Overview
Hakumen is one of the Six Heroes who wields the Nox Nyctores, Ookami. He is a playable character in Calamity Trigger and Continuum Shift.
Health: 12,000
Guard Primers: 5
Play-style: Footies, Situational (Meter-Dependent)
Movement Options: 1 Double Jump/Airdash, Hop-Dash, Command Dash
Drive: Zanshin
Zanshin projects a shield-like energy barrier that, when triggered by an opponent's attack, will negate said attack and follow-up with an unblockable, invincible counter-attack. If a physical attack triggers Zanshin, the opponent is frozen in place making the follow-up inescapable. Also, the guardpoint protects and triggers on either sides of Hakumen, allowing him to catch any cross-ups. This gives Hakumen an effective counter to use against many of his opponent's options. In addition, many of Hakumen's normals cancel into his Drive. This makes Zanshin not only a great defensive tool, but an offensive one as well, countering attacks that may exploit holes in Hakumen's blockstrings.
Move List
- See also: Hakumen Full Frame Data
Normal Moves
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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6A |
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6B |
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6C |
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3C |
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4C |
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j.A |
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j.B |
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j.C |
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j.2A |
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j.2C |
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Counter Assault |
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Drive Moves
5D |
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2D |
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6D |
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j.D |
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Throws
Forward Throw |
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Back Throw |
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Air Throw |
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Special Moves
Gurren 214A |
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Kishuu 623A |
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Enma A during Kishuu |
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Renka 236B |
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Zantetsu 41236C |
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Hotaru j.214B |
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Tsubaki j.214C |
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Distortion Drives
Shippu 632146C |
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Yukikaze 236236D |
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Mugen 214214B |
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Astral Heat
Akumetsu [2]8D |
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Strategy
Offense
Defense
Combos
Combo Notation Guide: |
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Midscreen
- Hakumen's new midscreen combos in Extend revolve around the Revolver Action cancels of J.A > J.B and J.B > J.A . They, in conjunction with J.B's longer hitstun, allow new combos that would not be possible in Continuum Shift I or II.
- J.A > J.B combos are generally easier to do but result in slightly less damage when compared to J.B > J.A. They offer the same amount of meter gain. Any combo that is listed with J.A > J.B works with J.B > J.A .
- In order to do the J.A > J.B combos, you need to catch your opponent with the J.A when they're reasonably low to the ground. This usually entails delaying the air dash that occurs before the J.A > J.B as well as possibly the J.A. You should not delay the J.B as the hitstun on the J.A is not very much. It also helps when you're reasonably low to the ground.
- In order to do the J.B > J.A combos, you also need to catch your opponent with the J.B when they're reasonably low to the ground. The difference is in this case, you don't want to be that low to the ground, that way you have time to actually fall and do the following J.A. Therefore, you should delay the J.A as long as possible so that the following move can connect since the hitstun on J.A is small.
- For combos that go like 2C > J.B > J.2A > AD J.A > J.B you should delay both the initial J.B and J.2A as long as possible. The 2C as well should be delayed so that it lands when the opponent is as low as possible. For cases where it's Renka(1) > Kishuu, that means you wait for the opponent to be completely grounded before doing 2C. For other cases where they are falling in midair, wait for them to fall as low as possible before doing 2C.
- Most of Hakumen's combos are modular by nature and sections can be mixed and matched with relative ease. Examples of how to do that will be listed but feel free to combine sections and make your own combos.
Normals
(0) CH 3C > 2B > 5A > SJ.B > J.2A > AD J.B > J.2A > J.C [2547 / 1.2]
- You'll need to be reasonably close to your opponent for the 5A to connect.
(0) CH 3C > 2B > 5A > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [2803 / 1.9]
- You'll need to be reasonably close to your opponent for the 5A to connect. This combo does work with J.B > J.A though the execution is really hard.
(1) CH 3C > 2B > Gurren > Hop 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [2967 / 1.6]
- This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet.
