Sophisticat Posted March 25, 2010 Posted March 25, 2010 Ah, CT then. Yup, you can do it. You just have to hit the f.C at the lowest possible point, and while you might have to delay the 5c a bit, it should connect. It's not really practical since you need stars to combo further, but it's cool that you can do it, I suppose.
A.X.I.S. Posted March 25, 2010 Posted March 25, 2010 Ah, CT then. Yup, you can do it. You just have to hit the f.C at the lowest possible point, and while you might have to delay the 5c a bit, it should connect. It's not really practical since you need stars to combo further, but it's cool that you can do it, I suppose. ah thanks...i just want to use it for the knock down...if i can freaking learn it!
MisoSowee Posted March 25, 2010 Posted March 25, 2010 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. I'm not very good though D': especially with the massive influx of RPG's. Seriously. WKC, fallout 3, persona 4, and ff 13 require nomming on. Although I will admit I've been popping in on BB recently. My hands still feel super duper stiff, but I'll take any challenge :D
mAc Chaos Posted March 26, 2010 Posted March 26, 2010 I noticed we don't have that many character specific combos. I think it would be interesting if we posted some / figured some out. Even if general across-the-board combos work fine, some people might want to go the extra step and learn all the character specific stuff that lets them make the most of their damage. And in some cases, like Carl, you HAVE to have them. I tried playing against Carl for the first time in a long time again yesterday and none of my combos were working so I was reduced to CCCCCCCCCC. What kind of combos can Hakumen do against Carl? All I got is: Renka(1) > Gurren > 6C ^instead of renka(2) And you can't combo off a throw... unless in the corner. Then you can pause then do Renka, etc.
Brotrr Posted March 26, 2010 Posted March 26, 2010 I wouldn't worry too much about it.....everything works on Carl in CS. And it's only Throw > Gurren combo that doesn't work IIRC...all the other combos work.
psycofang2 Posted March 26, 2010 Posted March 26, 2010 any challenge? > then i challenge you sir to a duel! i will show the real power of the white void!!! (and possibly some cheap shots and dirty tricks, as i think to myself mwahahahaz) but really id love to fight you add me anytime k?
psycofang2 Posted March 26, 2010 Posted March 26, 2010 mAc Chaos ive had this problem too. for CT i fight DJFOODSTAMP alot so ive got good match up experience. 1) never gurren of throw ( it only works if carl is deep in a corner (>.<)) from what ive used and people can agree/disagree a combo i use goes: kishuu> ennma> j.2C > air dash> j.2C ( or if you cornered him j.2c loop) also if you are close enough : zantetsu (2 hit) >5c> gurren (its luck)/ or kishuu>ennma ect. also kishuu> ennma > squall deals a nice bit (though for 6 stars its not a good trade imo but it works) 6C (CH)> squall is the devil for carls also the last one i used to kill Dj with is a "weird" gimmick: zantetsu>kishuu>ennma> jump and air grab* ( i know already what your thinking) after grab you can either : 1: allow grab to continue (with luck) and keep up the offence with falling C>5C>gurren* (luck) 6C or after 5C dont use gurren but use 2c instead. ( a panicking carl will most likely air tech >:D) if this happens delay for a second then use 2C to keep him up then J.2C rape or w/e you can think of. also a quick thought: if they do air tech j.B works in conjunction with 2c. what im saing is this: Carl air techs you j.B him then when you touch the ground use 2C then then he stays in the air > ( if you dont like this go to #2) 2: cancel your air grab with tsubaki (if you have the stars) jump (again you can either go for a second unexected grab) or j.2C him away for safe distance. though this piont is a little one sided you have to watch ADA carefully so as not to get wrecked by something ****ed up. also these are merely the things i use so agreements and disagreements are welcome ( with helpful advice) to further our destruction of carlz and his ghey azz loopz.
Sophisticat Posted March 26, 2010 Posted March 26, 2010 Haku doesn't need char. specific stuff since his combos hit everyone with some exceptions regarding shippu and Haku mirrors, and Carl. Psycho, I'll play you. I barely play online anymore, but I'm down with helping out others or doing some casuals. Now, as to the wall up there, lots of corrections: - Enma -> j.2c -> [wtv] is no-no waste of meter. Do the full falling.C combo. - Don't start a combo with Zan. Good players block it all the time. - Only combo you do after enma is falling.C. Only shippu for the kill/desperation damage. And what's this about the air grab? It looks like some sort of scrub tactic, no offense. - Keep in-combo grab it for the end of a combo like after AD j.2c. Also, if it hits, you do f.C -> 2c -> j.2c -> Ad j.2c since it's meterless. - Air tech is punishable by Hotaru. Better option than j.B. You beat Carl's throw loop by breaking the throw and doing j.D. If he goes for non-throw version, no choice but to eat it. The Carl match-up revolves around spacing him from Nirvana. Get out of sandwich anyway you can. But if you're in it, you can 6D/2D his stuff. Look for his AD -> overhead and Nirvana's arm swing for counter moments. His gameplan revolves around trying to poke you into loop, so make judicious use of invincibility on 6a and 6b, and use 2a, and 2d to beat his up-close stuff and retaliate. Also learn to block his strings since he's got the game's most evil set of mix-ups, and he'll cross you up whenever you least expect it. Well, gone off-topic for the combo thread, but stuff needed to be rectified.
