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Posted

Sweet combos, Sophisticat. PASTE MORE!!!! Also, Izanagi, one of the combos that I started off with when I was just a Hakunub was 214B > 236A > 6C. The timing between 214B and 236A is a little tricky at first, but basically you have to put an equal amount of time between each hit, the two kicks and gurren. It's almost like a beat, 1, 2, 3. Speaking of 214B, there's something I was wondering... people always say using only the first hit helps damage scaling and such, or helps you get more damage, so I see people do renka (first hit only) > something else. But when I try it in training mode I always get more damage when I let Haku do both kicks. So where exactly does that bonus from using just the first ever come in? Or is it more for positioning, so you can keep them close to you before the second hit kicks them far away?

Posted

Tried 214B->236A->6C, only 3 stars (3 magatamas or whatever it is...) and it's pretty effective for decent damage which is awesome. To mAc Choas : I think 214B (1st hit) allows for more options but I'm a Hakunub trying to help sadly(rage me if you want), 2nd hit would be effective on the corners for obvious reasons. On mid field, it's probably advised to only use 1st hit since your asking to be zoned by characters like Nu-13 , or Arakune since CT Hakumen has little movement with walking as his "best" way to get around and has hopping. About the hop I heard you can use tsubaki(J.214C) during it but I don't know the details of a low ground J.214C is it true you can combo after J.214C? It's either not worth it or I just don't look enough :psyduck: Test: (On mid field with Ragna) I think it's nooby but I did 5A->214B(1st hit)->41236B(Zan)->5C->236A and I got more damage than leaving 214B to do a 2nd hit but it's like a 100 damage higher difference. but I can chain 6C(does signficantly more) in that combo when I can't in the corners. I couldn't land 236A on Jin but it still did around 100 damage more with 214B (first hit)

Posted

here's your revised combo selection

moves you really don't want to combo off of

6A

5A

2A

these move are most commonly better to use for stopping pressure and gaining distance.

5B 623AA jc falling j.C combo

6B 623AA jc falling j.C combo

2B 236A 623AA falling j.C combo

5C 623AA jc falling j.C combo

6C shippu (to mantain pressure 623A cancel)

6C CH 236A 623AA combo

2C air hit hjc j.B jc j.C j.214C j.C land 2C hjc j.2C

3C CH 6B 623AA falling j.C combo

Grab > 236A haku-hop 5B 236A step forward 5C 236A 6C

Back throw same

Back throw close to a corner > 2C loop

Air throw j.C land 2C hjc j.2C airdash j.C

imprav is cool if you land a special but your staple combo is landing a j.C close to the ground

j.C 5C 623AA jc falling j.C combo

hope this helps. check out the zeta broad combo list for combos off of specials.

http://s1.zetaboards.com/blazblue/pages/hakumencombo/

this is really all you need my fellow persona fan. oh and this is kinda important to http://s1.zetaboards.com/blazblue/pages/hakumen_data/

it will explain alot of your damage scaling questions, also as hakumen, try not to use mag to make openings, but you normals, oh and some moves off of 66 j.214C can only be landed late in the hop, cause he's closer to the ground,

for the really high diff combos off of hop cancel tsubaki

66 > j.214C > 5C > 623AA > jc > falling j.C > land > 2C > hjc > j.2C > airdash > j.2C (been trying to make j.C work, but it seem impossible,

Edit: I did the stupidest thing in a match, off of airdash j.C to letting them tech in a corner.

hyperjump j.2C meatie (CH) > j.C > land > 2C > hjc > j.2C > j.2C > j.2C > RC > airdash > j.2C > j.2C > j.2C

Posted

Tried 214B->236A->6C, only 3 stars (3 magatamas or whatever it is...) and it's pretty effective for decent damage which is awesome.

To mAc Choas : I think 214B (1st hit) allows for more options but I'm a Hakunub trying to help sadly(rage me if you want), 2nd hit would be effective on the corners for obvious reasons. On mid field, it's probably advised to only use 1st hit since your asking to be zoned by characters like Nu-13 , or Arakune since CT Hakumen has little movement with walking as his "best" way to get around and has hopping. About the hop I heard you can use tsubaki(J.214C) during it but I don't know the details of a low ground J.214C is it true you can combo after J.214C? It's either not worth it or I just don't look enough :psyduck:

Test: (On mid field with Ragna) I think it's nooby but I did 5A->214B(1st hit)->41236B(Zan)->5C->236A and I got more damage than leaving 214B to do a 2nd hit but it's like a 100 damage higher difference. but I can chain 6C(does signficantly more) in that combo when I can't in the corners.

