. j.C is better when going back to neutral is more appropriate.

Bread and butter

The bread and butter section gathers the most practical Haku-men combos. It also includes explanations about the routes and why they are recommended. If you are new to Blazblue or to Haku-men, it is heavily recommended that you practice them first.

Hakumen has a wide range of combos available, his specials are excellent combo filler but require managing his magatamas carefully. 214A is a 1 magatama basic combo filler that leads to simple knockdowns and very damage efficient air combos on crouching opponents. 623AA is a 1 magatama special that leads to stable air combo at all range. 236B is 2 magatama special that leads to a variety of high damage combos but has limited range.

The main challenge with Hakumen's combo are meter management and choosing the right routes and enders depending on the context. If you are new to the game, don't worry about it and focus on learning a few routes until you are consistent with them. It is also often recommended to end combos with at least 1 magatama or more if it doesn't kill. This is to ensure Hakumen has enough resource to play neutral or apply pressure afterward.

Some players follow certain rules for optimal meter managaments:

  • Only use X magatamas if the route will do X000 damage (I.e Spending 2 magatams should yield at least 2000 damage).
  • Only spend X+1 magatamas for a route if that route more than 500 damage than an optimal X magatamas route.
  • Always end a combo with at least 1 magatama.

Those are only guidelines and there are of course exceptions to them. However, those are worth keeping in mind while experimenting or in matches.

The combos below are mandatory to learn since they are the most practical way to score a conversion or knockdown while spending little to no magatama. Those routes are very commonly used when trying to preserve resources.


2B > 214A > 2A > 6A > 6B Visual guide
Easy

2B > 214A > 2A > 6A > 6B
A very basic combo into 6B knockdown. Quite common in matches as it the easiest and most practical method to get a decent knockdown at low cost. Unfortunately, it doesn't work with a 2A /5A starter.

Meter used Combo Damage Meter gained Notes Video
0 2Ax3 > 3C 927 0.4 Most basic 2A combo. Omit a 2A if too far. Link
0 2Ax2 > 6A > 6B 1125 0.7 Better knockdown than the route above but harder to hitconfirm and requires being close. Don't autopilot it in blockstrings. Link
1 2C > hjc > j.B2A > jc j.B2A > j.214A 2320 0.6 Basic 2C 1 magatama combo into knockdown. Works as AA and from a throw starter.
0 2B > 2A > 6A > 6B 1475 0.7 Basic close range 2B route. Good knockdown.
1 [Standing] 2A > 2B > 214A > 2A > 5A > 3C 1529 0.6 Minor combo extension. 5A only works on standing. Link
1 2B > 214A > 2A > 6A > 6B 1864 0.6 Basic 214A route into 6B knockdown. It doesn't work from 2A/5A starter and it deals less damage than the other 1-magatama routes. However, 6B grants more okizeme options than j.214A and is often preferred when possible.
0 Forward Throw > Walk forward > 2C > hjc > j.B2AC > jc > j.C 2499 1.0 Stable, near universal throw combo. It deals decent damage for a 0-magatama combo. It doesn’t work on Bullet. Link

With 1 magatama, the most common routes involve 214A or 623AA. 214A leads to low damage 3C and 6B enders. 623AA leads to stable air combos but requires one more magatama for okizeme. If the opponent is crouched, 214A > 2C is the optimal combo filler in terms of damage.


623AA > 5BVisual guide
Easy

2A > 2B > 623AA > 5B > hjc > j.B2AC > jc > j.C
623AA > 5B > Air combo is a staple route as it leads to decent damage at the cost of only one magatama. 623AA > 5B is a link; 623AA has a bit of recovery thus the 5B has to be delayed quite a bit.

Meter used Combo Damage Meter gained Notes Video
1 2A > 2B > 623AA > 5B > hjc > j.B2AC > jc > j.C 2050 0.7 Basic 623AA into an air combo. Beware that 5B whiffs after a 5C max range > 623AA .

j.C leaves the opponent fullscreen and doesn't knockdown. It's also possible to end it with 5B > hjc > j.B2A > jc > j.B2A > j.214A for okizeme.

Link
1 [Crouching] 2A > 2B > 214A > 2C > hjc > j.B2AC > jc > j.C 2327 0.75 High damage but the opponent needs to be crouching. Link
1 5C > 214A > 2C > hjc > j.B2AC > jc > j.C 3317 0.9 5C forces crouching thus guaranteeing 214A > 2C . This route may require an hjc after 2C if the opponent is too far. 2C also whiffs after at 5C max range. Link
1 Forward Throw > Walk back > 2C > 623AA > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2841 1.4 A bit more damage than the route above, its cost is offcast by a higher meter gain than the 0-magatamas route. It’s universal, but the timing is strict on Mai, Naoto and Celica.
1 4C CH > 623AA > 5B > hjc > j.B2AC > jc > j.C 2789 0.9 Basic 4C CH combo. Doesn't work at longer ranges.
1 5D/2D > 623AA > 5B > j.B2A > jc > j.2AC 2382 1.6 Basic 1 magatama 5D/2D combo. Link (5D Version)

With 2 magatamas, Hakumen's main combo revolve around 236B. It is a launcher that leads to high-damage meter-efficient route. 236B > IAD j.2C has high corner carry but low damage; 236B > 6A > 6B has high damage but low corner carry. It is also possible to add a 214A before 236B for hit confirming purposes albeit this costs 1 more magatama and doesn't add a lot of damage.

An alternative is 623AA > Delay 5B > 214A . That route is a bit more triky but offers a nice trade-off between both routes. It unfortunately doesn't work with 2A/5A starters.


236B > IAD j.2C Visual guide
Easy

2A > 2B > 236B > IAD j.2C > 5A > 5B > hjc > j.B2AC > jc > j.C
236B > IAD j.2C is one of the main 236B available. The j.2C has to be delayed quite a bit for the 5A to connect. If done too high, there won't be enough time to connect into 5A ; If done too low, j.2C will whiff.


236B > 6A > 6B Visual guide
Easy

2A > 2B > 236B > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
Slighly more damage than the route above but less corner carry. The 6A has to be delayed quite bit. If done early, the 6B may whiff.

Meter used Combo Damage Meter gained Notes Video
2 2B > 623AA > Delay 5B > 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2932 1.0 It has the lowest damage but best corner carry and meter gain of the 2 magatama combos.

The main asset of this route is that it's always available. At 2B max range, 623AA > Delay 5B remains possible, whereas 2B > 236B will whiff on some characters.

2 2A > 2B > 236B > IAD j.2C > 5A > 5B > hjc > j.B2AC > jc > j.C 2620 0.85 Higher damage but slightly less corner carry than the combo above.
2 2A > 2B > 236B > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2788 1.0 Highest damage but least corner carry of the 2 magatamas combos.
2 4C CH > 623AA > Slight Delay 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3457 1.1 4C is one of Hakumen's best poke. This combo works from a bit further than 4C CH > 214A .
2 5D/2D > 236B > 2C > hjc > j.B2AC > jc > j.C 2872 1.6 Basic 2 magatamas 5D/2D combo.
2 Forward throw > 66 j.214B > AD > j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3382 1.4 Throw combo boasting good damage and high corner carry.

3 magatamas and above routes are mostly situational. Their costs are high in practice and do not improve damage much over 2 magatamas routes. Beyond 3 magatamas, spending additional ones comes with diminishing returns. 4 magatamas and above are rare aside from OD and Mugen combos.


j.214B > Delay j.2C Visual guide
Medium

5C > 214A > 2C > 9jc > TK j.214B > AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
j.214B > Delay AD j.2C > 6A > 6B is a high-damage and meter efficient route. It provides great carry and and can be easily changed into a midscreen to corner route.

This route can be a bit tricky, the AD has to be delayed a bit and the j.2C has to hit while the opponent is slighly above Hakumen. If they are too low or too high, it won't be connect into 6A. An alternative or back-up plan is to do j.2C > 5B instead.

Meter used Combo Damage Meter gained Notes Video
3 [Crouching] 2B > 214A > 2C > 9jc > TK j.214B > AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3841 1.3

Very high damage 3 magatama route with solid meter gain and corner carry. It works from a max range 2B, but not further. A j.2C can be added after 2C for a bit more damage, but it's harder and distance specific. This is a fairly common 5C route as it forces crouching.

3 4C CH > 214A > 236B > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3998 1.1 4C CH can link into 214A and 623AA on CH, more can be found in the 4C section. Be careful, 4C doesn’t combo well if done too far.
3 41236C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 4092 0.8 Practical 41236C (overhead) combo starter. Contrary to older versions, skipping the second hit of 41236C with 6A is seldom worth it as it hardly adds any damage. Link

In the corner, Hakumen's combos become considerably more threatening. His routes become much more meter-efficient and it is easier to end with the better combo enders.

Hakumen has access to high-damage meter-efficient routes with 6A > 6B > 5A > 5B > 9hjc > j.B2AC > 9jc . Unfortunately, that route is character specific.

