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Posted
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.

The 1 point S'Cat missed...

When doing the falling J.C, i wait until my opponent has turned upside down.

This is the visual indicator i always use. Aslong as you have jumped out of enma very early it always seems to work.

Also after 6C CH, 66 Renka (1hit) > zantetsu > (combo of choice). Im sure this leads to the highest damage non mugen combo Haks can do. But im guessing this would be 9 stars and used for super pro like combacks only.

Hey qwerty your avatar is one of the coolest iv ever seen :cool: I wished mine was as cool as yours :vbang:

This may be a silly question but 6C CH > 6C is the timing real strict? or is my hit confirming skills just weak, iv never practiced it but on the occasions i try it, it never combos.

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Posted
The 1 point S'Cat missed...

When doing the falling J.C, i wait until my opponent has turned upside down.

This is the visual indicator i always use. Aslong as you have jumped out of enma very early it always seems to work.

Oh, I never thought about this. Good one!

However, I'm not sure about jumping out early of enma. A very small delay makes sure you're aligned with the hitbox of your opponent so f.C doesn't whiff. But if it works for you, then I guess it's fine.

Also after 6C CH, 66 Renka (1hit) > zantetsu > (combo of choice). Im sure this leads to the highest damage non mugen combo Haks can do. But im guessing this would be 9 stars and used for super pro like combacks only.

This is correct. Biggest damage you'll ever get mid-screen:

6c CH -> Renka(1)-Zan -> 5c -> Enma -> f.C -> etc. (8.1k)

Biggest in corner:

6c CH -> Ren-Zan -> 5c -> Zan -> 2c -> j.B -> j.2c -> dj.C (~9.4k)

Ren-Zan in general is your most powerful combination of specials to use inside a combo, or as a starter.

This may be a silly question but 6C CH > 6C is the timing real strict? or is my hit confirming skills just weak, iv never practiced it but on the occasions i try it, it never combos.

Actually, I've tested it out since Qwerty mentioned it and I can't get it to come out. I'm fairly sure I've done it before, and I know it leads to exactly 5555 damage, but I just can't reproduce it.

Doesn't really matter since the 4 star combos I posted previously still beat it out on several fronts, so the point is moot.

Posted

What do you guys think of this combo? I recently saw it and was wondering if I should incorporate it into my game.

Zan(2) > 5C > 236A > 2C > j.2C > falling j.C > 5C > 236A > 6B (or 3C)

It's a corner combo. It seems useful since there are some opponents you don't want to let tech in the air (rachel).

Actually landing the Zan though, seems unlikely...

Posted
What do you guys think of this combo? I recently saw it and was wondering if I should incorporate it into my game.

Zan(2) > 5C > 236A > 2C > j.2C > falling j.C > 5C > 236A > 6B (or 3C)

It's a corner combo. It seems useful since there are some opponents you don't want to let tech in the air (rachel).

Actually landing the Zan though, seems unlikely...

I use a variation of that combo usually...

5C CH or (renka 1) > zan >5c > gurren > 2C > J2C loop

The gurren is used to push the opponent into the corner, if they are afew steps out of it. To continue the 2C > JC etc etc

Im guessing you already know that, if your opponent is slightly out of range, your combo may be guranteed. Im not sure if 'falling JC > 2C > J2C x2 > J2C x3 would do more or less damage.

Posted
They have to be crouching for the second 6c to land.

As much as I love swinging around 6c, this is a pretty rare occurrence. Best to stick to my previously listed combos.

What do you guys think of this combo? I recently saw it and was wondering if I should incorporate it into my game.

Zan(2) > 5C > 236A > 2C > j.2C > falling j.C > 5C > 236A > 6B (or 3C)

It's a corner combo. It seems useful since there are some opponents you don't want to let tech in the air (rachel).

Actually landing the Zan though, seems unlikely...