psycofang2 Posted March 26, 2010 Posted March 26, 2010 heh.. np ill invi you or you invi me ill enjoy our match also sorry about my earlier post those were just surprise gimmicks on pro carls ive played. they always expect AD or AID so i use some unexpected tactics though yes i see were you are going. these tactics are very dangerous to use on defensive carls. as i said good advice thnx
MisoSowee Posted March 27, 2010 Posted March 27, 2010 Sure thing psycho. Refreshing to see such enthusiasm xD
Kain Posted April 22, 2010 Posted April 22, 2010 Wondering how practical this particular combo in CT is: (in corner, 5 Stars) 5C>214B(2)>5B>j.B>j.B>214C>falling j.B>2C>j.2C>airdash>j.2Cx3. 5276 damage, IIRC, but you can burn an extra 2 stars for damage by adding another 5C>214B before the 5B, although I'd rather not use 7 stars for extra damage. The execution on this combo is pretty tight too...
qwerty Posted April 22, 2010 Posted April 22, 2010 pretty cool but renka (1) zantetsu is more damaging, plus you can choose between dustloop for damage or guren 6B for knockdown.
Leonil_Requiem Posted April 22, 2010 Posted April 22, 2010 Also take into consideration that 5C > 214B (1) > 623AA > jc > falling j.C > land > 2C > hjc > j.2C j.2C > airdash j.2C > j.2C > j.C does stupid damage, is less mag, and is as entertainning to watch.
mAc Chaos Posted April 23, 2010 Posted April 23, 2010 Does Hakumen have any crouch-only combos? I know if you land 6C on a crouching opponent, you can do 6C again, for instance.
A.X.I.S. Posted April 23, 2010 Posted April 23, 2010 i found 1 or 2 but i don't remember what they were.
A.X.I.S. Posted April 26, 2010 Posted April 26, 2010 2C is bad on the ground...and a stupid hit confirm. whats the most we can get out of a air throw close to the ground?
mAc Chaos Posted April 26, 2010 Posted April 26, 2010 Usually you want to be a bit high off the ground to combo off an airthrow. Maybe j.B on the way down would work though. And you can still special cancel from the airthrow so maybe you could to Hotaru or something right out of it. Probably not worth it.
A.X.I.S. Posted April 26, 2010 Posted April 26, 2010 if i had corner j.b>5B would work for meterless 3k. if i don't have corner then j.b>5B isn't so good. hmm maybe if i tried j.b>hotaru...ugh head hurt! i haven't been on BB much so i haven't gotten a chance to test stuff!
Sophisticat Posted April 26, 2010 Posted April 26, 2010 You can do either Hotaru or Tsubaki if too low for either j.C or j.B. Haven't really experimented with this, but I think you can do any regular combo after either of those two. Tsubaki is more dependent on height, though I think you can do j.C right after one into usual air throw meterless combo. I'd have to experiment...
azureskyblu3 Posted April 26, 2010 Posted April 26, 2010 is it possible to combo off of hakus TK tsubaki? and with what attacks im thinking 5c but they might tech. any other options?
A.X.I.S. Posted April 26, 2010 Posted April 26, 2010 if its TK tsubaki then it has to be CH or the timing is stupid strict. CH TK tsubaki>2B>236A>6C. it might work without CH but i only gotten it a few times, most the time i do TK tsubaki its just for oki.
Sophisticat Posted April 26, 2010 Posted April 26, 2010 ^ Yes, on CH you can do: 2c -> sj.2c -> AD j.2c (meterless follow-up option) 5c -> gurren -> whatever 5c -> renka-zan -> loop (corner option if going all-out) 5c -> Enma -> f.C combo (my preference. Does 5k and can push into corner)
azureskyblu3 Posted April 26, 2010 Posted April 26, 2010 ok tyvm. but wow only on CH? what about TK hotaru? all i get is TK hoatru > j.2c>AD>j.2c or TK hotaru>j.2c>AD>j.C>hotaru>grab/j.2c
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