The optimal okizeme enders are 6B/Air hit 5C. However, ending with them often requires adjusting the combo or shortening it. Combos that end with j.214A for okizeme often deal more damage but are more costly.


Universal: Air enderVisual guide
Easy

2A > 2B > 623AA > 6A > 6B > 5A > 5B > 9hjc > j.B2AC > 9jc > j.2AC > j.214A
In the corner, Hakumen gains better air combo enders. 5B > 9hjc > j.B2AC > 9jc > j.2AC > j.214A deals more damage than the midscreen routes and provide a knockdown.


Universal: 6B enderVisual guide
Easy

2A > 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B
In the corner, Hakumen has much easier time ending with 6B or 5C . Those are better combo enders than j.214A and may lead to safejumps, meaties, high/low mixups...

Meter used Combo Damage Meter gained Notes Video
1 2A > 2B > 623AA > 6A > 6B > 5A > 5B > 9hjc > j.B2AC > 9jc > j.2AC > j.214A 2595 1.1 Basic 1 magatama route in the corner. Ending with j.214A is recommended since knocking down in the corner is highly beneficial and the meter gained in the combo circumvents the cost.
1 2A > 2B > 623AA > 6A > 6B > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A 2712 1.2 Slightly better combo than the route above, but is character specific.

It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami. Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei Delay 5A, 8jc, j.B2AC as fast as possible on: Celica.

1 2A > 2B > 623AA > 6A > 6B > 5A > j.B2AC > Land > 623AA > 6C > 5C 2491 1.2 Variant of the route above which ends with 5C knockdown instead. With a 2B starter, 6C > 6A > 6B is possible for higher damage.
2 2A > 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B 2617 0.9 A staple combo. Basic 2 magatama combo into 6B knockdown. 6B is overall Haku-men’s best knockdown and unlike j.214A it doesn’t require an additional magatama.
2 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B > 5A > 5B > 9hjc > j.B2AC > 9jc > j.2AC > j.214A 3781 1.4 Only works with one hit before 236B at most but deals massive damage and has high meter gain for it’s cost.
2 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A 3884 1.4 The 2 magatama character-specific variant. It also only works with one hit before 236B, but is even more powerful.

Overdrive is a key-piece of Hakumen's gameplan. It enables high damage routes while offsetting their magatamas cost. This section only covers basic and practical OD combos. If you want more details about Overdrive combo theory or more routes. Check the Overdrive section later in the document.


OverdriveVisual guide
Easy

5C > ODc > 5C > 41236C (1) > 623A > 6A > 6B > 214D > EA
This is a basic overdrive combo. A common mistake with this route is doing the 214D too late. The 214D has to be buffered during 6B .

Meter used Combo Damage Meter gained Notes Video
4 5C > ODc > 214A > 41236C (1) > 623A > 6A > 6B > 214D > EA 5412 [81 - 73% 5s] Basic 5C punish combo. At close range, ODc > 5C can be done instead of 214A . It does the same amount of damage for 1 less magatama. The opponent can burst immediately after the first 5C . On CH, 214A can be skipped entirely and if the opponent burst after 5C , it’s possible to block the burst and punish it with another 5C .
3 2A > 2B > 236B > 5C > ODc > 5C > 214A > 623A > 6A > 6B > 214D > EA 3754 [81 - 73% 5s] Basic 236B confirm into an OD combo.
2 2D/5D > ODc > 5C > 41236C (1) > 623A > 6A > 6B > 214D > EA 4438 [81 - 73% 5s] Basic midscreen drive combo. 2D/5D is unburstable.
2 Forward Throw > ODc > 66 > j.214C > 6A > 6B > 5A > EA 3354 [100%-91% 4s] Basic midscreen Throw OD combo and good way to practice 66 j.214C.
5 5C > ODc > 5C > 41236C (1) > 214A > 6C > 632146C > 623A > 5C > EA 6271 [72 - 63% 5.5s] 5C kill combo with 5 magatama and plenty of health. With 1 more magatama and less life, CT can be done instead of 214A for more damage.
4 [Corner] 6B > RC > ODc > 6C > 6A > 6B > 214D > 214A > EA 4223 [72 - 63% 5.5s] 6B RC ODc combo. The early cancel into OD makes the combo unburstable.

Midscreen/Anywhere:

The following section list variations of the routes present in BnB, alternatives which require a few more magatamas for a bit more damage and routes with more specific starters. They are usually less practical. Several combos are very similar but are listed for damage comparison.

214A routes

214A is a practical combo filler that enables easy 3C and 6B knockdowns. If the opponent is crouched it combos into 2C and leads to the optimal air combo routes.

Meter used Combo Damage Meter gained Notes Video
1 2B > 214A > 5B > 2A > 3C 1922 0.5 Basic 214A combo. Doesn't work with 2A or 5A as starters. Link
1 2B > 214A > 2A > 6A > 6B 1864 0.6 Basic 214A combo. Better knockdown. Link
2 (2A) > 2B > 214A > 5B > 623AA > 5B > hjc > j.B2AC > jc > j.C 2752 0.9 214A into 623AA confirm.
1 [Crouching] (2A) > 2B > 214A > 2C > hjc > j.B2AC > jc > j.C 2579 0.8 Basic crouch confirm.
3 [Crouching] 2B > 214A > 2C > TK j.214B > AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3841 1.3 Advanced combo. High damage and corner carry. A 9jc j.2C can be added after 2C at close range for a bit more damage.

623AA routes

623AA is a reliable launcher that allows practical routes into air combo. It suffers from a 72P2 which often hinders the damage done by those. Regardless, it is still a very useful combo fillers for 1 and 2 magatamas.

Meter used Combo Damage Meter gained Notes Video
1 (2A) > 2B > (214A > 5B >) 623AA > 5B > hjc > j.B2AC > jc > j.C 2267 0.7 Basic 623AA route.
2 (2A) > 2B > 623AA > 6A > 6B > 5A > j.B2A > jc > j.B2A > j.214A 2578 0.95

More damaging variation but character and distance specific.

  • Works on (Easy): Ragna, Litchi, Arakune, Haku-men, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai.
  • 6A delay 6B(Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel, Rachel, Taokaka, Tager, Makoto.
  • Doesn't work on: Carl, Platinum, Celica.
2 (2A) > 2B > 623AA > 6A > 6B > 5A > 5B > j.B2A > jc > j.B2A > j.214A 2686 1.05

Highest damage variation but character and distance specific.

  • Works on (Easy):  Ragna, Litchi, Arakune, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai.
  • 6A delay 6B(Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel,Tager.
  • Doesn't work on:  Rachel, Taokaka, Carl, Haku-men, Makoto, Platinum, Celica.
2 Max range 5C > 623AA > (5B ) > Delay 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C 3649 1.2 Max range 5C confirm. Most commonly done with a 4C CH. a 5B can be added at close range.
3 2B > (214A > 5B >) 623AA > 5B > TK j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C 3342 1.4 High corner carry 623AA route. Only works at close range, TK j.214B will whiff if too far. 9jc delay j.214B helps making the combo more stable. This is also a very useful combo after a raw 623AA .

236B routes

236B is a versatile combo filler that leads to a wide diversity of route with varying damage ceiling and corner carry. Routes in which 214A can't be added can only be done with one move before 236B at best.

236B > IAD j.2C is a practical combo filler that leads to routes with high corner carry.
Meter used Combo Damage Meter gained Notes Video
2 (2A) > 2B > (214A >) 236B > IAD j.2C > 5A > 5B > hjc > j.B2AC > 9jc > j.C 2911 0.8 Basic 236B into IAD route.
2 2B > (214A >) 236B > IAD j.2C > 2B > 5A > 5B > j.B2A > jc > j.2AC 2966 0.9 Harder but higher damage.
2 2B > 236B > Delay j.2C > 5A > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C 3216 1.2 Character specific version. works on Hakumen, Naoto and Kokonoe. Fairly difficult timing, works easier without the IAD.
3 2B > (214A >) 236B > IAD j.2C > 2B > 214A > 66 > 5B > hjc > j.B2AC > 9jc > j.C 3330 1.0 Basic 3 magatamas variations. High corner carry.
3 2B > (214A >) 236B > IAD j.2C > 2B > 214A > 66 > 5B > 5A > 5B > hjc > j.B2AC > 9jc > j.C 3347 1.05 Variation of the route above.
3 2B > 236B > IAD j.2C > 2B > 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C 3639 1.1 High damage variation but more difficult.
4 2B > (214A >) 236B > IAD j.2C > 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B2A > jc > j.2AC 3838 1.3 4 magatamas variations. If 214A is added or a move is done before 2B, a 5C has to be omitted at the end of the combo.
4 2B > (214A >) 236B > IAD j.2C > 5A > 5B > TK j.214B > AD > j.2C > 6A > 6B 3222 1.0 High corner carry route into 6B oki.
236B > 6A > 6B is a higher damage variation but it has low corner carry.
Meter used Combo Damage Meter gained Notes Video
2 (2A) > 2B > (214A >) 236B > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C 3099 1.0 Basic 236B > 6A > 6B
2 (2A) > 2B > (214A >) 236B > 6A > 6B > 2B > 5A > j.B2A > jc > j.2AC 3049 1.0 Variation of the route above.
4 2B > (214A >) 236B > 6A > 6B > 2B > 214A > IAD j.B > j.2A > 5C > 623AA > 5B > j.B2A > jc > j.2AC 3844 1.4 6B has to hit high in the air for 2B to connect.
236B > IAD j.B > j.2A is a situational extender. It often requires 3 magatamas to be worthwhile.
Meter used Combo Damage Meter gained Notes Video
2 (2A) > 2B > (214A >) 236B > IAD j.B > j.2A > 2C > hjc > j.B2A > 8jc > j.C 2780 1.0 Basic 236B > IAD j.B > j.2A route.
3 (2A) > 2B > (214A >) 236B > IAD j.B > j.2A > 5C > 2C > 623AA > 6A > 6B 3079 1.1 3 magatamas into 6A > 6B .
3 (2A) > 2B > (214A >) 236B > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > JB2A > jc > j.2AC 3362 1.0 3 magatamas into air combo.
3 2B > 236B > IAD j.B > j.2A > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C 3442 1.1 Higher damage than the route above but doesn't work with 2B > 214A