I couldn't land 236A on Jin but it still did around 100 damage more with 214B (first hit)

The point of hop Tsubaki is that it gives you a ground overhead. Since you're in the air during your hop, you can do his air moves. And you can do hop Hotaru too, which is even better since it:

1) beats out almost everything.

2) now scares the crap out of them whenever you hop.

3) beats out mashers.

4) can combo afterwards.

If you want to hit confirm, try 2B instead of 5A.

Hm, speaking of combos... the first page is great, but I wish it would list the damage for each combo. It's hard to evaluate what combos you want outside of just doing every single one manually when you don't know how much damage they do.

Posted

Didn't expect this much help. Thanks alot guys. To Leonil_Requiem: lol, to tell you the truth I'm more of a guilty gear fan but persona is kickass. thanks for the advices I'll check his chart, and get a better understanding of it. To mAc Choas: I see, that explains alot of things. Yeah I read that Hotaru is better and it only cost 2 stars. It's true it's also unblockable unless it's barrier or IBs right?

Posted

@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....

Not sure what you mean about the j.2c? More hits = more damage when stuff is meterless. Besides, you're rising (if I'm looking at the same combo as you are), so you have to do j.2c. Only time you would omit j.2c is if it pushes away too far.

For 2nd j.2c -> character specific. I just wanted to post the "right" way.

Sweet combos, Sophisticat. PASTE MORE!!!!

I'll only do it if people want it. This is because it's not only pretty big, but it's customized. I'm not about to post something that big that's largely subjective if people don't want it. It does have dmg/star use + notes, so maybe people will find it more useful than for the combo listings.

Besides, Leonil pretty much summed up Haku's stuff in his post. More than that and it becomes situation specific or subjective combos.

Posted

Huh.. does pressing the button longer? really help in making combos? I read it from that haku-men everything thing, and suprisingly J.C2 loop is suprisingly easier.

Posted

^ BB incorporates a 5f buffer if you hold down the button. Referring to my list of "reversal" combos a while back, I found a new one! I doubt no one knew about this one, but here goes. Anyway, on 6b CH, kishuu under the opponent -> combo. I thought about the arc's height, tested it, and turns out it works. Awesome. :yaaay:

Posted

No it doesn't switch positions with you and the opponent, I didn't bother reading the posts in the pages before and assumed you were just talking about ways to combo after 6B CH. My bad :psyduck:

Posted

Sweet combos, Sophisticat. PASTE MORE!!!!

Speaking of 214B, there's something I was wondering... people always say using only the first hit helps damage scaling and such, or helps you get more damage, so I see people do renka (first hit only) > something else. But when I try it in training mode I always get more damage when I let Haku do both kicks. So where exactly does that bonus from using just the first ever come in? Or is it more for positioning, so you can keep them close to you before the second hit kicks them far away?

Renka(1 hit) has 120% proration, so it's better to do that in a long combo. Take 214B>41236C>623AA>falling C combo for example. If you did 214B(1hit) here instead of 2, the damage overall would be 6011, whereas doing 2 hits of 214B would end up with the combo doing 5458 total...not to mention 214B(2 hits)>41236C won't even connect fully unless in the corner anyways, and you'd still be doing more damage with 1 hit 214B. 2 hits with 214B is really only for short combos using little magatama, but in bigger ones involving 41236C for example, you'd do 1 hit.
  • 3 weeks later...
Posted

yo im psycofang long time lurker first post ect. i have a question on a combo i use alot since appaerently throws are scrubby tactics because i use: ( falling C) 5C 623aa jump J.2C air dash C 214B jump grab. or in corner in use again ( falling C) 5C lotus 1 or 2 hits gurren 2C jump grab falling C 5c gurren 2c ect. it repeats till they break it. but is there an alternative then grab? it does alot of damage but... i wanna learn alternatives too to be a better hakumen XD feel free to add if you wanna train im always up for it ! :) also regarding throw combos... are they truly that bad? i use them alot. they work on most do to my luck of getting counter throws... alot. but i would love your adive or opinions (or challenges:bad:)

