BBCPE/Hakumen/Combos

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< BBCPE‎ | Hakumen
Combo Notation Guide
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 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
RC = Rapid Cancel
CH = Counter Hit
IAD = Instant Air Dash
OD = Overdrive
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Midscreen

S-starters: 5A > 5B, 2A > 2B.

N-starters: 2B, 5B, 2C, 5C, J.B/J.C/J.2C > 2B/5B/5C.


Combos that work with an S-starter also work with a N-starter. For every combo starting with an S or N starter on this page, the damage and magatama gain values will be based on 2B as a starter.

(0) 2A > 2B > 2A > 3C (1009, 0.5)

(0) 5A > 5B > 2A > 3C (1046, 0.6)

[Crouching](1) S-starter > 214A > 2A > 6A > 6B (1402, 0.6)

(3) S-starter > 623AA > Hop > 5A > 5B > J.B > J.2A > jc > J.B > J.2A > J.214A (1765, 0.6)

(4) N-starter > 623AA > 214A > Hop > 6A > 6B > 5A > 5B > jc > J.B > J.2A > jc > J.B > J.2A > J.214A (2251, 1.1)

(5) N-Starter > 623AA > Hop > 5A > 5B > TK j.214B > AD > j.2C > 5C > 2B > 214A > Hop > 6A > 6B ( Varies on starter, 1.1)

(5) N-starter > 214A > 41236C(2) > 6A > 6B > 5A > 5B > J.B > J.2A > jc > J.B > J.2A > J.214A (3986, 1.05)

(0) Forward Throw > Walk > 6A > 5A > 3C (2029, 1.0)

(3) Forward Throw > Hop J.214B > Delay AD > J.2C > 5B or 2C > J.B > J.2A > jc > J.B > J.2A > J.214A (3092/3287, 1.1/1.15)

(4) Forward Throw > 41236C(2) > 2C > J.B > J.2A > jc > J.B > J.2A > J.214A (4012, 1.0)

(2) Back Throw > 623A > Delay 2C > J.B > J.2A > jc > J.B > J.2A > J.214A (2690, 1.0)

(4) Back Throw > 41236C(2) > 2C > J.B > J.2A > jc > J.B > J.2A > J.214A (4012, 1.0)

(2) Air Throw > J.B > 5C > 623A > 2C > jc > J.B > J.2A > jc > J.B > J.2A > J.214A (3054, 1.1)

(4) Air Throw > J.B > 5C > 41236C(2) > 2C > jc > J.B > J.2A > jc > J.2A > J.214A (4060, 1.0)

(1) 6B CH > 2C > jc > J.B > J.2A > jc > J.B > J.2A > J.214A (2666, 1.05)

(1) 6B CH > 6A > 6B > 5A > 5B > jc > J.B > J.2A > jc > J.B > J.2A > J.214A (2752, 1.4) - Close range only

(3) 6B CH > 2C > J.214B > IAD > J.2C > 2C > jc or hjc > J.B > J.2A > jc > J.B > J.2A > J.214A (3850, 1.2)

(4) 6B CH > 5C > 41236C(2) > 2C > jc > J.B > J.2A > jc > J.B > J.2A > J.214A (4798, 1.1)

(3) 236B > Hop > 5A > 5B > jc > J.B > J.2A > jc > J.B > J.2A > J.214A (2027, 0.5)

(4) 41236C(2) > 2C > J.B > J.2A > jc > J.B > J.2A > J.214A (3905, 0.5)

(4) 41236C(2) > 6A > 6B > 5A > 5B > J.B > J.2A > jc > J.B > J.2A > J.214A (3971, 0.9)

(3) Dash/TK J.214B > Delay AD > J.2C > 2C or 5B > J.B > J.2A > jc > J.B > J.2A > J.214A (3142, 0.6)

(1) J.D > (5A) > 5B > jc > J.B > J.2A > jc > J.B > J.2A > J.214A (2704/2795, 1.5)

(6) 236236D > 623A > 2C > J.B > J.2A > jc > J.B > J.2A > J.214A (4584, 0.3)


Anti-air:

(1) AA 5A > 5B > jc > J.B > J.2A > jc > J.B > J.2A > J214A (1573, 0.65)

