Slayer Alucard Posted January 6, 2010 Posted January 6, 2010 You're adding the extra Kishuu too, which again is not necessary. If you can land a CH 6B, just jump and falling j.C>2C straight into the corner loop. No need to use that magatama.
Leonil_Requiem Posted January 7, 2010 Posted January 7, 2010 and if you have that magna chances are you have 8, and getting a CH 6B i such a dream situation that most people would kill for, going straight to the no magna for 4k damage would be advised. i've been work on some infinite combos and 6B CH > Mugen > 5C >214B 1hit > 236A> 623A> 2147B> 214C> land> 5C (corner now) >214B1 hit >41236C 1 hit >623AA delay >2147C >5C > 41236C 1 hit > 623AA >2147C >5C >214B 1 hit > 632146C
Blade Posted January 7, 2010 Posted January 7, 2010 You misunderstand where I usually start a combo like this, usually it's midscreen and I have 2 maybe 3 magatama tops, I'm trying to head towards the corner for the loop, its a frequent situation for me.
Slayer Alucard Posted January 7, 2010 Posted January 7, 2010 Oh ok, I just assumed you were at the corner since you did say "would this work in the corner" :/
Leonil_Requiem Posted January 7, 2010 Posted January 7, 2010 hahaha, then you should be doing 3.4k, atless. if your falling from a airdash and you land jumping C, do this j.C land 5C 623AA jc Falling j.C land 2C hjc > j.2C airdash j.C they most commonly tech into all of hakumen's confort zones form this combo tech's forward this is the one my brother does most often to attempt to catch me off guard. when he does and i notice it quick enough. I will throw 2C or 6A at the sound of his tech and 2C hjc j.2C airdash j.C or hjc grab >j.C > land 2C > hjc > j.2C > airdash >j.C tech's neutral throw 5C cause normally if it catches them it's a free 3.5k with 5C > 623AA jc falling j.C land 2C hjc j.2C airdash j.C or hop and grab cause there scaried and it's mix-up techs backwards IAD grab is my normal routine if i'm messing around on rank or something, but normally i'll fish with 6C and if i have the magna shippu and the alternative for all of these is IAD hotaru and hop split hotaru if there in the air hakumen has alot of options, it just took 6 months to find them xD
mAc Chaos Posted January 8, 2010 Posted January 8, 2010 "What's up with the first part in the combo? j.C>5C>j.C? Wut?" Well, normally I get a j.C just jumping around and throwing pokes, so I can go from that j.C into 5C into the combo. I remember you always would say after I IAD in and land a j.C that I was giving up a lot of free damage, etc. Although I still do by habit for now. Also, we should make a thread discussing Haku tech traps. I didn't even know there was such a thing until Leonil mentioned he was working on them once. Mind: BLOWN I can't even conceive of any right now except like... somehow letting someone tech in the middle of a combo I could finish anyway for free and then throwing a 2C or something that they can't normally block... except they could barrier... or would that be a reset. There WAS one Cactus Guy did on me once, he got the j.C loop in the corner, then somehow got me real high up in the air (I forget how) and I teched and on the way down he had a Hotaru waiting for me.
Sol.Badguy Posted January 8, 2010 Posted January 8, 2010 Hey with some of these combos, i seem to have a problem with 3 things 1. connecting 214B(2)>236A 2. linking 2C withOUT making the combo techable 3. The superjump>2C in any combo involving 2C>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C Any help would be very appreciated =]
Slayer Alucard Posted January 8, 2010 Posted January 8, 2010 Yea Mac that's a simple one. You just Hotaru or 6A when they're coming down from the j.2C loop
Raidhyn Posted January 8, 2010 Posted January 8, 2010 Any advice for the 2.C > SJC j.2C? I'm having serious issues getting the super jump to come out. What do you guys use for it? I'm on a stick btw...
ryokoalways Posted January 8, 2010 Posted January 8, 2010 Realize that you can input your next move as your current move is coming out? Seriously, considering how much start-up frames there are on on Hakumen's moves, on top of the amount of hitstop in this game, half of these questions shouldn't be here. /rant
mAc Chaos Posted January 8, 2010 Posted January 8, 2010 Yea Mac that's a simple one. You just Hotaru or 6A when they're coming down from the j.2C loop I must be doing something different then, because at the end of my combo they're usually below me the entire time and end up on the ground first. Axis: 1) Oops, misread this. You just have to buffer it basically, like you would do from grab -> gauntlet hades or grab -> atomic collider. Actually, the way I did it when I was first getting the timing down was, I noticed that when you do it correctly, all three hits are basically the same amount of time apart, so it's like a rhythm. One, two, three. One, two, three. 2 & 3) I think that's just a matter of becoming comfortable with the character and the timing for everything. For me, there was no "trick" to it, I just couldn't do it no matter how hard I tried in the past. Then eventually after playing a ton more games I just suddenly started being able to do it.
Slayer Alucard Posted January 8, 2010 Posted January 8, 2010 That means you butchered the combo or you missed the last j.C in the loop.
A.X.I.S. Posted January 8, 2010 Posted January 8, 2010 Axis: cookie monster. thats not me, my only problem with haku is hit confirming bro. i started doing the the 623A~A>falling j.C>2C like sophisticat and it worked a bit better, i just look at my opponent when they fall, if they go to my knee's (fullautostyle) then im doing it right.