Counter hit

6B and 3C are two normals that do not combo into anything on normal but gain a great amount of hitstun on CH. 6B is invincible from frame 4 to moves with foot attributes and can be used to crush low or a a frametr. 3C is a very fast long range sword move, beware that it’s very unsafe on block.

The main route for them is 2B > 214A > IAD j.B > j.2A . It is high damage and meter efficient. While this route is difficult, it’s also the optimal one, so it’s recommended to practice it at least for the characters the route works fairly well on. If it's too difficult, the 3C CH section contains more 2B > 214A routes. It isn’t possible to end some of those routes with hjc > j.B2AC > jc > C as the combos are too long.


214A > IAD j.B > j.2A >Visual guide
Medium / Hard

3C CH > 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B2A > jc > j.2AC
2B > 214A > IAD j.B > j.2A > 5C is either fairly impossible or very difficult depending on the character. It is also impossible at certain range against a few characters.

Delaying j.2A and/or 5C helps adjusting the timing on a lot of characters.

6B CH main routes

Meter used Combo Damage Meter gained Notes Video
0 6B CH > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2937 1.2 Basic 6B CH combo.
2 6B CH > 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B2A > jc > j.2AC 3708 1.4 High corner carry variation.
2 6B CH > 5C > 214A > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3591 1.4 Universally stable, metered route.

3C CH main routes

Meter used Combo Damage Meter gained Notes Video
0 Close range 3C CH > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3481 1.2 Basic close range 3C CH combo.
2 Close range 3C CH > 6A > 6B > 5A > 5B > TK j.214B > AD > j.2C > 5B > hjc > j.B2AC > jc > j.C 4284 1.5 High damage close range variation.
2 3C CH > 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B2A > jc > j.2AC 4128 1.5 This route is overall the best 3C combo available, it has great corner carry and works even at max range. Sadly, the timing for AD j.B > j.2A can be finicky, since it has to be adjusted depending on the character and the distance.

The combos below are alternative routes, easier but not as efficient:

A few easier 3C CH routes are:

Meter used Combo Damage Meter gained Notes Video
1 3C CH > 2B > 214A > 66 > 5A > 5B > hjc > j.B2AC > jc >C 3226 1.1 Easy 3C CH combo.
1 3C CH > 2B > 214A > IAD j.B > j.2A > 2C > hjc > j.2A > jc > j.2AC 3472 1.1 Decent damage and only costs one magatama. It leaves Hakumen in a slightly worse position than usual.
1 3C CH > 2B > 214A > IAD j.B > j.2A > 2C > hjc > j.2A C > 9jc > j.2AC 3677 1.3 Variation of the route above. Sideswitches after the first j.C. The timing can be finicky on some characters depending on range and the second j.2A is likely to whiff.
2 3C CH > 2B > 214A > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3831 1.3 Stable 2 magatamas confirm.
3 3C CH > 2B > 214A > IAD j.B > j.2A > j.214B > AD > j.2C > 5B > hjc > j.B2AC > jc > j.C 4290 1.2 High corner carry version, very stable but costly.


6A CH main routes

6A is situational frame-trap and punish. On CH, this move has a considerable amount of hitstun that leads to

Meter used Combo Damage Meter gained Notes Video
0 6A CH > 66 > 2C > hjc > j.B2AC > jc > j.C 2572 1.1 Meterless 6A CH combo.
0 6A CH > 66 > 5C > 214A > 2C > hjc > j.B2AC > jc > j.C 3351 1.3 High damage for one magatama.
2 6A CH > 66 2C > 8jc > j.2C > j.214B > AD j.2C > > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 4404 2.0 High damage and corner carry routes. It is possible sideswap with 9jc > j.2C.

4C routes

4C is one of Hakumen's best neutral route. It isn't special cancellable and only links into specials on CH. Moreover, it doesn't combo into 214A or 623AA at max range.


4C CH > 623AA > Slight Delay 214A Visual guide
Medium

4C CH > 623AA > Slight Delay 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
Practical 4C CH route that works at far range. At closer range, a 5B has to be added after 623AA .

Meter used Combo Damage Meter gained Notes Video
4 4C > 632146C 2769 0.2 Only 4C route without CH. Link
0 4C CH > 3C  1630 0.5 Meterless 4C CH route. Only works at close range.
1 4C CH > 214A > 3C 2086 0.6 Stable 4C CH combo. Very common route. Doesn't work at max range.
2 4C CH > 623AA > Slight Delay 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3457 1.1 Practical 2 magatama CH combo. Works from a bit futher than 4C CH > 214A .
3 4C CH > 623AA > Slight Delay 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > jc > j.B2A > jc > j.2AC 3539 1.3 3 magatama CH route, high corner carry and works at most ranges.

6C routes

6C is a situational high damage DP punish move. It fatal counters and enables routes which are otherwise impossible due to the bonus hitstun.


6C CH > 623AA > Slight Delay 214A Visual guide
Medium

6C FC > 214A > 2C > 623AA > 6A > 6B > 5A > 5B > j.B2AC > jc > j.C
Practical 6C FC that works at most range. At closer range, a 5C can be added for a bit more damage. Although there are more damaging routes for the same cost at close range (see the last combo in the table below.)

Meter used Combo Damage Meter gained Notes Video
4 6C > 632146C 3474 0.3 Basic 6C into kill combo.
1 Close range 6C FC > 5C > 214A > 2C > hjc > j.B2AC > jc > j.C 4353 1.0 Very high damage for only 1 magatama. Doesn't work if done from too far, the 5C can be omitted at far range. Common DP punish.
2 Far range 6C FC > 214A > 2C > 623AA > 6A > 6B > 5A > 5B > j.B2AC > jc > j.C 4508 1.1 2 magatamas far range combo.
2 or 3 6C FC > 214A or 5C > 236B > IAD j.2C > 5A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 4662 1.1 2 and 3 magatamas alternatives to route above. Slighly more corner carry and damage.
2 6C FC > 66 j.214B > AD > j.2C > 6A > 6B > 5A > 5B > j.B2AC > jc > j.C 5193 1.5 High damage and corner carry 2 magatamas combo. j.214B will whiff on crouch depending on character and range.
3 6C FC > 66 2B > 214A > 2C > jc > j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 5352 1.8 High damage, high corner carry route. Works from far range, the hop must be done early in order to connect.

Throws

Forward throw

Hakumen has a variety of throw routes available depending on the resources available. All the routes below are practical. Using one over the others often boils down to player preferences.


Basic Forward Throw comboVisual guide
Easy

Forward Throw > Walk back > 2C > 623AA > 6A > 6B > 5A > 5B > j.B2AC > jc > j.C
Basic Throw combo. Decent damage for a low cost. Walking back is necessary otherwise 623AA will whiff. It’s universal, but the timing is strict on Mai, Naoto and Celica.

Meter used Combo Damage Meter gained Notes Video
0 Forward Throw > Walk forward > 6A > 6B 2032 0.8 Basic throw combo into 6B knockdown. Link
0 Forward Throw > Walk forward > 2C > hjc > j.B2AC > jc > j.C 2499 1.0 Stable, near universal throw combo. It deals decent damage for a 0-magatama combo. It doesn’t work on Bullet.
1 Forward Throw > Walk back > 2C > 623AA > 6A > 6B > 5A > 5B > j.B2AC > jc > j.C 2811 1.4 A bit more damage than the route above, its cost is offcast by a higher meter gain than the 0-magatamas route. Difficult on Mai, Naoto and Celica. Hit 6A high and delay 6B on Hazama, Terumi, Kokonoe, Hakumen and Celica.
2 Forward Throw > 66 j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3382 1.3 Harder than the other regular throw combos, but provides more corner carry than the other throw combos and can be easily adjusted into a midscreen to corner combo. It’s also a great way to practice j.214B into AD combos.

