A.X.I.S. Posted February 26, 2010 Posted February 26, 2010 I think he means command dash. you can hop after B+C>236A the timing isn't too bad and you still get the same damage from 623A>5B>j.2C the difference less meter for same damage, leonil has the timing down from what i can tell.
Slayer Alucard Posted February 26, 2010 Posted February 26, 2010 You still didn't answer whether or not you can do hop 5B...
ryokoalways Posted February 26, 2010 Posted February 26, 2010 5B after hop only works off certain hits>gurren which would provide enough height. Difference in CT between 6C and hop variations are marginal and doesn't really matter. In CS hop 5A/5B should be the main choice due to more meter gain with additional hit at the end, and also 6C's reduced dmg makes it less desirable. Edit: additionally, due to shorter hop time, 5B is applicable in more combo situations than 5A.
Slayer Alucard Posted February 26, 2010 Posted February 26, 2010 Yea that's what I thought. I don't recall being able to hop 5B except off of something like 2B>gurren after tsubaki or whatever. I would've been doing hop 5B as my regular bnb off throw if that was doable :/ so you can do hop 5B off gurren in CS?
ryokoalways Posted February 26, 2010 Posted February 26, 2010 Combo dependent. I think slight delay factors in a little, along with distance from edge (not corner, but screen edges), etc. But a lot of situations there is plenty of time to 5B.
DioBrando Posted February 27, 2010 Posted February 27, 2010 Sorry for the confusion, I meant to say hop instead of dash. Should have typed 66 instead, and I'm not comfortable doing 5B after the hop. In CS, I think its much more better to do the hopping 5A/5B combo now that you can add a j.C after j.2C, more damage and meter gain. I got one more question, is hopping 214B a high or normal attack?
mAc Chaos Posted February 27, 2010 Posted February 27, 2010 5B after hop only works off certain hits>gurren which would provide enough height. Difference in CT between 6C and hop variations are marginal and doesn't really matter. In CS hop 5A/5B should be the main choice due to more meter gain with additional hit at the end, and also 6C's reduced dmg makes it less desirable. Edit: additionally, due to shorter hop time, 5B is applicable in more combo situations than 5A. I've tried to do it off grab > gurren, and the timing is super super tight, I can't do it more than 2/10 times. I'm not sure if after that you can go into j.2C or anything... Hop 5A, better than using 2C > j.2C > IAD j.C?
DioBrando Posted February 27, 2010 Posted February 27, 2010 Hop 5A should not be better than 2C and the follow up, that is the best situation for you considering you are close to the wall. You cannot hop 2C. for the hop 5A, you cannot get a j.2C right after it, you gotta land a j.B and then jump again into j.2C. What I normally do for your explained situation is B+C > Gurren, 66, 5A, j.A, j.B dj.2C The j.A into j.B is a link, but it shouldn't be too bad, maybe try spamming B until you realize when it comes it, its really easy. Hopping 5B after the gurren, I don't really know the timing yet. For what I found for myself, its really the spacing between the gurren and the wall for me.
Sophisticat Posted February 27, 2010 Posted February 27, 2010 You can do throw -> gurren -> hop 5b -> j.2c -> AD j.2c. It's a 1 less star version of gurren -> kishuu -> 2c, so it's recommended to use instead. But hop 5b is so tight, 5a is better even though it prorates more. Better to make it guaranteed than to drop it. Personally, I've taken to doing Throw -> gurren -> [delay] Enma -> falling.C. It does 4k and gives good positioning. I like it for that, and keep hop 5a/6c for when I'm low on meter.