(1) CH 3C > 2B > Gurren > Hop 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [3217 / 2.0]
- Depending on the height of your opponent, you might want to delay the initial 2C , do not delay the Hop though.
(1) CH AA 6A > Gurren > Hop > 5A > J.B > J.2A > AD J.2A > J.C [1901 / 1.3]
- This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet. Also there is no minimum height requirement that your opponent must be at when you hit them with 6A .
(1) AA CH 6A > Gurren > IAD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [2156 / 1.1]
- You can only do this combo if you hit your opponent when they're about half a body high off the ground or higher with 6A . If they're too low, you will not have time to IAD J.A/J.B .
(1) CH AA 6A > Gurren > Hop 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [2624 / 2]
- The height requirement for this combo is higher than the minimum requirement for the previous combo. If they're too low, you will not have time to Hop 2C .
(1) CH AA [Starter] > 5C > Kishuu > 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [3506 - 3533 / 1.6]
- This combo can only be done when you hit an opponent in the air with some move that allows you to connect to a 5C, you could also just start with a CH AA 5C. For this combo, you should not delay the 2C since the 5C will ground the opponent instantly. If you hit your opponent with the 5C when they are too low you won't have time to connect the following 2C. Anything about head height and above should connect.
(2) [Starter] > Kishuu > Enma > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [1843 - 2974 / 1.4]
(2) [Starter] > Renka > Hop 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [1973 - 3376 / 0.9]
- This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet.
(2) [Starter] > Renka > IAD > J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [1920 - 3358 / 0.9]
- You'll want to delay your IAD a bit so that your opponent will be low enough for J.B to connect.
(3) [Starter] > Renka(1) > Kishuu > Hop 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [2376 - 3989 / 0.9]
- This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet. The hop is unnecessary but helps push your opponent a little more towards the corner.
(3) [Starter] > Renka(1) > Kishuu > Hop 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [2669 - 4444 / 1.5]
- The hop is unnecessary but helps push your opponent a little more towards the corner.
(4) [Starter] > Renka(1) > Kishuu > Hop 2C > J.B > J.2A > AD J.A > J.B > 5C > Kishuu > 2C > J.B > J.2A > AD J.2A > J.C [2817 - 4794 / 1.6]
- You need to make sure your opponent is as low as possible after the J.B so that the 5C can connect. You can choose to omit the Kishuu , but depending on what character your opponent is playing (Carl, etc) and what your starter was, you may need to change the ender to simply SJ.B > J.2A > J.C . The hop is unnecessary but helps push your opponent a little more towards the corner.
(5) CH AA 6A > Gurren > Kishuu > 5C > Renka(1) > Kishuu > 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [3563 / 1.5]
Gurren
- Gurren can be used in place of the [Starter] for any of the combos in the Normal starter list. Remember that Gurren has a 10% repeat proration so don't do it more than once per combo. If you get a CH Gurren you can do CH Gurren > 5C for your [Starter] .
Enma
- Enma can be used in place of the [Starter] for any of the combos in the Normal starter list. Simply jump up with your opponent and do a falling J.2C > 5C and go into your combo using that for the [Starter].
(2) Kishuu > CH Enma > J.C > IAD J.B > J.A > 2C > SJ.2A > AD J.2A > J.C [2386 / 1.4]
- You need to do the J.C as low as possible in order to get the IAD J.B in.
Renka
- Renka can be used in place of the [Starter] for any of the combos in the Normal starter list that have Renka in them. Simply ignore anything that comes before the Renka and use that as the [Starter].
Zantetsu
- If you are not close enough for the move following Zantetsu you can use Kishuu to get close enough. Remember that using Kishuu will use up one extra magatama on top of the original cost of each combo.
(3) Zantetsu > 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [4151 / 0.8]
- This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet.
(3) Zantetsu > 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [4428 / 1.4]
(6) Zantetsu > 5C > Renka(1) > Kishuu > Hop 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [5117 - 5372 / 1.2]
- Only do the 5C if you are close enough for the 5C to land otherwise just go straight to Renka(1) .