Back throw


Basic Back Throw comboVisual guide
Easy

Back Throw > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
Basic and simple Back Throw combo. The 6A has to be delayed a bit otherwise the 6B will whiff. There is aslighly better route for the same cost but a bit more difficult (see the table below).

Meter used Combo Damage Meter gained Notes Video
1 Back Throw > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2803 1.2 Stable back throw route.
1 Back Throw > Delay 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2981 1.3 Slighly more damage than the route above but the timing is a bit more difficult.

Air Throw

Hakumen has 3 main air throw routes depending on the heights. Air Throw > j.B or j.2A is the most practical one and works at most height. Air Throw > j.2C only works if the opponent is very high but is more meter efficient. Air Throw > 2A only works if the opponent is very close to the ground.


Basic Air Throw comboVisual guide
Easy

Air Throw > j.2A > 5C > 623A > 6A > 6B > 5A > 5B > j.B2A > jc > j.2AC
The most common airthrow combo. Stable and available most of the time.

Meter used Combo Damage Meter gained Notes Video
1 Air Throw > j.B or j.2A > 5C > 623A > 6A > 6B > 5A > 5B > j.B2A > jc > j.2AC 3054/3069 1.1 Most practical air throw route. Both j.B or j.2A are doable. j.2A does a bit more damage.
0 (High height) Air Throw > j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3056 1.1 High height only. More meter efficient than the route above. If too close to the ground, j.2C will whiff otherwise.
0 (Close to the ground) Air Throw > 2A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2631 1.1 Close to the ground only. Very rare.

Drives

Drives are very short starters, as such the combos after them are limited. The routes below are the easiest and/or most meter efficient.


Basic 2D comboVisual guide
Easy

2D > 623AA > 5B > j.B2A > jc > j.2AC
Basic 2D combo. This also works with 5D as a starter. Since drives are very short starters, it isn't possible to do the hjc air combo ender.

Meter used Combo Damage Meter gained Notes Video
1 5D/2D > 623AA > 5B > j.B2A > jc > j.2AC 2382 1.6 Basic 1 magatama 5D/2D combo.
2 5D/2D > 236B > 2C > hjc > j.B2AC > jc > j.C 2872 1.6 Basic 2 magatamas 5D/2D combo.
2 6D > 623A > 623AA > 5B > hjc > j.B2AC > jc > j.C 2454 1.7 Situational 6D combo. Comboing from 6D can be difficult if the opponent is too far.
2 6D > Delay 623A~A > 214A > 66 > 5B > hjc > j.B2AC > 9jc > j.C 2970 1.7 High damage but range specific.
0 j.D > j.2A > jc > j.2AC 1849 1.3 Meterless j.D combo.
3 j.D > j.214C > 2C > hjc > j.B2AC > jc > j.C 3237 1.3 Higher damage j.D combo. The opponent cannot burst before j.214C it's therefore a very strong round ender.
3 214D > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3379 1.2 Most practical 214D combo. The timing for 623A > 6A is trickier on some characters like Izanami.
5 236236D FC > 623A > 6B > 5A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 4374 1.1 Practical and stable midscreen 236236D combo.

Specials

Hakumen specials sometime used as combo starters. They are either solid in neutral (623AA , 214D ), used for mix-up purposes (236B / 41236C ) or are used defensively (j.214B , j.214C ). Some specials also have unique combo routes if they are done as combo starters.


Basic j.214A CH comboVisual guide
Easy

j.214A CH > j.2A > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
j.214A is a key part of Hakumen's air neutral game as it has an excellent vertical hitbox. It also has projectile properties and can beat dedicated anti-airs. This route is arguably the most practical and useful j.214A CH route.

Meter used Combo Damage Meter gained Notes Video
2 623AA CH > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3367 0.9 Practical 623AA CH route. Very common as 623AA is an excellent neutral route.
2 623AA > Slight delay 214A > 66 > 5A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2967 1.0 Variation of the route above if it doesn't CH. The timing for 214A varies depending on the character and distance.
2 236B > IAD j.2C > 5A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3343 1.0 With a raw 236B , 5A > 6A > 6B . It is also possible with a 2B > 236B starter on Hakumen, Kokokone and Naoto albeit the timing is fairly tight.
3 41236C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 4092 0.8 Practical 41236C combo starter. Contrary to older versions, skipping the second hit of 41236C with 6A is seldom worth it as it hardly adds any damage.
3 214D > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3379 1.2 Most practical 214D combo. The timing for 623A > 6A is trickier on some characters like Izanami.
Meter used Combo Damage Meter gained Notes Video
1 j.214A CH > j.B > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2696 0.9 Situational j.214A CH combo. Requires the opponent to be at a certain height.
2 j.214A CH > j.2A > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3068 1.0 Practical and stable j.214A CH combo.
1 66 j.214A CH > 2B > 5A > jc > j.B2A > jc > j.2AC 2091 0.5 Very rare combo as 66 j.214A is not worth doing in neutral.
2 TK/66 j.214B > Delay AD j.2C > 5B > j.B2A > jc > j.2AC 3238 0.5 j.214B is a situational defensive tool. Since it is a very short starter, the combos after it are limited.
3 66 or TK j.214C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 4661 0.8 Basic j.214C anti-throw combo.
3 j.214C Guard Crush > 66 > 2C > hjc > j.B2AC > jc > j.C 1936 0.2 Basic j.214C Guard Crush combo. It leaves the opponent stunned for a very long time, the timing is fairly generous to land the 2C .
4 j.214C Guard Crush > 66 > 5C > 214A > 2C > j.B2A > jc > j.2AC 2653 0.5 Guard crush variation into 5C > 214A .

Anti-air

5A and 2C are Haku's two main anti-airs. 5A has a decent vertical hitbox and only has 5 frames of start-up. 2C is invincible to air moves and boasts a great vertical and horizontal hitbox. However, the invincibility kicks in late and the move is heavily punishable on whiff. Use them according to the situation. For more details here is the beginner guide's section about AA.


Basic 2C CH comboVisual guide
Easy

AA 2C CH > Falling j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
Practical and high damage 2C CH anti-air punish. The opponent has to be slightly above Hakumen when the j.2C hits.

Meter used Combo Damage Meter gained Notes Video
0 AA 5A > 5B > hjc > j.B2AC > jc > j.C 1686 0.5 Basic 5A anti-air confirm.
1 AA 5A CH > 5C > 623A > 6A 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2531 1.1 Air CH 5A links to 5C .
2 AA 5A > 5B > TK j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3029 1.1 Advanced 5A anti-air confirm. High damage and corner carry.
0 AA 2C > hjc > j.B2AC > jc > j.C 2284 0.7 Basic 2C anti-air confirm. If the opponent is very high, the j.B has to be omitted.
0 AA 2C CH > Falling j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3456 1.4 Main 2C CH variation. It may be difficult to hitconfirm.
2 AA 2C > hjc > j.2A > j.214B > Delay AD j.2C > 5B > hjc > j.B2AC > jc > j.C 3835 1.3 Stable high-height AA 2C confirm. The air dash has to be more or less delayed depending on the height/distance.
2 AA 2C > hjc > j.2A > j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 3835 1.3 More rewarding but harder version of the route above. That route may fail if the opponent is too far or too high.
3 AA 2C > hjc > j.B2A > jc > j.B2A > j.214C > Falling j.2C > 5A > 5B > hjc > j.B2AC > jc > j.C 3727 0.9 Situational 2C confirm. The j.214C is worth practicing as it sometime comes up to end rounds.

Air-to-air

Both j.B and j.2A have amazing hitboxes and act as great air-to-air. If close enough to the ground, a CH isn’t necessary. However, this is pretty rare. j.2C is slow and is easy to anti-air, but as an even bigger hitbox than j.B and j.2A. Due to its recovery it, most of the time, only combos into 5A on air hit.


j.A > j.B > j.214B Visual guide
Medium

Air-to-air j.A > j.B > j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
Practical air-to-air j.A confirm. The airdash has to be more or less delayed depending on the height.

Meter used Combo Damage Meter gained Notes Video
2 Air-to-air j.A > j.B > j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2664 1.0 High damage combo for a j.A starter. Doesn't work if too high.
3 Air-to-air j.A > j.B > j.214C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2769 0.8 Stable but more expensive than the route above.
3 Air-to-air j.A > j.B > j.214C > 2B > 5A > hjc > j.B2AC > jc > j.C 2213 0.5 Close to the ground variation. Very situational and only useful to close rounds.
Meter used Combo Damage Meter gained Notes Video
1 Air-to-air j.B/j.2A CH > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2891/2946 1.0 Basic j.B/j.2A CH confirm.
0 Air-to-air j.2C > 5A > 5B > hjc > j.B2AC > jc > j.C 2465 0.8 Basic j.2C air-to-air confirm.
0 Air-to-air j.2C > 5A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C 2867 1.1 Situational j.2C air-to-air confirm. Only works at close range.