Dekinya Mawf Posted January 10, 2010 Posted January 10, 2010 Hey with some of these combos, i seem to have a problem with 3 things 1. connecting 214B(2)>236A 2. linking 2C withOUT making the combo techable 3. The superjump>2C in any combo involving 2C>j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C Any help would be very appreciated =] 1. If you are in the middle of the screen where the 2nd hit of 214B won't bounce them off the wall, I don't think 236A will connect. Usually if you're in the middle of the screen, isn't it supposed to be 214B(1) > 236A > [i'm gonna assume 6C > 632146C (if you have at least 7 Magatama]? 2 & 3. There's a strict timing to linking 2C [did you mean from f.C?]. To do falling j.C, you have to recognize the lowest point that Haku can be in midair, and still do a j.C without it being interrupted from landing. Once you link 2C to a combo, you need to be aware of your hand/thumb placement. 2C is jump cancellable, so during its animation, move your arcade stick and/or analog stick to the neutral (5) position before you input a super jump. * So say, your opponent is in the corner already (I'll write out the numbered positions I move my stick): 6C(full) CH (close) > 214B(1) > 41236C > 2C[369] (jc) > 2C (j.2C) > 5C (j.C) > land > 2C[52369] (sjc) > 2C (j.2C) > 5C (j.C) ~ approx. 7284 Damage; requires 5 magatama
Leonil_Requiem Posted January 10, 2010 Posted January 10, 2010 um... no the delay one 214B (2 hit) to 236A varies in distance and character. mid screen you shouldn't do it at all really. Also Hakumen is not a character that revolves around hit-confirming, none of his links are that tough and all of his hits have a huge delay in between them. like 6C counter hit 6C counter hit > 236A 623AA jc falling j.C land 2C hjc j.2C airdash j.C none of that is hit confirming but timing. along with the corner loop, it's just timing. Edit: and the only links i can think of that needs hit confirming would be haku hop cancel j.214C land 5C 6B CH > infinite > 5C and 3C CH > 2C
Sol.Badguy Posted January 11, 2010 Posted January 11, 2010 1. If you are in the middle of the screen where the 2nd hit of 214B won't bounce them off the wall, I don't think 236A will connect. Usually if you're in the middle of the screen, isn't it supposed to be 214B(1) > 236A > [i'm gonna assume 6C > 632146C (if you have at least 7 Magatama]? 2 & 3. There's a strict timing to linking 2C [did you mean from f.C?]. To do falling j.C, you have to recognize the lowest point that Haku can be in midair, and still do a j.C without it being interrupted from landing. Once you link 2C to a combo, you need to be aware of your hand/thumb placement. 2C is jump cancellable, so during its animation, move your arcade stick and/or analog stick to the neutral (5) position before you input a super jump. * So say, your opponent is in the corner already (I'll write out the numbered positions I move my stick): 6C(full) CH (close) > 214B(1) > 41236C > 2C[369] (jc) > 2C (j.2C) > 5C (j.C) > land > 2C[52369] (sjc) > 2C (j.2C) > 5C (j.C) ~ approx. 7284 Damage; requires 5 magatama Thank you! Oh and yes you can do 214B(2)>236A it's just pretty tough timing.
Slayer Alucard Posted January 11, 2010 Posted January 11, 2010 214B>236A actually isn't tough at all, compared to a few select links...
Dekinya Mawf Posted January 11, 2010 Posted January 11, 2010 Ok, I just confirmed earlier toni-- [looks at the time @_@], late last night, that the combo I used as an example: 6C(full) CH > 214B(1) > 41236C > 2C > j.2C > j.C > 2C > sj.2C x 2 > ad j.2C > j.C = approximately 8284 Damage; 5 Magatama, if I'm not mistaken. Shit, I should've written it down. I'll come back and edit for actual reconfirmation later this mornin.
Slayer Alucard Posted January 11, 2010 Posted January 11, 2010 Wait, you can combo a j.2C loop off of Zantetsu>2C? They always seem to tech out when I do it like that...
MisoSowee Posted January 11, 2010 Posted January 11, 2010 Wait, you can combo a j.2C loop off of Zantetsu>2C? They always seem to tech out when I do it like that... You might want to try a normal jump :o
Slayer Alucard Posted January 11, 2010 Posted January 11, 2010 mac, that's not the point. I'm not asking how he started it, but the specific point in the combo. Miso, I do do it off a normal jump normally. But after the j.2C>falling C>2C>j.2C, they are able to tech as I try to do the j.2Cx3 off the air dash. It's not an execution problem either, cause I can net this combo all the time off normal wall launchers like Renka>2C/5B or something.
ryokoalways Posted January 11, 2010 Posted January 11, 2010 i'm pretty sure you can't j2C loop after a relaunch in that specific combo. Too much time spent in 6C recovery and zantetsu. I think the better option there during relaunch is jB>j2C>jC.
MisoSowee Posted January 11, 2010 Posted January 11, 2010 Oh I thought you were having trouble doing zantetsu - 2c - j.2c But yeah iirc it's impossible to do the last 3 j.2c's in that combo because of how long and slow it is.
Dekinya Mawf Posted January 11, 2010 Posted January 11, 2010 I thought the same thing Miso did, that there were timing issues after Zantetsu. And akabane's attempt at j.2C x3 after relaunch, won't work, which is why I had it at sj.2C x2 > AD (has to be done exactly when j.2C recovery period is done) > j.2C > j.C. I still can't pull that entire combo off flawlessly yet, but the fact that it can be done, I thought was worth mentioning for any revisions, like ryoka's suggestion. Thanks btw. I'll try out the j.B > j.2C > j.C after relaunch and see if that's easier.
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