qwerty Posted May 3, 2010 Posted May 3, 2010 5B is one of my favorite moves and probably one of hakumen's best. it's just not a scrub killer because it doesn't work on people who are HURR DOWNBACK
A.X.I.S. Posted May 3, 2010 Posted May 3, 2010 god 5B wiff's too much online. also CH 5B>zantetsu does almost as much as CH 5C>zantetsu its all about hit confirming. if its non CH then its obvious we go to gurren anyways.
mAc Chaos Posted May 3, 2010 Posted May 3, 2010 Gurren? Why not 632AA instead? I laughed at qwerty's post. It's so true. I use 2B more than 5B. Mainly when I notice that they're actually able to block 3C but I still want to poke low at them. It's not as fast though I think since I get CH out of it sometimes if they're mashing, whereas 3C would just eat their move.
A.X.I.S. Posted May 3, 2010 Posted May 3, 2010 whoops I meant enma...shut up MAC!!! also I use 2B>2A/2B like a whore...if they stay blocking low then fine I get my free tsubaki if not then mashing 2A/2B for life.
mAc Chaos Posted May 3, 2010 Posted May 3, 2010 If they mash their 2A it CH's you out of Tsubaki ;_; At least hop Tsubaki. Not sure about TK. Also I suppose it depends on the character. I would guess Tao's wouldn't hit, but Nu's 2A does. You have to scare them into not using it.
mAc Chaos Posted May 3, 2010 Posted May 3, 2010 If you 5B CH (or just plain 5B) someone out of the air, is there a good follow up? I haven't experimented yet. Maybe 5C to knock them down if there's time, then 632AA. Or maybe 2C after and j.2C > etc.
A.X.I.S. Posted May 3, 2010 Posted May 3, 2010 I TK my tsubaki's and no one has ever 2A'd it...it CH's a lot. also if you get a air CH 5B then you have CH 5B>5C>623A~A>f.c combo. I use CH>5B>j.C...its not so good though.
Sophisticat Posted May 3, 2010 Posted May 3, 2010 I almost never use 5B. The spacing and height make it restrictive, though it is good for punishing some stuff. Then again, if it isn't a scrub killer, no wonder I don't use it since I (used to) play 90% online.
Postulio Posted May 4, 2010 Posted May 4, 2010 hey...hakumen noob here... im having trouble finishing off the moves that end with the variations of.....623A~A, j.C, land 2C, j.2C, air dash j.2C its cause after the first j.2C and the air dash....i can only get the second j.2C to hit about 1 every 10 tries. and i dont know why.... i thought i had the falling j.C in good timing.....but does anyone know if im doing something wrong? sorry if i seem vague sorry but my post fell behind :P .....
qwerty Posted May 4, 2010 Posted May 4, 2010 i take it your opponent techs before the second j.2C? link the airdash, mash j.2C as fast as you can
MisoSowee Posted May 4, 2010 Posted May 4, 2010 I TK my tsubaki's and no one has ever 2A'd it...it CH's a lot. also if you get a air CH 5B then you have CH 5B>5C>623A~A>f.c combo. I use CH>5B>j.C...its not so good though. You probably TK relatively high too q_q dash cancel always gets mashed out though. damit
SimpleKiss Posted May 4, 2010 Posted May 4, 2010 If they mash their 2A it CH's you out of Tsubaki ;_; At least hop Tsubaki. Not sure about TK. Also I suppose it depends on the character. I would guess Tao's wouldn't hit, but Nu's 2A does. You have to scare them into not using it. Tsubaki has a huge forward hitbox in front of it. When properly spaced, there's no way her 2A will reach far enough to CH you.
azureskyblu3 Posted May 6, 2010 Posted May 6, 2010 while im fighting i find myself landing 6D alot more than the other drives so i got help from someone who discovered a combo off of it: 6D>f.c>5c>gurren>6c or 6D>f.c>5c>gurren>kishuu>2c>j.2c>ad>j.c>hotaru>jump>grab is this practical?
mAc Chaos Posted May 6, 2010 Posted May 6, 2010 Do 6D > falling j.C > 5C > 623AA > falling j.C > 2C > j.2C > IAD j.2C xN instead. Tsubaki has a huge forward hitbox in front of it. When properly spaced, there's no way her 2A will reach far enough to CH you. Alright. I'm usually as close as possible to her, hitting with some 2As, maybe getting ready for a grab, so when I hop to do Tsubaki I'll be right up against her and that's how I'd get hit.
Sophisticat Posted May 12, 2010 Posted May 12, 2010 I believe I have Haku's best throw combo, though it's an odd one: Throw -> Renka(1) -> Enma -> Back jump -> j.2c -> AD back j.2c -> f.C -> 2c -> sj.2c -> AD j.2c. (4.7k, 4 stars) Pros: - Good damage return, goes over 5k in corner. - Double airdash = lots of distance covered. Great corner herd. - "Reversal". Switches positions if you need it. Cons: - Done off throw, which means reduced untech time. Becomes hard to hit after the f.C. - Need 4 stars. No reason not to do it unless the corner is already in front of you. Not the highest damage you can get off throw, but it's likely your best option mid-screen if you have 4 stars. But then, I complement this combo with these two to make a well-rounded arsenal of throw combos: -> Gurren -> 6c. The perennial classic. -> Gurren -> Enma -> f.C combo. Good damage and more control than standard gurren 6c. Forward version of the above combo.