Corner

Combo enders

In the corner, Haku-men possesses three main combo enders.

  • 5A > 5B > 9hjc > j.B2AC > 9jc > j.2AC > j.214A
  • 5A  > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A
  • … Delay 5A > j.B2AC > Land > 623AA > 6C > 5C

The first route is the simplest and works on the entire cast. The exceptions are Haku-men, Celica, Kokonoe, Hazama and Terumi but only if the combo is too long. It can be fixed on Celica by doing 8hjc instead.

The other routes deal more damage and have a higher meter gain. However, they are highly character specific.

  • Doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami
  • Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei.
  • Delay 5A, 8jc, j.B2AC as fast as possible on: Celica.
  • Land > 9jc > j.2A works but 623AA whiffs on: Carl, Bang.


Character specific: 5A > j.B2ACVisual guide
Easy / Medium

2A > 2B > 623AA > 6A > 6B > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A
6A > 6B > 5A > j.B2AC is a practical and versatile corner route. It is character specific (see the corner section for more details).

Against some characters delaying the 6B and/or 5A is either necessary or makes the route easier.

Although this route is character specific, it works on a vast majority of the cast, add decent damage and is more versatile. It is definitely worth learning.


Character specific: 5A > j.B2AC > 623AA Visual guide
Easy / Medium

2A > 2B > 623AA > 6A > 6B > 5A > j.B2AC > Land > 623AA > 6C > 5C
This variation of the character specific route leads to 5C knockdown. With shorter combos or better starters, it is possible to get 6C > 6A > 6B for a bit more damage.

Basic corner combos

Combo starter ... > 5A > 5B > 9hjc > j.B2AC > 9jc > j.2AC > j.214A ... > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A
(1) (2A) > 2B > 623AA > 6A > 6B > ... (2883,1.1) (3015,1.2)
(2) 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B > … (3781,1.4)* (3884,1.4)
(1) Forward Throw > 623A > 6C(level 2) > 6A > 6B (3412,1.6) (3519,1.7)
(0) Air Throw > j.C > 5C > 6A > 6B (3364,1.4)* (3462,1.4)
(3) 66 j.214C (Guardcrush) > 66 > 6C (level 2) > 6A > 6B > ... (3609,1.1) (3782,1.2)
(3) 41236C > 6A > 6B ... (4324,1.0) (4463,1.0)
(4) 41236C(1) > 623A > 6C (level2) > 6A > 6B > ... (5340,1.5) (5523,1.5)
(0) 6A CH > 6C (level 2) > 5C > 214A > 6A > 6B > ... (4807,2.2) (4968,2.4)
(0) 6B CH > 6A > 6B > ... (3218,1.4) (3388,1.5)
(0) 6B CH > 6C(level 2) > 6A > 6B > ... (3907,1.8)* (4066,1.9)
(5) 6B > 632146C > 623A > 6C > 6A > 6B > ... (4281,1.5)* (4373,1.5)
(0) 3C CH > 6A > 6B > ... (3798,1.4) (3985,1.5)
(0) 6D > ... (2543,1.9)* (2725,1.9)
  • : Doesn’t work on Haku-men, Hazama, Kokonoe, Terumi, Celica

6B enders

6B and air hit 5C lead to better okizeme in the corner. For more details, check the check the okizeme section.

Meter used Combo Damage Meter gained Notes Video
2 (2A) > 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B 2906 0.9 Very practical 236B corner combo into 6B .
3 (2A) > 2B > 236B > IAD j.2A > j.C > 5C > 2C > hjc > j.B2AC > jc > j.2AC > j.214A 3555 1.1 Variation of the route above to push for a bit more damage and end the round.
3 [Crouching] (2A) > 2B > 214A > 2C > j.C > j.214B > jc/AD > j.C > 5C > 6A > 6B 3505 1.0 High damage crouching confirm route. Both 9jc and AD are possible after j.214B . AD is a bit easier but 9jc makes it possible to bait badly timed bursts.
2 Forward Throw > 2C > j.C > j.214B > ADor9jc > j.C > 5C > 6A > 6B 3129 1.3 Basic Throw combo into 6B okizeme.
1 Air Throw > j.C > 6C (level 2) > 5C > 214A > 6A > 6B 3168 1.1 Basic Air Throw combo into 6B okizeme.
5 41236C > 6A > 6B > 5A > 5B > TK j.214B > AD > j.C > 6C (level 1) > 6A > 6B 4623 1.0 41236C 's second hit has a 72P2 and the damage reduction is noticeable in long combos. See the route below for a better alternative.
6 41236C (1) > 623A  > 6C (level 2) > 2C  > TK j.214B > AD > j.C > 6C (level 1) > 6A > 6B 5552 1.2 Skipping the second hit of 41236C greatly increases the amount of damage dealt by the combo. This combo suffers from its very high cost and is often only done with OD or to end a round.
2 6B CH > 6C (level 2) > 2C > 9jc > j.C > j.214B > jc/AD > j.C > 5C > 6A > 6B 4254 1.6 High damage 6B CH combo. The CH can be substituted with a RC and a 6C(level 1).
2 3C CH > 6A > 6B > 5A > 5B > TK j.214B > AD > j.C > 5C > 6A > 6B 4085 1.3 High damage 3C CH combo.
2 6D > 5A > 5B > TK j.214B > AD > j.2C > 6A > 6B 3241 1.7 6D corner combo, very situational.
1 2B > 623AA > Delay 5B > 9jc > Delay j.2A > j.C > 5C > 6A > 6B 2586 1.0 Meter efficient but only works with 1 move before 623AA at best. The j.2A has to be delayed as much as possible for the route to work. Actually a combo from challenge mode.

2C > j.C > 9jc > Delay j.2AC

2C > j.C > 9jc > Delay j.2AC is an advanced low meter corner combo that leads to high damage for its cost. It’s difficult on Tager, Valkenhayn, Izayoi, Hibiki and Naoto and doesn't work on Bullet and Izanami.


2C > j.C > 9jc > Delay j.2ACVisual guide
Medium

Forward Throw > 2C > j.C > 9jc > Delay j.2AC > Land > 9jc > j.C > 9jc > j.2AC > j.214A
High damage meter positive throw route. This route may require a bit of practice. The timing of the delay j.2A is quite precise and may require a bit of practice. Land > 9hjc > j.2Aj.C is also doable for a bit more damage but is bit harder to do.

Meter used Combo Damage Meter gained Notes Video
2 [Crouching] (2A) > 2B > 214A > 2C > j.C > 9jc > Delay j.2AC > Land > 9jc > j.C > 9jc > j.2AC > j.214A 3326 1.1 Crouching 214A variation.
1 Forward Throw > 2C > j.C > 9jc > Delay j.2AC > Land > 9jc > j.C > 9jc > j.2AC > j.214A 3005 1.6 Forward throw variation. Very useful to end rounds while out of magatama.

Midscreen to corner

Midscreen, after an Air hit 214A or a TK j.214B it’s possible to adjust the combo if the opponent reaches the corner. This can lead to stronger combos or better okizeme.

As far as okizeme is concerned, ending with 6B is the best choice. It doesn't require any additional magatama but often implies sacrificing damage.

  • … > Air hit 214A > IAD j.B > j.2A > 5C > 6A > 6B
  • … > TK j.214B > IAD j.C > 5C or 6C > 6A > 6B

Air combo enders are also possible to deal a bit more damage but the j.214A is significantly worse.

  • … > Air hit 214A >  IAD j.B > j.2A > 5C > 2C > j.B2A > jc > j.2AC > j.214A
  • … > TK j.214B > IAD j.C > 5C or 6C > 2C > j.B2A > jc > j.2AC > j.214A

5A > j.B2AC is a character specific route that deals more damage than the route above and may end with 6C > 5C for better okizeme.

  •  … > Air hit 214A > 66 > 6A > 6B > 5A > j.B2AC > 9jc > j.2AC > jc > j.2AC > j.214A
  • … > Air hit 214A > 66 > 6A > 6B > 5A > j.B2AC > 623AA > 6C > 5C
  • … > j.214B > IAD j.2C > 6A > 6B > 5A > j.B2AC > 9jc > j.2AC > jc > j.2AC > j.214A
  • … > j.214B > IAD j.2C > 6A > 6B > 5A > j.B2AC > 623AA > 6C > 5C


236B midscreen to corner route.Visual guide
Medium

2B > 236B > IAD Delay j.2C > 2B > 214A > IAD j.B > j.2A > 5C > 6A > 6B
Midscreen to corner 236B conversion. The j.2C has to be delayed significantly to combo into 2B .

