ryokoalways Posted July 18, 2009 Posted July 18, 2009 trick? If you have them nearly to the corner and they are airborne, you can gurren them towards the corner then chase after them with kishuu so you can start the j2c loop. There isn't a trick involved. I don't quite get what you are asking.
Blade Posted July 18, 2009 Posted July 18, 2009 I was watching a replay of the #1 Haku player on the PS3 board... He did a midscreen sweep to gurren, then did the enma dash (623A single star) then did 2C>jc>j2C>airdash>j2C>jC I don't know how he got 2C out fast enough for a followup to enma-dash.
faultydefense Posted July 18, 2009 Posted July 18, 2009 the behind the back air combo from the vid: B+C > 214B (1) > 623A~A > 7 j.2C (behind the back) > j.44 j.2C (behind the back) > j.C (turned around now) l> 2C ... (4371 DMG, 4 stars, 8 hits) possible follow up: sj.B > dsj.B > j.214B > tsj.C (4970 DMG, 6 stars, 12 hits) (costs two more stars, but one star is made during the first part of the como so this last part can be done if combo started with 5 stars) works on jin, noel, litchi, and hakumen...worth the fanservice imo the follow up works on all the that it hits but is harder on the females as you have to be hitting each j.2C and j.C about as low to the ground as possible to combo sj.B after 2C and many will just want to ignore this one, but an easy way to get the "its over 10000 trophy" (deal 10k dmg with one combo in training mode) if u care fully charged 632146C in the corner (see how practical it is) > 214B (2) > 2C > j.2C > j.C l> 2C > sj.2C > airdash > throw > falling C (10052 DMG, 6 stars, 12 hits)
ryokoalways Posted July 18, 2009 Posted July 18, 2009 The final combo shown at the end of the vid is a good one too. It's really easy. I did it with my eyes closed (I actually thought it was easier when I closed my eyes). It's that easy after 2-3 tries. A fun little gem.
Angrynord Posted July 18, 2009 Posted July 18, 2009 you can get a 2C off a dash>214C also Yep, indeed you can. Oh, and by the way, the timing on the 5C after a dash cancel 214C is a bit tricky. You have to do the 214C towards the end of the dash in order for Hakumen to land fast enough, otherwise they have the opportunity to tech and you'll get a black beat. However, on counter hit the untechable time seems to be a bit longer, and the timing is much easier. Oh, and I never realized how much of a bitch negative penalty was in this game until today. It doesn't come up very often, but pretty much any of Hakumen's combos will kill just about any character. I've never had it come up in a real match, but I'll be damned if seeing 10k+ damage on a simple combo doesn't give one an incentive to be offensive. Hakumen can milk more damage out of such a quirky occurrence than any other character, but I must comment that Tager is downright scary: His B Tager Buster does something like 9k to a character in negative penalty.
qwerty Posted July 18, 2009 Posted July 18, 2009 so, in case any of you didn't know, hakumen has a dp. no joke. you know hotaru? that move you use to reset during air combos? it also happens to have startup invul and incredible vertical range. it also happens to be near impossible to punish. the only real problem i have with it is that i can't seem to find any decent followups for it. if it connects, you only get one double jump. i'll usually follow it up with j.C (into tsubaki if i have the meter and it'll kill them) but i'm wondering just how creative you can get with the limited comboability it gives you. tl;dr: what are some combos you can do off of hotaru that aren't just j.C -> tsubaki
faultydefense Posted July 18, 2009 Posted July 18, 2009 you know dps are only noteworthy if they have start up invuln...and it takes at least a frame to get in the air so no reversal here =/ best use i've found for it is frame trap bait like 2a 2b 66214b, if you got bar, you can throw a 214c in there afterwords, 5 stars, but something will probably hit them
ryokoalways Posted July 18, 2009 Posted July 18, 2009 hotaru has good follow-ups only if it's a counter hit. As mentioned, it's bad because it needs one frame to become a dp. But it's good because the motion gives you autoguard.
Plainview Posted July 18, 2009 Posted July 18, 2009 I was trying out the midscreen throw combo, and i noticed that the forward throw combo does more damage than the back throw combo. Is this true, or am i timing the back throw combo wrong?
4r5 Posted July 18, 2009 Posted July 18, 2009 yes, forward throw is, and leads to, more damage Not to single any one person out, but.. Shit people, 1 minute in training mode.