Hotaru
- All combos can only be done using either a Hop Hotaru ( you do a Hotaru while you are hopping either forward (66 214B) or backwards (44 214B) ) or a TK Hotaru unless otherwise noted. The following IAD should be done as quickly as possible.
(2) Hotaru > AD J.2A > J.C [2138 / 0.2]
- This combo is for the situation where you use a Hotaru in midair.
(3) Hotaru > IAD J.C > Gurren > Hop 5A > 5B > SJ.B > J.2A > AD > J.2A > J.C [2896 / 1.1]
- The initial J.C needs to be done as low as possible in order for the Gurren to connect. This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet.
(3) Hotaru > IAD J.C > Gurren > IAD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [3010 / 1.2]
- The initial J.C needs to be done as low as possible in order for the Gurren to connect.
(2) FC Hotaru > IAD J.2C > 5A > SJ.B > J.2A > AD J.B > J.2A > J.C [2870 - 3184 / 1]
- You can replace the 5A with 5B or 2C if you think you can land them. The J.2C should be done as late as possible before either you or your opponent lands.
Tsubaki
- All combos can only be done using a Hop Tsubaki ( you do a Tsubaki while you are hopping either forward (66 214C) or backwards (44 214C) ) right next to your opponent unless otherwise noted. TK Tsubaki is generally too slow to allow following up unless otherwise noted.
(3) Tsubaki > IAD J.2C > 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [4058 - 4177 / 1]
- This combo does not work on CH Tsubaki . This combo is very hard execution wise. You must IAD as soon as possible. You must also do J.2C as soon as you start falling. The timing changes depending on who your opponent is however. If your opponent is too high you can skip SJ.B .
(4) Tsubaki > Hop Gurren > Hop 5A > J.B > J.2A > AD J.B > J.A > 2C > SJ.2A > AD J.2A > J.C [3838 / 1.5]
- This combo does not work on CH Tsubaki . This combo does not work on Noel or Rachel.
(4) Tsubaki > Hop Gurren > Hop 2A > 5A > J.B > J.2A > AD J.A > J.C [3457 / 1]
- This combo works on every character, but the input of the 2A after the hop is a bit strict.
(5) Tsubaki > Hop Kishuu > Enma > J.2C > J.2A > AD J.2A > J.C [3896 / 1]
- This combo does not work on CH Tsubaki .
Throw
(1) Forward Throw > Gurren > Hop 5A > J.B > J.2A > AD J.2A > J.C [2437 / 1.2]
- This combo does not work on Noel. You can modify the combo by adding a 5B after the 5A for more damage, but then the combo might need to be modified depending on the character. For example on Arakune and Rachel, if you added 5B in, you need to super jump the J.B for the combo to work.
(1) Forward Throw > Gurren > Hop 2A > 5A > J.B > J.2A > AD J.2A > J.C [2421 / 1.3]
- This combo works on every character, but the input of the 2A after the hop is a bit strict.
(3) Forward Throw > Kishuu > Enma > AD J.C > Gurren > Hop 2C > J.B > J.2A > AD J.2A > J.C [2762 / 1.5]
- You need to delay the J.C so that Gurren can connect.
(1) Back Throw > Gurren > Hop 5B > J.B > J.2A > AD J.2A > J.C [2521 / 1.2]
- For Noel and Rachel, you need to delay the Gurren slightly in order for the combo to work. Also you may want to use 5A instead of 5B since the delayed Gurren might not allow the 5B to connect in time.
(1) Back Throw > Gurren > IAD J.B > J.A > 2C > J.2A > AD J.2A > J.C [2617 / 1.4]
- This combo does not work universally with J.A > J.B.
(4) Forward / Back Throw > Shippu [2788 / 0]
- This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.
(0) Air Throw > J.2C > 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [2766 - 2937 / 1.4]
- You can replace the initial J.2C with a J.B if you don't think the J.2C will come out in time. Do note that you will have to delay the J.B until you are closer to the ground.