Posted

oh yea datboy we never fought but you did help me out thnx bud! XD i wanna fight you sometime your haku vs mine. how bout it? ill take any challenges too. tough fights are always fun. :)

Posted
yo im psycofang long time lurker first post ect. i have a question on a combo i use alot

since appaerently throws are scrubby tactics because i use: ( falling C) 5C 623aa jump J.2C air dash C 214B jump grab. or in corner in use again ( falling C) 5C lotus 1 or 2 hits gurren 2C jump grab falling C 5c gurren 2c ect. it repeats till they break it. but is there an alternative then grab? it does alot of damage but... i wanna learn alternatives too to be a better hakumen XD feel free to add if you wanna train im always up for it ! :) also regarding throw combos... are they truly that bad? i use them alot. they work on most do to my luck of getting counter throws... alot. but i would love your adive or opinions (or challenges:bad:)

Ah, a new recruit. You should write your posts a little more clearly, since it's kind of hard to read now, and if people can't read it then you're not going to get as much help as you want.

Purple grabs work against inexperienced players, but against good players they'll get broken every time. So, they're unreliable, and will just make you waste the opportunity you got in getting the combo in. Instead of going for something that you'll only get sometimes and almost never VS good players, you can just get guaranteed damage instead by continuing your combo. If you really want to use grabs, then get them legit by green grabs. Get good at airgrabbing people, etc.

Even then, though, grabs get broken... it's been a long time since I actually landed a grab on anyone, including green grabs. Which sucks because some of my most damaging combos are off of them.

Anyway, if you want to do 5C > 623AA > falling j.C, then learn the j.C loop, it'll let you squeeze as much damage out of each star as you can. If it leads to the corner you can just smash them into jelly against the wall, and it sets up for good resets too.

Posted

Yeah, needs to be a bit more clear. Can't really make out what you wrote.

@Mac: purple throws are ok at the end of combos if you work on adding them when the other guy isn't anticipating one.

Landing throws is all about being unpredictable, or going for CH throw. Or as a lag tactic. Your choice. :P

Posted

You should never ever combo INTO a throw. It's stupid and will only work against newbies or online when it's laggy.

Posted
You should never ever combo INTO a throw. It's stupid and will only work against newbies or online when it's laggy.

or when people don't see it coming, every now and then it works...

gimmicks are just gimmicks.

Posted

sorry about the sloopy text. but yeah seriously? i understand the throw combos are bad now. i never figured because i was able to pull them off againt a few top players who happen to be my friends. i thought it was a good gimmick till i got some opinions. also ill work on my DL skills. (read mah post nd i was like... wtf?) so yeah thnx for the help

Posted

yo guys! got a question!

other day i was dicking in practice mode and tried the 623A~A>falling j.C combo but instead of 2C i used 5C! it works but the problem is the timing...is it strict timing on it? is it character specific? i know it works in CT because i done it and seen it done before.

Posted
yo guys! got a question!

other day i was dicking in practice mode and tried the 623A~A>falling j.C combo but instead of 2C i used 5C! it works but the problem is the timing...is it strict timing on it? is it character specific? i know it works in CT because i done it and seen it done before.

Did u start with 623A~A?

also was it on rachel?

Posted
yo guys! got a question!

other day i was dicking in practice mode and tried the 623A~A>falling j.C combo but instead of 2C i used 5C! it works but the problem is the timing...is it strict timing on it? is it character specific? i know it works in CT because i done it and seen it done before.

You mean you went [starter] -> enma -> f.C -> 5c -> [etc.], and I'm assuming you're talking about CS?

Yeah, you can do it. You can even do -> f.C -> 5c -> 2c link. Or even 2x 5c because of the changes to C move frames.

Timing is, as far as I know, not entirely strict because of the buffer, but it's known to be a link just going by frames.

Posted
Did u start with 623A~A?

also was it on rachel?

i did it on ragna...he's the standard...

@ sophisticat: CT bro CT...in CS it should be easy because of 5C's speed increase.

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