Meter used Combo Damage Meter gained Notes Video
2 (2A) > 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B 2764 1.0 Situational route if the opponent is near corner after 236B .
3 (2A) > 2B > 236B > IAD j.2C > 2B > 214A > IAD j.B > j.2A > 5C > 6A > 6B 3338 1.2 Situational route if the opponent is very close to the corner after 214A .
3 (2A) > 2B > 236B > 6A > 6B > 2B > 214A > IAD j.B > j.2A > 5C > 6A > 6B 3557 1.5 Situational route if the opponent is very close to the corner after 214A .
2 (2A) > 2B > 214A > 5B > 623AA > 5B > 214A > IAD j.B > j.2A > 5C > 6A > 6B 2673 1.2 Situational route if the opponent is very close to the corner after 214A .
3 (2A) > 2B > 623AA > 5B > 214A > 66 > 6A > 6B > 5A > j.B2AC > 9jc > j.2AC > jc > j.2AC > j.214A 3220 1.3 Situational route if the opponent is near the corner after 6A .
0 Air Throw > j.2A > 5C > 2B > 214A > IAD j.B > j.2A > 5C > 6A > 6B 3040 1.2 Situational route if the opponent is very close to the corner after 214A
3 3C CH > 2B > 214A > IAD j.B > j.2A > j.214B > AD > j.C > 6C (level 2) > 6A > 6B 4273 1.5 Very high corner carry route. It works from roundstart position.

Back to corner

Hakumen's main way to corner swap is with 236B > 623A > (sideswap) 6A / 6C / 5C . While fairly expensive, it leads to high damage and is easily made accessible with wake-up OD.


Basic 236B back to corner routeVisual guide
Easy

2A > 2B > 236B > 623A > 6A > 6B > 5A > j.B2AC > Land > 9jc > 2AC > 2AC > j.214A
Basic and practical back to corner combo. As usual, the 6A has to be delayed a bit.

Combo starter ... > 5A > 5B > 9hjc j.B2AC > 9jc > j.2AC > j.214A ... > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A
(3) (2A ) > 6B > 236B > 623A > 6A > 6B > ... (3329,1.0) (3467,1.1)
(1)Back Throw > 623A > 6C > 6A > 6B > ... (3352,1.6)* (3459,1.7)
(1)Back Throw > 623A > 6C > 6A > 6B > ... (3352,1.6)* (3459,1.7)
  • : Doesn’t work on Haku-men, Hazama, Kokonoe, Terumi, Celica

Another common way to sideswap is with 5D and 2D. This is usually done to deal with the opponent's pressure or okizeme option. They both lead to reliable damage and are

Meter used Combo Damage Meter gained Notes Video
2 5D/2D > 623AA > 5B > hjc > j.B2AC > 9jc > j.2AC > j.214A 2573 1.7 623AA variation. An additional magatama is required to knockdown with j.214A . This route is usually done if there isn't enough meter to go for 236B after 5D/2D
2 5D/2D > 236B > IAD j.2AC > 5C > 5C 2865 1.9 Higher reward than the route above and better knockdown. This route is very stable and overall the most useful back to corner 5D/2D .
2 5D/2D > 236B > 7jc/8jc > ADj.2AC > 5C > 6A > 6B 3030 2.1 More difficult version of the route above. The timing is very precise, if it fails 6B won't knockdown.

Overdrive

Hakumen boasts one of the strongest overdrives in the game. It drastically increases his meter gain meter and gives access to high damage combos. EA is also practical combo ender and deals high damage while in active flow.

It is difficult to establish a list of optimal overdrive combos as they are heavily dependent on the amount of meter available and remaining life upon activation. Additionally, some combos may deal more damage but leave Hakumen with less magatame at the end of the combo. A compromise thus has to be found if the combo doesn't kill. At last, while EA triggers AF or may deal high damage while it's active, it leads to poor okizeme. In the corner, it's possible to freely roll forward to get out.

With a few exceptions, overdrive combos follow a similar pattern:

Starter > [High damage specials]*n > [Special > 5C]*n > EA 

In order to maximize damage, high damage specials with very good P2 (41236C, j.214C, CT) are often early in the combo. While they are expensive, their cost is offset by overdrive’s high meter gain.

Raw OD Time:

  • 100 - 91%: 4s
  • 90 - 82%: 4.5s
  • 81 - 73%: 5s
  • 72 - 63%: 5.5s
  • 62 - 54%: 6s
  • 53 - 45%: 6.5
  • 44 - 35%: 7s
  • 34 - 0%: 8s


Raw overdriveVisual guide
Easy

OD > 5C > 41236C(1) > CT(charged) > 6C > 632146C(wave) > 623A > 6A > 6B > 214D > EA
Raw overdrive into 41236C sample combo. In overdrive, 632146C's wave causes a wallbounce midscreen enabling high damage combos. The 632146C has to be delayed a bit otherwise the sword hitbox will hit instead of the wave.

Starter

The main overdrive combo starter are as followed:

OD cancel:

Route Notes
5C > ODc > 5C or 214A > ... Most common OD starter.
AA 5C or CH 5C > ODc > 66 j.214C > 5C > ... On CH, CH can immediately combo into 41236C(1) or 66 j.214C.
2B/5B > ODc > 236B > 5C > ... Burst safe 2B confirm.
2B/5B > 236B > 9jc~ODc > 5C > ... The 236B can be jump cancelled into ODc.
2B/5B CH > ODc > 5C or 214A > ... CH 2B/5B confirm.
6B RC > ODc > 5C > ... 6B RC confirm. With 6B RC > ODc the opponent has to burst immediately.
6B RC > 5C > ODc > 5C > ... 6B RC confirm. The opponent has more time to burst than the route above. Easier to do.
[Corner] 6B RC > 6C > 5C > ODc > ... 6C RC corner confirm.
j.214C > 5C > ODc > 5C > ... j.214C OD confirm.

Drive starter:

Route Notes
2D/5D > ODc > 5C > ... Basic 2D/5D ODc confirm.
2D/5D > ODc > 66 j.214C > 5C ... Advanced 2D/5D confirm. Difficult.
6D > ODc > 623A > 5C > ... Practical 6D ODc confirm. Doesn't work back to corner.
6D > ODc > 632146C > 623A > 5C ... Requires more meter but is easier and not position specific.
j.D > ODc > j.214C > 5C > ... Basic j.D ODc confirm.

Raw OD:

Route Notes
OD > 5C Raw OD punish.
OD > 5B CH > (41236C(1)) Anti-grab OD punish.

Extender

After 5C:

Route Notes
... > 41236C(1) > CT(charged) > 5C > ... (~1.4 seconds) Basic combo extender after 5C.
... > 41236C(1) > CT(charged) > 5C > 623A > 2C > j.214B > IAD j.2C > 5C > ... (~3.2 seconds) Common combo extender after 5C. Doesn't work if the combo is too long.
... > 41236C(1) > CT(charged) > 2C > j.214B > IAD j.2C > 5C > ... (~2.8 seconds) Cheaper than the route above, used primarily if there isn't meter for 5C > 623A > 2C. Situational.
... > 41236C(1) > CT(charged) > 6C > 632146C(wave) > 623A > 5C or [6A > 6B] > ... (~2.8 seconds / ~3.6 seconds) Midscreen very high damage route. Requires at least 6 magatama before 41236C(1).
[Corner] ... > 41236C(1) > 623A > 6C (level 2) > 2C > j.C > j.214B > IAD j.C > 5C > (6A > 6B) ... (~3.3 seconds) Practical corner combo extender.
[Corner] ... > 41236C(1) > CT(charged) > 6C > 2C > j.C > j.214B > IAD j.C > 5C > (6A > 6B) ... (~3.8 seconds) Practical corner combo extender.

Combo enders

The remaining part of the combo is where it gets tricky. Depending on how much OD time and meter is left, it's possible to further extend the combo.

The core idea is to repeatedely loop 5C followed by special moves. The main way to extend the combos are:

  • ... > 5C > 236B > 5C or [6A > 6B] > ...
  • ... > 5C > 623A > 5C or [6A > 6B] > ...
  • ... > 5C > 214A > 623A > 5C or [6A > 6B] > ...

And the end the combo with 5C > EA or 6A > 6B > 5A/214D > EA. 6A > 6B In the corner, another common combo ender is 6A > 6B > 214D > 632146C > 623A > 5C > EA.

In order to adjust the combo, it is recommended to check how much meter and OD time is left after every 5C to make sure it's possible to extend the combo and being able to end with EA.

The basic combo enders and how much time they require as followed:

Route Notes
… > 5C > EA (Any amount of OD left) Basic combo ender.
… > 5C > 623A > 5C > EA (~0.5 seconds) Basic combo ender. It doesn't work if the opponent is too close to the ground, like after j.214C.
… > 5C > 214A > 623A > 5C > EA (0.75 second after 5C) Adds a bit of damage and corner carry. Pay attention to your meter to make sure you have enough meter to 623A.
… > 5C > 236B > 5C > EA (~1.0 second after 5C/5A) Fairly high damage extender.
… > 6A > 6B > 5A > EA (~0.9 seconds after 6A) Basic meterless combo ender. Practical early game to generates a lot of meter.
… > 6A > 6B > 214D > EA (~1.2 seconds after 6A) Basic high damage combo ender. Often used to end a round midscreen.
… > 6A > 6B > 5A > 236B > 5C > EA (~1.8 second after 6A) Situational extender. Used if there isn't enough meter for 6A > 6B > 214D.