(0) Air Throw > 2B > 5A > J.B > J.2A > AD J.2A > J.C [2369 / 1.2]
- This combo is for the odd situation where you are so low that a J.B will not come out in time.
Zanshin
(0) 5D > 2C > J.B > J.2A > AD J.B > J.2A > J.C [2385 / 2.2]
(4) 5D > Shippu [2480 / 0]
- This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.
(0) 2D > Hop 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [2085 / 2.2]
- You can skip the SJ.B if you are going to be in the corner by the end of the combo, that way you will be low enough to end with 5C > 3C . You can also skip the Hop if you don't like the timing.
(4) 2D > Shippu [2180 / 0]
- This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.
(0) 6D > J.2C > 2C > SJ.2A > AD J.B > J.2A > J.C [2504 / 2.2]
- This combo is most stable if you take a step forward then jump (you should jump before your opponent stops spinning around and starts falling) and do J.2C. You can also do a SJ.2C without the step forward, just be aware that depending on the opponent, you will cross them up midcombo.
(4) 6D > Shippu [2480 / 0]
- This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.
(8) 6D > Mugen > Shippu [5400 / 0]
- This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.
Shippu
(5) CH Shippu > Gurren > Hop 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [5369 / 0.6]
(5) CH Shippu > Gurren > IAD J.A > J.B > 5C > 2C > SJ.B > J.2A > J.C [5392 / 0.7]
Yukikaze
(5) Yukikaze > Kishuu > 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [4456 / 0.5]
- You'll want to delay the 2C a bit in order for SJ.B to connect.
Midscreen to Corner
- Most Midscreen combos when they go from Midscreen to Corner are not modified and simply have a 5C > 3C or 6A > 5C > 3C ender added onto them. If you believe that your midscreen combo will get you to the corner you should try and keep yourself low to the ground so that you can get the ender for better oki. This will usually entail changing combos that go like SJ.B > J.2A > AD J.B > J.2A > J.C to just J.B > J.2A > AD J.2A > J.C in order to be low enough to catch them with the 5C.
Corner
- Hakumen's corner combos revolve around a loop that goes like 2C > SJ.2A > J.2C > 2C > SJ.2A > Delay J.2A > AD J.2A > J.C > 5C > 3C with the repeated part being 2C > SJ.2A > J.2C . If you think you can do a second repetition of the loop, add it after the first repetition and take out the delayed J.2A (2C > SJ.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 5C > 3C). In fact you can take out the delayed J.2A if you don't feel comfortable with it, you won't lose much damage. If you take out the delayed J.2A then make sure you do not Super Jump the preceding J.2A anymore.
- Additionally, you can add in a J.B before the first SJ.2A. It helps move you closer to the wall, but unless you have a very good starter, assume that you cannot use 2 repetitions of the loop.
- Whenever you're doing the corner loop, you should try to delay each J.2C as much as possible. Doing so allows you to land the following 6A or 2C .
- If you're fighting Hakumen or Arakune, you should always skip the delayed J.2A in combos where you do J.B > J.2A > J.2A > AD J.2A . You do not need to skip the delayed J.2A in combos where you do SJ.B > J.2A > J.2A > AD J.2A or SJ.2A > J.2A > AD J.2A .
- If you see [6C] in a combo, you can charge it to level 2 to do more damage and also give you time to get a hop in. You don't always need to hop after a charged 6C, but it usually helps. Please remember that you do not have to charge 6C in order for the combo to work though.
- 6A can be placed at either the beginning or the end of most combos. It can be placed at the beginning, before or after the 6C, if you don't think you'll land the combo without the extra corner push. Alternatively it can be placed at the end, before the 5C > 3C. Try to delay both the move before 6A as well as 6A so that your opponent is low enough for both the 6A and the following 5C to land. 6A has repeat prorate, so don't use it more than once per combo. The damage difference between the two positions is very small, so feel free to put it at the beginning if you think it'll help. Generally it is more stable to put 6A at the beginning of the combo, since doing 6A pushes yourself closer to both the corner and your opponent.
