Sophisticat Posted February 13, 2010 Posted February 13, 2010 I'll use [star use : damage] to show output. Not sure all of them work on non-CH, though. -> 5c/Gurren -> Enma -> falling.C [2s : ~5.3k | 3s : ~4.5k] [Corner] -> 5c/Renka (1) -> Zan -> loop [5s : ~5k+] I forget the damage on the second one. Anyway, you can see that you can link either 5c/Gurren/Renka after a 6c, which leads into your big combo. You get more damage for less, a bit of meter gain, and better positioning to boot. I'm positive you can nab 6k off a CH 6c that goes into corner loop. Off throws, you can either gurren -> kisshu or gurren -> hop. One/two star(s) to push further into the corner. No use for Shippu in any of these cases. : \
mAc Chaos Posted February 13, 2010 Posted February 13, 2010 What if they're at the very tip of your 6C? Almost every 6C > Shippu I get is from max range. I'm trying to link 6C, looks like they're CH combos. And 6C has to be fully charged.
Sophisticat Posted February 13, 2010 Posted February 13, 2010 Even if you hit them at the very tip, gurren works. There are some instances where the other guy will be sent out of range, though it's quite rare. Hitting with the tip, then followup gurren should work. You also don't need to charge up 6c at all. Yeah, I think they're all ch combos, but I'll get to practicing non-ch maybe tomorrow or later in the week. In any case, blowing 4 stars like that is no longer my cup of tea unless the other guy is at least at half life. I still use it out of habit, but I'm working on cutting it out.
A.X.I.S. Posted February 13, 2010 Posted February 13, 2010 6C CH is rare for me and i think to do it non CH you have to be close or RC not sure which...perhaps i'll mess with it later.
Leonil_Requiem Posted February 13, 2010 Posted February 13, 2010 6C can punish 623B and C of jin, on block, it can also punish rag's 623C, litchi's 623, a wiff command grab of bang, tager's supers, noels ground super, and tao's super area grab. oh arakune's two super's and more. It's not hard to get a CH 6C but it's just that there much easier options to choose from.
ZhePrime Posted February 14, 2010 Posted February 14, 2010 I couldn't find a "Hakumen General" thread, so Im going to try and keep this in one post and it is combo related, so... I managed to do something a bit odd, but it looks like you should be able to replicate it. Basically you manage to get the opponent in the corner and in the air, but Hakumen is facing the left (due to doing j2C) but his opponent is in the corner on the right. What happened was that I could keep hitting him with j2C since j2C pushes Hakumen back (towards your opponent), we slowly made our way down to the ground but I stopped at 11 hits (I could go on for a bit longer, but stopped since it was a friendly match and I didn't want to win in such a way). Has anyone encountered this before? Is this old? In any case, I'm going to try and do it again tonight.
Leonil_Requiem Posted February 14, 2010 Posted February 14, 2010 Elementary my dear ZhePrime, I do it on purpose against tager, the momentum of things like magnetism and wind forces you both up against the wall and is stronger than the force that pushes you back of j.2C.
Sophisticat Posted February 14, 2010 Posted February 14, 2010 Okay, so I did some quick fiddling around with 6c non-ch, and it turns out you can't combo into it out of Shippu or RC. : \ So I figure we have the following combo options at our disposal: - 6c Shippu [w/ Kishuu follow-up in the corner] - 6c RC -> previous 6c ch combos posted. They both take a lot of maga, but I think they both have their uses. Keep the Shippu combo for a 6c hit near the corner (combo from throw, for example), but go the way of RC for mid-screen if the guy is at half-life. They're both late-round options, so utility is limited, but the good news is that I finally found a personal use for RC.
ryokoalways Posted February 14, 2010 Posted February 14, 2010 6C>Shippu>kishuu is slightly more dmg than renka>zantetsu in the corner. There is no reason not to use that additional magatama when it nets you an additional 1.6k.
FullAutoDeath Posted February 14, 2010 Posted February 14, 2010 I don't see the point of rapid canceling 6C. Way too much magetama for too little damage.
Slayer Alucard Posted February 14, 2010 Posted February 14, 2010 Yea, RCing anything for the purpose of more damage seems pointless for Haku.