The following enders are combinations of the multiple enders listed above. It is not necessary to learn them by heart. They are here to provide an idea on how to articulate them and highlight how much time they take.

Route Notes
… > 5C > 214A > 623A > Delay 6A > 6B > 214D > EA (~2.2 second after 5C) Practical high damage combo ender midscreen. The 6A needs to be delayed. The route is a bit unstable.
… > 5C > 214A > 623A > 5C > 623A > 6A > 6B > 214D > EA (~2.5 second after 5C) Practical high damage combo ender midscreen. More stable than the route above.
… > 5C > 623A > 5C > 214A > 623A > 5C > EA (~1.2 second after 5C) Practical midscreen combo ender.
… > 5C > 623A > 5C > 214A > 623A > 6A > 6B > 214D > EA (~1.2 second after 5C) Practical midscreen combo ender.
… > 5C or [6A > 6B > 5A] > 236B > 5C > 214A > 623A > 5C > EA (~1.7 seconds after 5C/5A) Basic 236B extender into corner carry.
… > 5C or [6A > 6B > 5A] > 236B > Delay 6A > 6B > 214D > EA (~2.3 seconds after 5C/5A) The 6A has to be delayed. The route is a bit unstable.
… > 5C or [6A > 6B > 5A] > 236B > 5C > 623A > 6A > 6B > 214D > 5C > EA (~2.6 seconds after 5C/5A) High damage combo ender.
… > 5C or [6A > 6B > 5A] > 236B > 5C > 623A > 5C > 214A > 623A > 5C > 623A > 5C > EA (~2.7 seconds after 5C/5A) High corner carry route.
… > 5C > 623A > 5C > 236B > 5C > 623A > 5C > 214A > 623A > 5C > 623A > 5C > EA (~3.3 seconds after 5C) Very high corner carry route.
… > 5C > 623A > 5C > 236B > 5C > 214A > 623A > 5C > 623A > 6A > 6B > 214D > EA (~4.1 seconds after 5C) Very high damage route.


Miscellaneous OD combos

Throw overdrive cancelVisual guide
Easy

Forward Throw > ODc > 6C (level 2) > 5C > 214A > 5B > TK j.214B > AD > j.C > 5C > EA
Throw into overdrive is unburstable and lead to reliable sources of damage even with low magatama. Forward Throw > ODc combos into 6C (level 2) which is one of Hakumen's best combo filler normal as it deals high damage and has an excellent proration. Throw is a short starter and has a fairly bad P2. As such, the very expensive OD routes do not add that much damage compared to the low meter routes. Therefore, this route is overall an excellent compromise.

Midscreen:

Meter used Combo Damage Meter gained Notes Video
0 [90%~82%]Forward Throw > ODc > 66 > 2C > 8jc > j.2C > j.214B > IAD j.2C > 5C > EA 3364 Situational low meter Throw OD combo. This route is primarily used to end the round while low on resources.

Corner:

Meter used Combo Damage Meter gained Notes Video
0 [100%~91%] Forward Throw > ODc > 6C (level 2) > 5C > 214A > EA 3184 Useful Throw OD combo at high health.
0 [72%~63%] Forward Throw > ODc > 6C (level 2) > 5C > 214A > 6A > 6B > 5A > EA 3495 Variation of the route above with a bit less health available.
0 [53%~45%] Forward Throw > ODc > 6C (level 2) > 5C > 214A > 5B > TK j.214B > AD > j.C > 5C > EA 3879 Practical mid health Throw OD combo. Solid round ender.

Back to corner:

Meter used Combo Damage Meter gained Notes Video
1 [100%] OD > 2B > 236B > 623A > 6C > 5C > 214A > 5B > j.214B > IAD j.C > 5C > EA 4321 Practical sideswap combo.

ODc as combo ender

Any corner combo ending with j.C > 5C > … can be canceled into OD to deal a lot of damage and end the round.


Overdrive enderVisual guide
Easy

2B > 236B > IAD j.2A > j.C > 5C > ODc > 6C > 6A > 6B > 214D > 632146C > 623A > EA
Basic combo late overdrive cancel to go into super and EA. Often done at the end of a round if the opponent is low enough on health and close too getting burst back.

Meter required Combo Notes
1 [81-73% 5s]… > j.C > 5C > ODc > 6C > 6A > 6B > 632146C > 623A > Walk back 5C > EA The walk back is here to prevent 5C from whiffing.
1 [72-63% 5.5s]… > j.C > 5C > ODc > 6C > 6A > 6B > 632146C > 623A > 5C > 214 > EA Variation of the route above, more stable.
2 [62-54% 6s]… > j.C > 5C > ODc > 6C > 6A > 6B > 632146C > Delay 214D > EA High damage combo ender.
2 [53-45% 6.5s]… > j.C > 5C > ODc > 6C > 6A > 6B > 214D > 632146C > 623A > EA Very high damage combo ender.
2 [44-35% 7s]… > j.C > 5C > ODc > 6C > 6A > 6B > 214D > 632146C > 623A > Walk back 5C > EA Very high damage combo ender.

Mugen

Aside from overdrive, Haku-men has a situational comeback mechanism in the form of Mugen (214214B). Costing 8 magatamas and lasting ~7 seconds, it allows Hakumen to perform specials and supers without spending magatamas and removes their same-move proration. This makes Mugen combos extremely deadly, capable of hitting in the ten thousand with a good starter.

However, it suffers from several flaws. First of all, there are only a few ways to combo into Mugen since it has a lot of recovery. Namely, 6A CH and a fully charged 6C. As such Mugen is often activated in neutral. Unfortunately, this means the opponent can just run away from Haku-men while Mugen is active or punish it during the start-up. Alternatively, it is possible to end a combo with 3C or 6B with 8 magatamas and cancel them into Mugen. Mugen is almost always combined with overdrive. OD freezes Mugen’s meter depletion while it is active, making it last a lot longer. Additionally, this makes Mugen combos unburstable. Similarly to OD combos, most Mugen combos follow a similar pattern:

Starter > Loop with 41236C > combo ender.


MugenVisual guide
Medium

6A CH > 214214B > 236B > (41236C > 623A)x8 > 41236C > 632146C > 623A > 632146C
(41236C > 623A)xN is the main Mugen combo filler. It isn't too difficult but requires a bit of practice to get the rhythm down. The main Mugen combo ender is 632146C, if Overdrive active it is also possible to time a OD 632146C > 623A > 632146C or OD 632146C > 632146C before OD ends.

Starter

The starter is essentially anything that can lead into 41236C.

  • 6A CH > 214214B > 236B > 41236C (1) > ...
  • 6C (level 3) > 214214B > 5C > 41236C (1) > ...

Following 41236C(1), the loop can be started.

Loop

In CF2, there are 2 major Mugen loops. They both provide high damage and great corner carry.

  • 41236C (1) > 623A > 41236C (1) > …

The more damaging one, but is slightly harder to do. Practicing it a lot on both sides of the screen is recommended as it is not necessarily easy and dropping it a match will often result in a round loss.

  • 41236C (1) > 214D > 41236C (1) > …

It takes more time than the other route, as such fewer loops are doable and it deals less damage. Its selling point is it’s execution. This loop is extremely easy to do and is consistent. Mugen combos are combos that must not be dropped as the stakes are very high. It’s mostly practical when a 10k combo isn’t required to kill but only 6~8k..

Mugen combo enders

In Mugen, supers do not cost anything either, which means that Shippu (632146C) is an ideal combo ender when nearly out of Mugen as it will deal 1000 minimum damage once, and 200 if used multiple times. Moreover, OD Shippu and regular Shippu count as different supers and will both deal 1000 damage each if used consecutively. As such, one of the best ways to end a Mugen combo is to use 632146C while nearly out of OD and follow it up with a regular 632146C.

  • … > 41236C (1) > (0.1s~0.5s) OD 632146C > 623A > 632146C 

Execution tips

j.214B > Delay AD > Delay j.2CVisual guide
Medium

A bit tricky, the AD has to be delayed a little and hit with j.2C at a precise height. The opponent has to be slightly above Hakumen when the j.2C hits. If they are too low, it won't link into 6A.


236B > IAD > Delay j.2C > 2BVisual guide
Medium

The airdash has to be done as early as possible and the j.2C has to be delayed a little, if done too early Hakumen will land to late and there won’t be enough hitstun to hit with 2B.


236B > 6A > 6B > 2BVisual guide
Medium

6A has to hit the opponent at a certain height, above 6B will whiff, below 2B won’t hit.


Midscreen: 6A > 6B > 5A > 9jc > j.BVisual guide
Medium

Advanced midscreen route that is heavily character and distance specific.

  • Works on (Easy): Ragna, Litchi, Arakune, Haku-men, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai.
  • Delay 6A (Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel, Rachel, Taokaka, Tager, Makoto.
  • Doesn't work on: Carl, Platinum, Celica.