- In order to do combos with 2C > TK Hotaru > J.2C > 5C, you should forward Super Jump Tiger Knee the motion. That is 29(Forward Super Jump) 5 2147B(Tiger Knee Hotaru) after the 2C. You should also delay the J.2C so that your opponent is low enough for 5C to connect, though you don't want your opponent too low or else the 2C won't connect. You want to hit your opponent with the tip of the blade when you do 5C.
Normals
(0) CH 3C > 2B > 5A > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [3405 / 2.7]
(0) CH AA [Starter] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [2273 - 4432 / 2.8]
- Depending on your [Starter] and the height of your opponent, you may want to switch out 2C with 5B or 5A . Also in the case that your opponent is too high up after the [Starter] you may just want to skip both the 2C (will not reach that high) and the SJ.B (will push your opponent too high for the rest of the combo) . If you start this combo with 2 A moves, take out one repetition of SJ.2A > J.2C > 2C . Generally it is more stable to only do one repetition of SJ.2A > J.2C > 2C .
(0) CH AA 6A > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [3035 / 2.1]
- This combo is done in the situation where a CH AA 6A wall slams your opponent and you catch them as they're falling after the wall bounce with 2C .
(1) AA Gurren > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [2925 - 3773 / 2.5]
- Depending on your spacing, you may want to do a Hop 5A/5B if you are too far away from the corner. Generally it is more stable to only do one repetition of SJ.2A > J.2C > 2C .
(2) [Starter] > Renka > 6A > 6C > 2C > SJ.2A > J.2C > 2C > J.2A > AD J.2A > J.C > 5C > 3C [2446 - 4341 / 2]
- If your [Starter] contains 2A, 5A, or 2B you will need to change the combo to [Starter] > Renka > 6A > 6C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C . Depending on your spacing, you may want to do a Hop before the 6A if you are too far away from the corner. If you are completely in the corner, you should hold 4/back for a tiny bit, less than a second before you do 6A , that way when you do 6A you don't end up crossing under your opponent.
(3) [Starter] > Renka(1) > Kishuu > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [3528 - 6295 / 2.7]
- This is an easier combo if you haven't learned the J.2C > 6A timing yet. If you start this combo with 2 A moves, take out one repetition of SJ.2A > J.2C > 2C .
(3) [Starter] > Renka(1) > Kishuu > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.C > J.2A > AD J.2A > J.C > 5C > 3C [3784 - 6357 / 2.5]
- After the initial J.C , you land and jump back up to do the following J.2A . You'll want to do J.B > J.2A > J.C with no delay between each move to ensure that your opponent is high enough for the rest of the combo to connect.
(3) [Starter] > Renka(1) > Kishuu > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [5140 - 6536 / 2.9]
- This combo cannot be done with weak starters such as 5A , 2A , or 2B . This combo is really only for the instance where you get a 5B starter.
(3) [Starter] > Renka(1) > Kishuu > [6C] > 2C > SJ.B > J.2A > J.2C > 5C > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [5526 - 6562 / 3.5]
- This combo does not work on Carl. This combo can only be done with a really good starter like 5C, Renka, or Gurren. In all other cases go for the above combo. You should do the initial J.2C early enough that when you do the 5C your opponent will be caught at the highest point on the tip of the blade. Doing so allows the following 2C to combo.
(5) [Starter] > Renka(1) > Kishuu > [6C] > 2C > TK Hotaru > J.2C > 5C > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [4290 - 7528 / 2.6]
- If you start this combo with 2 A moves, replace SJ.B > J.2A > J.2C > 2C with J.B.
(5) [Starter] > Renka(1) > Kishuu > [6C] > 2C > TK Hotaru > J.2C > 5C > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6191 - 7740 / 2.9]
- This combo will not work with 5A , 2A , or 2B as the [Starter] . If you start with 5B then you will need to drop the SJ.B .
Gurren
- Gurren can be used in place of the [Starter] for any of the combos in the Normal starter list. Remember that Gurren has a 10% repeat proration so don't do it more than once per combo. If you get a CH Gurren you can do CH Gurren > 5C for your [Starter] .