MadRhetoric Posted July 19, 2009 Posted July 19, 2009 as far as I know the only reason you should be using backthrow anyway is if the corner is directly behind you.
qwerty Posted July 19, 2009 Posted July 19, 2009 you know dps are only noteworthy if they have start up invuln...and it takes at least a frame to get in the air so no reversal here =/ i've used hotaru to escape tao's command grab super and tager's 720.
faultydefense Posted July 19, 2009 Posted July 19, 2009 i've used hotaru to escape tao's command grab super and tager's 720. i'ved ducked and jumped, it seems a lot more reliable/doableonreaction if thats really your goto option for escapes and reversals then i'm gonna call you a liar by all means if you get caught in the air when tao does her shit, if u can react, go for it, i never called it a bad move, but you were saying it was a dp option...its not edit on the positive, two match-ups where i do really like hotaru are rachel and arakune, both characters can get really vertical and both have ambigous or quick cross-ups once they're up there. tk hotaru is generally a safe way to teach them that ANYWHERE near you isn't safe
Aarrum Posted July 19, 2009 Posted July 19, 2009 (0) Airthrow >falling j.C > 2C > j.2C > j.C (if midscreen) or j.2C x2 if in corner - best tensionless combo hakumen has I've tried, and although this leave into purple throws, if used sparingly with the aforementioned combo, may catch the opponent offguard that you're doing another throw. On the training dummy, I've held this combo repeatedly to full life, (red beat). again, YES it has purple throws, but I felt it should be said this can go on forever if not broken. Airthrow >falling j.C > 2C > jump forward > Airthrow (repeat falling j.C >2C>jumpforward >Airthrow)
Rollie the Guar Posted July 19, 2009 Posted July 19, 2009 Purple throws are a complete gimmick, it's easy to break them on reaction, no anticipation involved. It's much better to just take the damage you've earned with a legit combo.
ryokoalways Posted July 19, 2009 Posted July 19, 2009 I know I've said this somewhere, but here goes again: If you have a throw in your combo, then it's not a combo.
doug1291 Posted July 19, 2009 Posted July 19, 2009 It might not be a combo, but if you can actually pull it off on a player, why not exploit it for as much damage as possible? There might be some people out there that aren't good at teching grabs yet...take me for example. While it might not be a good idea for the better players, it can at least be used on beginners, for fun and inducing funny replies.
Magatama Junkie Posted July 19, 2009 Posted July 19, 2009 Purple throws really are easy to block on reaction, not to beat a dead horse of anything, but air throw resets probably won't work at all in high level play. It feels like the break window is open forever. Now if you want to go for a air throw, it might be better to try to get a legit reset, like let them actually recover from the combo, THEN throw so you get the normal throw window. This might work a bit more, but if your opponent sees a long pause in your combo, they might realize the throw is coming so who knows.
ryokoalways Posted July 19, 2009 Posted July 19, 2009 You cannot break it because you don't have enough experience yet. That is not a valid reason to use a move. You are not trying to win, you are trying to learn. Do not use noob tactics at all because it will make you develop bad habits. You should try to play the game correctly from day one. If you are just a casual player though, just do whatever you want.
doug1291 Posted July 19, 2009 Posted July 19, 2009 But am I really learning by playing someone who cant even break that simple cycle? There isn't much more to learn other than combos and strategies. The rest is just judgement and reaction. I know it may not be the proper way to learn the character, relying on "combos" that arent really combos, but as long as you are aware it wont work on better players, whats to stop you from using it against not so good players? Why not, at least, try it? Its not like you're gonna get mopped up if you mess up.
ryokoalways Posted July 19, 2009 Posted July 19, 2009 That's fine. You can totally do it. I think for me it depends on how serious you are taking the game. For me, at least, I want to do everything the right way regardless of who I'm playing against. I wouldn't spam zantetsu as an overhead just because the other guy is new and won't be able to block it. In this case, I will not surrender guaranteed damage for a gimmick throw.
Blade Posted July 19, 2009 Posted July 19, 2009 Nobody explained the 623A>2C timing yet. Like I said, he did it midscreen after a 236A wall bounce, using the 623A dash to get closer.
doug1291 Posted July 19, 2009 Posted July 19, 2009 I gotcha. I guess I should play the same way, but the instant win is more gratifying than the gradual learning process of proper play. Maybe what I need is to play against better people.
Magatama Junkie Posted July 19, 2009 Posted July 19, 2009 Nobody explained the 623A>2C timing yet. Like I said, he did it midscreen after a 236A wall bounce, using the 623A dash to get closer. I haven't tried it, but make sure you are CANCELING 236a into 623a, and not just doing 623a after 236a is finished. Also, you don't know if the guy couldn't tech, or just forgot to tech.
doug1291 Posted July 19, 2009 Posted July 19, 2009 Is it always a good idea to tech? like is there any reason for just falling and recovering normally?
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