Midscreen: 6A > 6B > 5A > 5BVisual guide
Medium

Advanced midscreen route that is heavily character and distance specific.

  • Works on (Easy): Ragna, Litchi, Arakune, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai.
  • Delay 6A (Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel,Tager.
  • Doesn't work on: Rachel, Taokaka, Carl, Haku-men, Makoto, Platinum, Celica.


623AA > 5B > 214AVisual guide
Medium

The 214A need to be delayed against Valkenhayn, Azrael, Kagura and Mai.



OTG 2B > 214A > IAD j.B > j.2A > 5CVisual guide
Medium

A near universal timing at close range is 214A > Delay 8jc > AD > j.B > j.2A, it's a bit harder to do but it works on everyone except Kagura. To practice the timing, try that route on Litchi or Izanami.

See the the character specific table in the section below for a list of the easier/recommended timings.


5A > j.B2ACVisual guide
Easy / Medium
  • It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami.
  • Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei
  • Delay 5A, 8jc, j.B2AC as fast as possible on: Celica.


Additionally, the following routes are universal:

  • 236B > IAD j.2C > 2B
  • 236B > 6A > 6B > 2B
  • 236B > 6A > 6B > 5A > 5B
  • 236B > IAD j.2C > 2B > 214A > 66 > 5B
  • 236B > 6A > 6B > 2B > 214A > 66 > 5B
  • 623AA > 5B > hjc j.B2AC > jc > j.C
  • [Crouching] 214A > 2C > hjc j.B2AC > jc > j.C
  • [Corner] 6A > 6B > 5A > 5B > hjc j.B2AC > jc > j.C

Character specific

Character specific routes Midscreen: 623AA > 6A > 6B > 5A > j.B Midscreen: 623AA > 6A > 6B > 5A > 5B > j.B Midscreen: 3C CH > 2B > 214A > IAD j.B > j.2A > 5C Corner: 6A > 6B > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC Corner: 6A > 6B > 5A > j.B2AC > 623AA > 6C > 5C Corner: 214A > 2C > 9jc > j.C > 9jc > Delay j.2AC > Land > 9jc > j.C Air ender: 214A > 2C > hjc > j.B2AC > 9jc > j.2AC Air ender: 623AA > 5B > hjc > j.B2AC > Delay 9jc > j.2AC Air ender: 6A > 6B > 5A > 5B > hjc > j.B2AC > Delay 9jc > j.2AC Air ender: 214A > 2C > hjc > j.B2A > 9jc > j.B2AC Air ender: 623AA > 5B > hjc > j.B2A > 9jc > j.B2AC Air ender: 6A > 6B > 5A > 5B > hjc > j.B2A > 9jc > j.B2AC Air ender: 214A > 2C > hjc > j.B2AC > 9jc > j.AA > j.214A Air ender: 623AA > 5B > hjc > j.B2AC > 9jc > j.AA > j.214A Air ender: 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.AA > j.214A Air Ender: 2C > hjc j.B2AC > 9jc > j.B > j.214A Additional notes:
 Ragna Yes Yes Easy Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No ***
 Jin Delay 6A Delay 6A Easy Yes Yes Yes No No No Yes Yes Yes Yes No No No ***
 Noel Delay 6A Delay 6A Easy Yes Yes Yes No No No No No Yes Yes No No No ***
 Rachel Delay 6A No Easy, at max range: 7hjc IAD j.B > Delay j.2A. No No Yes No No No No No Yes Yes No No No ***
 Taokaka Delay 6A No Easy, 2B whiffs at max range. Yes Yes Yes No No No No Yes Yes Yes Yes Yes No ***
 Tager Delay 6A Delay 6A 7hjc IAD j.B > Delay j.2A. No No Difficult No No No No No Yes Yes Yes Yes No ***
 Litchi Yes Yes Easy, at max range: 7hjc IAD j.B > Delay j.2A. Yes Yes Yes No No No Yes Yes Yes Yes Yes Yes No ***
 Arakune Yes Yes 9jc > IAD j.B > j.2A. At close range 9hjc or delay the 5C. 2B whiffs at max range. Yes Yes Yes No No No No Yes Yes Yes No No No ***
 Bang Delay 6A Delay 6A Easy, at max range: 7hjc IAD j.B > Delay j.2A. Yes No Yes No No No Yes Yes Yes Yes No No No ***
 Carl No No Easy Delay 6B and/or 5A, j.B2AC as fast as possible. No Yes No No No No Yes Yes No No No No ***
 Hakumen Yes No Easy Yes Yes Yes Yes Yes Yes Yes Yes No Yes Yes Yes No ***
 Nu Yes Yes Easy, at max range: 7hjc IAD j.B > Delay j.2A. Yes Yes Yes No No No No Yes Yes Yes Yes Yes No ***
 Tsubaki Yes Yes 9jc IAD > j.B > j.2A. 7hjc IAD j.B > Delay j.2A feels easier at some ranges. Yes Yes Yes No No No No No Yes Yes Yes Yes No ***
 Hazama Yes Yes Easy Yes Yes Yes No No No Yes Yes No Yes Yes Yes No ***
 Mu Yes Yes Easy Yes Yes Yes Yes No No No Yes Yes Yes Yes Yes No ***
 Makoto Delay 6A No Easy, at max range: 7hjc IAD j.B > Delay j.2A. Yes Yes Yes No No No No Yes Yes No No No No ***
 Valkenhayn Yes Yes 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C No No Difficult Yes Yes Yes No No No Yes Yes Yes Yes ***
 Platinum Delay 6A, unstable No Easy Yes Yes Yes No No No Yes Yes Yes Yes No No No ***
 Relius Yes Yes 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C Yes Yes Yes Yes Yes Yes No No Yes Yes Yes Yes No ***
 Izayoi Yes Yes 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C No No Difficult No No No No No Yes Yes No Yes No ***
 Amane Yes Yes 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C No No Yes No No No No No Yes Yes No No No ***
 Bullet Yes Yes 7hjc IAD j.B > j.2A. (Hard), 2B whiffs at max range. No No No No No No No No No Yes No No No ***
 Azrael Yes Yes 9jc > IAD j.B > j.2A. Delaying the 5C makes it more stable. Delay 6B and/or 5A, j.B2AC as fast as possible. Delay 6B and/or 5A, j.B2AC as fast as possible. Yes Yes Yes Yes No No Yes Yes Yes Yes No ***
 Kagura Yes Yes 9jc > IAD j.B > j.2A, doesn't work at max range. Yes Yes Yes No No No No No Yes Yes Yes Yes No ***
 Kokonoe Yes Yes Easy Yes Yes Yes No No No No Yes No Yes Yes Yes No ***
 Terumi Yes Yes Easy Yes Yes Yes No No No Yes Yes No Yes Yes Yes No ***
 Celica No No 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C Delay 5A, 8jc, j.B2AC as fast as possible. Delay 5A, 8jc, j.B2AC as fast as possible. Yes Yes No No No No No Yes No No No ***
 Lambda Yes Yes Easy, at max range: 7hjc IAD j.B > Delay j.2A. Yes Yes Yes No No No No Yes Yes Yes Yes Yes No ***
 Hibiki Yes Yes 7hjc/7jc IAD j.B > j.2A. No No Difficult No No No No No No Yes No No No ***
 Nine Yes Yes 9jc > IAD j.B > j.2A. Near max range: 7hjc IAD j.B > Delay j.2A. 2B whiffs at max at range Yes Yes Yes No No No No Yes Yes Yes Yes Yes No 236B > 6A > 6B > 2B is guaranteed on her. There is even a unique route on her: Grounded 623AA > 6A > 6B > 2B [video](https://youtu.be/RvD2NOdewlQ)
 Naoto Yes Yes 9jc > IAD j.B > j.2A > Delay 5C. No No Difficult Yes Yes Yes No No No Yes Yes No No ***
 Izanami Yes Yes 9jc > IAD j.B > j.2A > Delay 5C. No No No No No No No No No No No No No Very annoying to combo on her.
 Susanoo Yes Yes Easy Delay 6B and/or 5A, j.B2AC as fast as possible. Delay 6B and/or 5A, j.B2AC as fast as possible. Yes Yes Yes Yes No No Yes Yes Yes Yes No ***
 Es Yes Yes 9jc > IAD j.B > j.2A. 2B whiffs at max range Yes Yes Yes No No No No No Yes Yes No No No ***
 Mai Yes Yes 9jc > IAD j.B > j.2A > Delay 5C. Delay 6B and/or 5A, j.B2AC as fast as possible. Delay 6B and/or 5A, j.B2AC as fast as possible. Yes Yes Yes Yes No No Yes Yes No No No ***
 Jubei Delay 6A. If able, do 214A > 2C, it's guaranteed on him. No 9jc > IAD j.B > j.2A > Delay 5C. Delay 6B and/or 5A, j.B2AC as fast as possible . Delay 6B and/or 5A, j.B2AC as fast as possible . Yes No No No No No Yes Yes No No No Since Jubei is always considered crouched. 214A > 2C is guaranteed on him.

Video Examples


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