Enma
- Enma can be used in place of the [Starter] for any of the combos in the Normal starter list. Simply jump up with your opponent and do a falling J.2C > 5C and go into your combo using that for the [Starter].
(2) Kishuu > Enma > J.2C > 5C > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [3713 / 3]
- You need 5C to connect at maximum height in order for 2C to connect.
Renka
- Renka can be used in place of the [Starter] for any of the combos in the Normal starter list that have Renka in them. Simply ignore anything that comes before the Renka and use that as the starting move.
Zantetsu
- If you are not close enough for the move following Zantetsu you can use Kishuu to get close enough. Remember that using Kishuu will use up one extra magatama on top of the original cost of each combo.
(3) Zantetsu > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [4884 / 2.1]
(3) Zantetsu > 2C > SJ.2A > J.2C > 6A > 6C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [5125 / 2.3]
- This version does slightly more damage and returns slightly more meter, but is harder to do. You need to delay the initial J.2C as long as possible so that your opponent is low enough for 6A to wall slam them.
(5) Zantetsu > 2C > TK Hotaru > J.2C > 5C > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [5909 / 2.2]
(6) Zantetsu > 5C > Renka(1) > Kishuu > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [6231 - 6395 / 2.3]
- Omit the 5C if you are not close enough after the Zantetsu to land it.
Hotaru
- The farther away your opponent is from the corner, the higher they'll end up from the Hotaru, which in turn gives you more time to charge either 6C or 4C. Make sure that you are close enough to land both the move you are charging and the following move though.
(2) Hotaru > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [3916 - 4056 / 2.3]
- If you get a FC Hotaru, you can add another repetition of the corner combo loop though you'll have to take out the 6A in the ender. Your new combo will do [4231 / 2.8] .
(2) Hotaru > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [4114 - 4230 / 2.3]
- This version does slightly more damage and returns slightly more meter, but is harder to do. You need to delay the initial J.2C as long as possible so that your opponent is low enough for 6A to wall slam them.
(2) FC Hotaru > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C[4279 - 4395 / 3]
- You need to delay the initial J.2C as long as possible so that your opponent is low enough for 6A to wall slam them.
(5) FC Hotaru > [6C] > 2C > J.2C > Tsubaki > AD J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [5298 - 5414 / 2.4]
- You can do a non FC Hotaru version of the combo by switching the J.2C with a J.B and taking out the 6A. Your new combo will do [5055 - 5171 / 2.2] .
Tsubaki
- All these combos are written with a Hop Tsubaki or TK Tsubaki in mind. That doesn't mean you can't do them if you land a midair Tsubaki though, you simply have to either replace the [6C] with an AD J.2C or attempt a very low J.B before the 6C. If you go for the low J.B, do not charge the 6C. The AD J.2C is easier to do than the low J.B, so stick with that until you master the low J.B.
(3) Tsubaki > [6C] > Hop 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [4907 - 5206 / 2.4]
- If you use an AD J.2C in place of 6C, do not do the SJ.B . Doing it pushes the opponent too high to do the normal combo.
(3) Tsubaki > [6C] > Hop 2C > SJ.B > J.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [5405 / 2.8]
- This version does slightly more damage and returns slightly more meter, but is harder to do. You need to delay the initial J.2C as long as possible so that your opponent is low enough for 6A to wall slam them. If you use an AD J.2C in place of 6C, do not do the SJ.B . Doing it pushes the opponent too high to do the normal combo. If you use an AD J.B before the 6C, do not do the SJ.B . You cannot do more than 2 J.B's in this combo.
(5) Tsubaki > [6C] > Hop 2C > TK Hotaru > J.2C > 5C > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [6260 / 2.4]
Throw
- All these combos are for the situation where a successful throw puts your opponent in the corner. That means you forward throw your opponent into the corner or back throw them into the corner.