(3) AA 5A > 5B > TK J.214B > IAD J.2C > 2C > J.B > J.2A > jc > J.B > J.2A > J214A (2534, 0.8)

(1) AA 6A > 6B > 5A > 5B > jc > J.B > J.2A > jc > J.B > J.2A > J214A (2131, 1.0)

Overdrive:

Forward Throw > ODc > 41236C(1) > CT > 5C > 632146C (Level 2) (6191)

5C CH > ODc > 41236C(1) > CT > 5C > 623A > 2C > TK J.214B > AD J.2C > 5C > 632146C(Level 2) (9890)

5C CH > ODc > 41236C(1) > 623A > 2C > TK J.214B > AD J.2C > 5C > CT > 5C > 632146C(Level 2) (9589)

Mugen:

Forward Throw > 214214B > 236B(1) > 41236C(1) > 623A > Hop J.214A > J.214B > J.214C > 5C > 214A > 623A > 5C > 623AA > 632146C (Level 2) (7383)

Near-Corner

Same as midscreen.

Additionally, combos using J.214B can end like this instead:

... J.214B > AD J.C > 5C or 6C(level 1) or 6C(level 2) > 5C > 6A > 6B ... J.214B > AD J.C > 5C or 6C(level 1) or 6C(level 2) > 5C > 214A > 6A > 6B

6C(level 2) is optimal, however the J.C has to hit very close to the ground to be possible.

Corner


(3) S-starter > 623AA > 6C > 5C > 214A > 5C > 3C (2577, 1.1)

(3) N-starter > 623AA > 6C > 6A > 6B > 5A > 5B > jc > J.B > J.2A > jc > J.2A > J.C > J214A (2698, 1.4)

(5) N-starter > 623AA > 6C > 2C > jc > J.C > J.214B > Delay AD > J.2A > J.C > 5C > 5C > 214A > 5C > 3C (3887, 1.8)

(6) N-starter > 236B(1) > 623A > 6C(level 2) > 2C > J.C > J.214B > Delay AD > J.2A > J.C > 5C > 5C > 214A > 5C > 3C (4862, 1.9)

(7) N-starter > 214A > 41236C(1) > 623A > 6C(level 2) > 2C > jc > J.C > J.214B > Delay AD > J.2A > J.C > 5C > 6A > 6B (6163, 2.0) - Can be done with 6 magatama at the start of the combo.

(3) Forward throw > CT(Hold a little) > 6C > 5C > 214A > 5C > 3C (3784, 1.2) Easiest combo, great damage-wise.

(3) Forward throw > Hop J.214B > 9jc > (Hold 4) > Delay J.C > 5C > 5C > Guren > 5C > 3C (3660, 1.5) Automatically bait bursts after J.214B.

(4) Forward throw > 623A > 6C(level 2) > 2C > J.C > J.214B > AD or jc delay > J.C > 5C > 5C > 214A > 5C > 3C (4599, 1.4)

(2) Back throw > 623A > 6C > 5C > 214A > 5C > 3C (3184, 1.4)

(3) Back throw > 623A > 6C > 2C > J.C > J.214B > AD or jc delay > J.C > 5C > 3C or (6A > 6B) (3976/4070, 1.5) Guren isn't worth adding here, since the opponent can immediatly tech after 3C.

(1) Air throw > J.C > 6C > 5C > 5C > 214A > 5C > 3C (3508, 1.4)

(3) 6B CH > 6C(level 2) > 2C > jc > J.C > J.214B > Delay AD > J.2A > J.C > 5C > 5C > 214A > 5C > 3C (5332, 2.2)

(2) J.214A CH > J.B > 5C > 5C > 214A > 5C > 3C (2604, 1.0)

(4) J.214A CH > J.B > 5C > 2C > J.C > J.214B > Delay AD > J.2A > J.C > 5C > 5C > 214A > 5C > 3C (3880, 1.6)

(3) Dash/TK J.214B > 9jc > (Hold 4) > Delay J.C > 5C > 5C > 214A > 5C > 3C (3637, 1.0)

Combo Videos

BBCPEX Hakumen Mugen Explanation & Analysis (By Nikki)
MR. HERO ~ BBCPEX Hakumen CMV (By Stevo_2402)
BBCPEX Hakumen Combo Movie 【Evil Shine】 (By Jackson)





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