Sophisticat Posted February 14, 2010 Posted February 14, 2010 I think this one is down to personal preference. I like it for the following reasons: - It's a way to capitalize on a non-ch 6c which can lead to j.2c ender for positioning/loop. - Damage is a bit higher than simple 6c -> Shippu. It's 5k minimum, over 6k if it goes into loop. - It becomes easy to bait burst if the other guy is nearly dead. The downside is that it is 6 maga min., burstable, and you could use leftover maga for other stuff. You also only use it if you can't Shippu -> loop with a Kishuu. I'll use it if the other guy is at 50% hp, and I want a better guarantee to win the round than a shippu blow which resets positions. 6c -> shippu is, of course, the best choice if it kills the other guy. In brief, it's a mid-screen option for non-ch 6c given shippu won't kill the other guy. That's about it.
Leonil_Requiem Posted February 15, 2010 Posted February 15, 2010 u can't really do a loop off 6C shippu kishuu cancel, to much proration. if anything, shippu gurren 6B 3C. rapiding ad's hakumen because hakumen can counter burst for game wins. that's how a good haku is suppose to do it.
ryokoalways Posted February 15, 2010 Posted February 15, 2010 6C>shippu is about 4.7k. 6C>shippu>Kishuu>2C>j2C>jC>2C>j2C>j2CX3 is about 6.4-6.5k. Again, no reason not to do it. Also, there is no reason to RC with hakumen under all circumstance, save one. I'm pretty sure we had this discussion a long time ago already because I remember making this point to someone awhile back.
Leonil_Requiem Posted February 15, 2010 Posted February 15, 2010 i wouldn't say never rapid, i'm on countering all burst mode right now, and it wins game. when on the ground i 236236D in the air i rapid j.D
ryokoalways Posted February 15, 2010 Posted February 15, 2010 On the ground I RC>catch. In the air I hotaru through the burst then jC>2C>etc. This more or less comes down to preference for those two points, but I'm fairly certain this is the only situation where RC is justified.
mAc Chaos Posted February 15, 2010 Posted February 15, 2010 Wouldn't a decent use for RC to be, you throw out a move when you're both almost dead and it gets blocked, and to prevent yourself from eating the punish you RC. Not that I ever remember that as an option until AFTER I'm dead...
Leonil_Requiem Posted February 15, 2010 Posted February 15, 2010 well, no, cause most moves can be cancelled with yuki. and you should cancel them with yuki.
BladeOfJustice7 Posted February 15, 2010 Posted February 15, 2010 The only move that can't cancel into yukikaze is 3c even 6a/b/c can cancel into yukikaze. The same moves that can cancel into yukikaze can cancel into mugen, but I don't know of what use that will be in terms of mugen =/...
mAc Chaos Posted February 15, 2010 Posted February 15, 2010 Ironically 3C is the move I was thinking of RC'ing. Can you cancel 6C into Yukikaze?
Slayer Alucard Posted February 15, 2010 Posted February 15, 2010 Yea you can, and I wouldn't cancel into Yuki unless I'm sure the guy throws out a mid or high after blocking, cause you're just eating a combo and losing a crapload of meter if you end up getting hit by a 2B or something.
DioBrando Posted February 25, 2010 Posted February 25, 2010 Quick question concerning combos like 6B 236A or BC 236A or the like. Recently after landing that, I would dash in and do 5A, j.A, j.B dj.2C instead of doing 6C afterwards. I found the damage is slightly less but it builds up more bar for Haku-men. I wonder what are people's opinion on this combo ender.
Sophisticat Posted February 26, 2010 Posted February 26, 2010 It's a good 1 star combo, and is better than 6c in that you throw the other guy into the corner. However, you can't finish in shippu if you're looking for the extra damage. You should practice doing hop 5b instead of 5a since that nets more damage, but the timing is tighter, so stick to 5a until you're comfortable with it.
Slayer Alucard Posted February 26, 2010 Posted February 26, 2010 You can hop 5B after throw>gurren? I thought you could only do that off a gurren that knocks them higher like 2B>gurren on a downed opponent.
Recommended Posts