(0) Forward / Back Throw > 2C > SJ.2A > J.2C > 2C > SJ.B > J.2A > J.2A > AD J.2a > J.C > 5C > 3C [3212 / 2.5]
- This is an easier combo if you do not know the J.C > J.2A timing yet. You need to delay the J.2C as long as possible in order to get the full combo off. You should also delay the J.2A's following SJ.B in order to be low enough for 5C to connect.
(0) Forward / Back Throw > 6A > 6C > 2C > J.B > J.2A > J.C > J.2A > AD J.2A > J.C > 5C > 3C [3278 / 2.6]
- After the initial J.C , you land and jump back up to do the following J.2A . You'll want to do J.B > J.2A > J.C with no delay between each move to ensure that your opponent is high enough for the rest of the combo to connect. When doing a Back Throw, make sure you do not move forwards before doing 6A , doing so will make you cross under your opponent. A possible solution is to delay the 6A a tiny bit after your opponent wall slams.
(1) Forward Throw > Kishuu > 6C > Hop 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [3437 / 2.6]
(2) Forward / Back Throw > 2C > Renka > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [3924 / 2.5]
- You want the second hit of Renka to whiff in this combo. The timings on 2C and the following Renka differ between each character though.
(3) Forward / Back Throw > 5C > Renka(1) > Kishuu > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2a > J.C > 5C > 3C [4202 - 4300 / 2.8]
(4) Forward / Back Throw > Shippu [2788 / 0]
- This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.
(4) Back Throw(2) > RC 6C > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [5111 / 2.2]
- You want to Rapid Cancel immediately as Hakumen starts to throw his opponent behind him. This is not be confused with just having grabbed an opponent, you need to wait for the throwing animation to start before Rapid Cancelling . The timing of the 6C can be very strict on certain characters, such as Bang or Lamda-11. The timing of the 6A is also quite strict on Makoto, you might want to move forward a bit before doing the initial 2C.
(7) Back Throw(2) > RC 5C > Renka(1) > Kishuu > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [6634 - 6868 / 2.8]
- You want to Rapid Cancel immediately as Hakumen starts to throw his opponent behind him. This is not be confused with just having grabbed an opponent, you need to wait for the throwing animation to start before Rapid Cancelling .
(0) Air Throw > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [3277 - 3468 / 2.5]
- You can replace the initial J.2C with a J.B if you don't think the J.2C will come out in time. Do note that you will have to delay the J.B until you are closer to the ground.
(2) Air Throw(2) > Hotaru > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 5C > 3C [4641 - 4807 / 2.6]
- If you are not in the corner you can Hop over and charge 6C . If you do not feel comfortable doing 6C , you can skip the 6C as well as the SJ.B . You can also add a 6A before the 5C . Your new combo will do [4228 / 2.3] .
(2) Air Throw(2) > Hotaru> [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [4871 - 5037 / 3]
- This combo has a stricter horizontal spacing requirement than the previous one since you cannot do J.B to correct your spacing. You can skip 6C in this combo and add a J.B before the last SJ.2A . Your new combo will do [4475 / 2.9] .
(3) Air Throw(2) > Tsubaki > AD J.B > 6C > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 5C > 3C [5612 / 2.8]
- You can replace AD J.B > 6C with AD J.2C for an easier combo, your new combo will do [5564 / 2.5] .
(3) Air Throw(2) > Tsubaki > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [5753 - 5947 / 2.9]
- After the Tsubaki you should just fall to the ground and do a 6C . Depending on your height and your opponent's character, you may be able to charge 6C . The maximum height you can be at for this combo to work is a little lower than a normal jump.
(3) Air Throw(2) > Tsubaki > AD J.B > 6C > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [5854 / 3.3]
- This combo has a stricter horizontal spacing requirement than the previous one since you cannot do J.B to correct your spacing. You can skip 6C in this combo and add a J.B before the last SJ.2A . Your new combo will do [5467 - 5523/ 3.2] .
(3) Air Throw(2) > Tsubaki > [6C] > Hop 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6024 - 6218 / 3.3]
- After the Tsubaki you should just fall to the ground and do a 6C . Depending on your height and your opponent's character, you may be able to charge 6C . The maximum height you can be at for this combo to work is a little lower than a normal jump.