Izanagi SOL777 Posted March 1, 2010 Posted March 1, 2010 I apologize for any inconvience I will be bringing with my Haku-men noob questions. First of all I have taken playing Haku-men more seriously and I need help with these specific combos. 5C-> 623A (aka Kisshu[Enma])->J.C ->2C->J.2C loop after I linked 623A, what's the timing to sucessfully land a J.C -> 2C? and question for J.2C loop... do I yet again need to time the jumping in order to sucessfully land 5 consecutive J.2C? Thanks to all that will take their time helping this nub
mAc Chaos Posted March 1, 2010 Posted March 1, 2010 I think it's pretty much the hardest thing to get down with Hakumen when you're doing his combos... the other ones are relatively easy. You have to do the falling j.C after 623AA at JUST the right time as he falls. If you do it too early, he techs out when you try 2C, if you do it too late, they tech out before j.C hits. I find the right time to be around just when Hakumen starts to fall, or when his knees begin to bend. For the rest of it, you pretty much want to keep the execution as tight as you can, any gaps and they can tech.
Izanagi SOL777 Posted March 1, 2010 Posted March 1, 2010 Thanks, that helped me plenty with his combos. Oh , I forgot this one; noob question but generally do all of his combos work on every character? I haven't seen too many variations of them aside from Tager for obvious hit box reasons
mAc Chaos Posted March 1, 2010 Posted March 1, 2010 Arakune and Carl definitely need different combos; half of them don't work on 'em. Which combos are you working on right now? I also feel like the j.C loop might require slightly different timing on certain characters, but that's for someone else to confirm, because I could just be imagining it. 99% chance I'm just dropping it.
Izanagi SOL777 Posted March 1, 2010 Posted March 1, 2010 Alright I'll test them out on training later and so on. As for the combos, to be honest aside from the combo I had posted, I haven't gotten too far in anything complex in his combos (though J.C -> 2C etc. are pretty hard as you said) . Do you have any reccomendations for beginner/effective combos? Same here, I'm pretty sure every character has a different drop rate but...
Brotrr Posted March 2, 2010 Posted March 2, 2010 Honestly, all of Hakumen's combos are pretty easy. The only hard ones are anything involving Gurren > hop > 5A/5B, but you can just do Gurren > 6C anyway. For the j.C loop, honestly there's not really a trick to it. Once you do it twice in a row you can do it a hundred times in a row. Sounds like crappy advice but that's seriously how it is. As long as you have an idea of the general timing you'll be able to do it eventually.
DioBrando Posted March 2, 2010 Posted March 2, 2010 I recently learned when to use 5B after hop. Gurren hop 5A isn't that hard. You gotta looking at the height at which the opponent is hit with Gurren. If its high enough, you might be able to land a 5B, otherwise use 5A. If its too low for any of them, replace it with 6C. Use your judgement.
Izanagi SOL777 Posted March 2, 2010 Posted March 2, 2010 Honestly, all of Hakumen's combos are pretty easy. The only hard ones are anything involving Gurren > hop > 5A/5B, but you can just do Gurren > 6C anyway. For the j.C loop, honestly there's not really a trick to it. Once you do it twice in a row you can do it a hundred times in a row. Sounds like crappy advice but that's seriously how it is. As long as you have an idea of the general timing you'll be able to do it eventually. Yeah I get it , practice does wonders as they say. If his combos are relatively easy to pull then, why do people tell me alot he has a huge learning curve?
FullAutoDeath Posted March 2, 2010 Posted March 2, 2010 Yeah I get it , practice does wonders as they say. If his combos are relatively easy to pull then, why do people tell me alot he has a huge learning curve? Combos aren't the only part of playing a character.
Izanagi SOL777 Posted March 2, 2010 Posted March 2, 2010 Combos aren't the only part of playing a character. Yeah, my bad on that, I'm fine with his other aspects though escaping pressure is something I need to work on, but his combos are hard to me but I guess that's just because I'm not used to his play style. Anyways, I think I have enough posting and questions on this thread, I'll just practice and stuff.