Sophisticat Posted May 12, 2010 Posted May 12, 2010 Ha, I took the combo from that vid, actually. Still prefer the version I posted because it pushes further and uses one less star. TFCO? Never heard of that one...
JeffOrtega Posted May 19, 2010 Posted May 19, 2010 Hi, i need help on the j.2C loop combo, I'm having trouble connecting j.C and 2C after an Enma. Really need tips on the timing of j.C to pull off the 2C before an aerial roll happens. Getting frustrated with this too, 1/50 tries just connect j.C and 2C b4 aerial roll so far. I'd appreciate anything that would help me get this combo down.
Sophisticat Posted May 19, 2010 Posted May 19, 2010 I wrote up how to do the combo, but I can't find the post... anyway: 1) Do your starter into enma. 2) Jump forward. Easy enough to get it started. Now it gets a bit more technical: 3) Hit j.C during Haku's descending arc of his jump. There are several ways to practice the timing. The gist of it is you hit j.C as low as possible without the opponent teching out of it. Some ways: - Watch Hakus legs. Hit j.C just as they stop bending. - Learn it visually by your height from the ground (what I do). - By the height at which an opponent can tech. - By sound (some do it this way... not sure how, though). - etc. As you can see, lots of ways to do it. You just have to hit low enough that you can hit him with 2c, and high enough that he won't tech out before j.C lands. 4) If the j.C is done properly, 2c is no issue. 5) 2c into j.2c is a bit trickier. There are two ways that I know of to do it: - Hit 2c the moment you hit down (preferably down-back so neither 5c or 3c come out), then immediately hit up-forward 2c. - Do 2c, then input sj.2c as quickly as possible. I prefer the first option, but I've used both. You just have to be fast in inputing the super jump. 6) Air dash into j.2c. Mash it out like I do and feel like a pro. Or you can learn the proper timing and hit air dash the moment you can. The timing can be tight, so do it as quickly as you can. Putting it all together - Start your combo. - Hit j.C as you come down. - Quickly hit 1c -> 9 -> 2c. - Mash out the AD -> hit 2c ASAP. Successful 3.5k (depending on starter) combo is successful!
Seedle Posted May 19, 2010 Posted May 19, 2010 never seen that throw combo before, a lot of fun to use, but doesnt work on everyone...i should figure out the specifics... also, what the best option after 6C CH...
Ronin Jinobi Posted May 19, 2010 Posted May 19, 2010 Well I dunno if it's the best option but usually 6C>Shippu if you have meter is worth doing. There could be better ones but that's typically the one I use(only on hit though, otherwise you'll blow 4 mags :/ )
Sophisticat Posted May 19, 2010 Posted May 19, 2010 I personally really dislike going for shippu unless near the corner. I prefer: -> [Gurren or 5c] -> f.C combo. (starter depends on distance) Or -> Renka(1)-Zan -> 5c -> f.C combo. (damage option. ~8k for 7 stars) The above net good damage and positioning while using mag more efficiently. Though 6c CH -> 6c -> shippu works if you just want quick and dirty damage.
JeffOrtega Posted May 20, 2010 Posted May 20, 2010 well thanks for the advice, i hope i can get this combo down. It's quite a strict combo isn't it =P
Sophisticat Posted June 1, 2010 Posted June 1, 2010 More 6c ch combos! 4 star stuff this time, CS inspired! Double re-launch (5.7k w/5c, 5.3k w/gurren): -> [Gurren or 5c] -> Enma -> f.C -> 5c -> Enma -> f.C -> 2c -> sj.2c -> AD j.2c Damage option (5.9k): -> Renka(1) -> Enma -> f.C -> 2c -> sj.2c -> AD j.2c I prefer the first since it pushes back a lot more than most combos, easily leading into the corner and the damage difference between the two is marginal anyway. Second one is for easy mode damage if you worry you'll whiff the first. Both are nice options if you have 4 stars, and both blow 6c ch -> shippu out of the water in terms of advantages. That said, no Haku worth his salt has any reason to use 6c ch -> shippu outside of an unblockable/burst bait combo! 6c CH has a combo for any and all star counts to suit your needs just fine! That said, I propose this for 6c ch shippu combo: 6c CH -> [Gurren for distance? ... Didn't test out adding it in...] -> Renka(1) -> Shippu. Why? Because it does 5.7k (as opposed to 4.5k w/out renka). It deceives the other into thinking you'll go for Zan, and might burst (charge hold ftw), and if it does hit normally, it beats out Tager's GETB in terms of damage, so you know it's got a better chance of finishing off the other guy than plain ol' 6c shippu. Plus, in the corner it leads to an 8.5k powerhouse combo. What's not to like? Yes, I've been turning into a 6c CH specialist nut... But I can't stop! It's like heroin! The damage is too good!!
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