(5) Air Throw(2) > Tsubaki > AD J.2C > 2C > TK Hotaru > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [7015 / 2.8]
- You need to charge the 6C in this combo since your opponent will be high enough off the ground that you will not land a non-charged 6C .
(5) Air Throw(2) > Tsubaki > [6C] > Hop 2C > TK Hotaru > SJ.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [7198 - 7392 / 2.9]
- After the Tsubaki you should just fall to the ground and do a 6C . Depending on your height and your opponent's character, you may be able to charge 6C . The maximum height you can be at for this combo to work is a little lower than a normal jump.
(0) Air Throw > 2B > 5A > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [2865 / 2.2]
- This combo is for the odd situation where you are so low that a J.B will not come out in time.
Zanshin
- All these combos are for the situation where a successful Zanshin puts your opponent in the corner. That means you are in the corner for 5D and 2D (position reversal counters) and you are not in the corner for 6D (non-position reversal counter). You need to delay the J.2C as late as possible in all of these combos in order for them to work.
(0) 5D > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [2834 / 3.0]
(4) 5D > Shippu [2480 / 0]
- This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.
(0) 2D > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [2534 / 3.0]
- You need to delay the initial 2C as long as possible in order to get the full combo off.
(4) 2D > Shippu [2180 / 0]
- This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.
(0) 6D > Hop 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [2834 / 3.0]
(4) 6D > Shippu [2480 / 0]
- This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.
(8) 6D > Mugen > Shippu [5400 / 0]
- This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.
Shippu
(5) Shippu > Kishuu > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6141 / 1.9]
(5) Shippu > Kishuu > 6C > 2C > SJ.2A > J.2C > 2C > SJ.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6268 / 1.8]
(7) Shippu > Kishuu > 6C > 2C > TK Hotaru > J.2C > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6883 / 1.6]
(8) Shippu > Kishuu > 5C > Renka(1) > Kishuu > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [7361 - 7480 / 1.5]
Other
- This section is for combos that serve purposes other than damage. They include combos that reverse your position with your opponent or carry from one corner to the other corner.
Position Reversal
- When you are in the corner, these combos will get you out of the corner and put your opponent into the corner.
(2) [Starter] > Kishuu > Enma > AD J.2A > J.C [1315 / 0.5]
- You need to Air Dash immediately after jump canceling the Enma .
(3) CH 3C > 2B > Renka(1) > Kishuu > 2C > SJ.B > J.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [4669 / 2.1]
- In this combo you will be using 2B > Renka(1) to launch your opponent high enough to dash under them with Kishuu .
(4) CH 3C > 2B > Renka(1) > Kishuu > 6C > Gurren > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [5025 / 2.6]
- You should not charge 6C since there is not enough time.
(5) CH 3C > 2B > Renka(1) > Kishuu > 2C > TK Hotaru > Hop [6C] > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 5C > 3C [5601 / 1.9]
- You need to charge the 6C since the opponent will be falling from some height after the Hotaru wall slams them. You cannot get any higher than a level 2 charged 6C .
(5) CH 3C > 2B > Renka(1) > Kishuu > 2C > TK Hotaru > [6C] > Hop 2C > SJ.2A > J.2C > 6A > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6037 / 2.8]
- This combo can only be done with a full charge 6C , though you will have to delay the start a tiny bit in order to land it. You need to start charging right before they hit the wall.
Full Screen Carry
- These combos carry your opponent from one corner to the other.
(4) FC Hotaru > IAD J.2C > 5C > Kishuu > 2C > J.B > J.2A > AD J.A > J.B > 5C > Kishuu > 2C > J.B > J.2A > AD J.2A > J.C > 6A > 5C > 3C [4014 - 4024 / 2.8]
- You need to do J.2C pretty low in order for 5C to connect. It can't be as low as possible though, since you won't be able to do Kishuu > 2C in time after the 5C .