mAc Chaos Posted March 2, 2010 Posted March 2, 2010 The combos might be easy (they still took a while for me lool), but actually being able to land them, dealing with your opponent's nonstop pressure, relying on the amount of stars you have for what you can do and being able to squeeze out as much as possible for each amount of stars that you might be using at the time, having a drive that isn't made for spamming and requires a lot of time and effort just to be able to have it be useful instead of having D as a dead button on your controller, needing to IB to take the most advantage of his defensive abilities, being able to play footsies safely and not get whupped for using unsafe moves (ie every move Hakumen has practically) and the matchups... the combo's might not be that hard but then you have to actually get to them too, like Nu or Arakune or Rachel. I don't know if I would say his LEARNING curve is hard, per se... unless you mean to play well. If you just mean pick up and play, then you can just run around and mash C and he'll beat a lot of people at first. What takes a while is getting comfortable with his movements and being able to navigate the barrage of bees and swords, taking advantage of his strengths and not being weighed down by his weaknesses.
Sophisticat Posted March 3, 2010 Posted March 3, 2010 Yeah, my bad on that, I'm fine with his other aspects though escaping pressure is something I need to work on, but his combos are hard to me but I guess that's just because I'm not used to his play style. Anyways, I think I have enough posting and questions on this thread, I'll just practice and stuff. So you want combos, eh? I have a file that lists all the combos I use for specific moves. I could dump if you want. [starter] -> Enma -> falling.C -> 2c -> sj.2c -> AD j.2c Is your staple combo. Timing points to learn are: 1) Very slight delay on enma hit to be at the right height (practice and you'll see what I mean). 2) One way to do it is to hit j.C right after Haku's legs bend at the end of his jump arc. Ideally, hit it as low as possible without the other guy teching out. I just learned the height visually. 3) After 2c, you have to input sj. The way I do it is buffer the 2c just before landing, then immediately doing sj. Gets a bit to get the hang of it. 4) The airdash to j.2c doesn't come out instantly. Either learn the timing or mash it out, I don't think it makes a difference. I mash. It works. It's all I need to know. This is Haku's only tricky combo. Harder than that and you're looking at long corner loops or combo vid. material. Do it off anything you want except off stuff that prorates too much or doesn't net enough damage. j.C CH -> 5c is the staple starter, so get it down. Haku's starters are generally his B/C moves. 6a for AA. Mid-combo for midscreen is renka (1) -> Zan. Combo ender is Gurren -> 6c or other C move. So you can get: [Throw] -> Gurren -> 6c [Throw] -> Renka (1) -> Zan -> 3c 5c -> falling.C 2c -> j.2c -> AD j.2c 3c -> 2c -> j.2c -> AD j.2c 6a CH -> 5c -> Gurren -> 6c You see the trend. Not all are combos you'll keep doing later on, but they're good enough to learn how Haku does his combos. Now, staple corner loop. Learn it for big corner damage: [Launcher] -> 2c -> j.2c -> j.C -> 2c -> sj. 2c x2 -> AD j.2c x3 Where launcher is stuff like Throw -> Renka, Renka alone, Zan, etc. Practice makes perfect.
mAc Chaos Posted March 3, 2010 Posted March 3, 2010 I noticed a difference in damage in some of my j.C loops while in training mode. Turns out starting the loop with j.C scales the damage a lot more. When I start with 5C, I can take out half of Nu's life with it. But starting from j.C makes it only 1/3 of her life. EDIT: Welp, I tested this in training mode to be sure and I was wrong. Disregard what I said. It does more damage off j.C, it was just the fact that Nu's health bar is scaled differently than Ragna's and other characters that threw me off.
MisoSowee Posted March 3, 2010 Posted March 3, 2010 @sophisti iirc doing that j.2c before the falling j.C lowers the overall combo dmg.... maybe it depends on combo starter or something, though. I haven't looked at dmg numbers in a while. and after the last 2c if you want those 2 j.2c's before air dashing, you have to IAD after your first 2c. again iirc....
TheBlueDragon Posted March 3, 2010 Posted March 3, 2010 I have a question (I tried checking the thread to no avail), is it possible to followup with ANYTHING from 5D in Continuum Shift? People don't bounce anymore .
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