Use Hotaru to catch techs. It works quite well. But I see what you mean. Rachel can just wind out, so you want to go for knockdown.

Your combo needs tweaking, though. It uses too many stars for a knockdown, the first Gurren can make your 2c whiff if too close, and the second Gurren into 6b is just a waste. Assuming you can hit with 2c after Zan, and too far out from the corner to go into loop, do:

[starter] -> Zan -> 2c -> j.2c -> AD j.2c -> j.C -> 3c.

If you're close to the corner, just omit the AD j.2c. Now, if 2c will whiff, and you need to hit with 5c, you can do this instead:

[starter] -> Zan -> 5c -> Gurren -> j.2c -> j.C -> 3c.

You can also replace Gurren with Enma if you need an extra bit of damage.

However, one thing I do if I have the stars to spare is use Tsubaki at the end of a corner loop to make it a knockdown. Yes, it hits even after the final j.2c x2 + j.C. It's not a big expense since I likely spent a mere 2 stars to get that corner loop in the first place. So long as you're sitting on 2 stars at this point, you're good to go.

Posted

Couldn't you use 5C instead of 3C there? Also you might be able to land an extra j.2D there... I also wonder how much damage you trade off when you don't include those other hits.

Speaking of techs, I was thinking about what Haku can do for oki. I noticed you can 2B tech rolls, but it's not reliable and doesn't do that much damage. Someone said to use 5C but I'm not sure how well that works. I used to 6B back in the day but I stopped... I'm not sure when to use the moves, either. For people like Jin, when he does 5B, it seems like he just throws it out and any time you roll in any direction you will get hit no matter what. Whereas for Hakumen it seems like I have to wait until AFTER they roll and do the move, and I have to do the right move for the direction they rolled, which usually means having to do it on prediction. For instance if Nu tech rolls back I can snag her with 6C but only if I already guessed she'd do that. You can 6C her backdash too.

Posted
I was thinking about what Haku can do for oki

stay at the other end of the screen and yell "point"

Posted

*full screen knockdown*

*taunt*

lolol

Oh, you can 2A too, but I'm not sure what you can get out of these. I mean, tech rolls really scale down the damage you can do and you'd be spending stars on those combos so it might not even be worth it.

Posted

I use 2B or 6B for oki...people seem to let me CH them for free with 6B

Posted

... Glad to see I'm not the only one who thinks "Haku can do oki? :psyduck:"

Don't play oki, do yomi. :eng101:

But really, my oki is mostly retaliating to the other guy's wakeup game, though I'll sometimes do Hotaru in the corner. Seriously, anyone with a DP stops you from doing anything at all, not to mention supers/360's.

Posted

Yeah, I know, I generally haven't, but watching Jins and Taos do that kind of thing made me want to try and find something.

I usually out mind game them anyway on wakeup. I can counter Inferno Divider on reaction now anyway. :eng101: Not that I recommend it. It's fun to try though. Then they know you can stuff their DP and stop throwing them out, letting you get in on them safely.

  • 3 weeks later...
Posted

Huh... kinda discovered something cool... I think. Off AA CH moves like 5a 5b, and 2c, you can do the regular following tsubaki combo:

-> TK Tsubaki -> 5c -> Enma -> j.C -> 2c -> sj.2c -> AD j.2c

6a only seems to be able to follow up with tsubaki, and only combos at a certain spacing. Not worth it anyway.

Damage values are as follows:

5a: 3890

5b: 4663

2c: 4428

Not bad at all! Most are close to the optimal 4.7k you get off regular tsubaki starter, too. Cool. Hotaru also works, of course, and for less stars, but generally less damage too.

Posted

Regardless, when doing combos keep this formula in mind.

Magna use x 1000 + 1000 = efficient haku-men combo

I'll post my max damage combos of almost everything today, hell if I need them anymore I got Makoto, and if anyone sees me use anyone else besides Makoto, rage at me.

Posted

I'll post my max damage combos of almost everything today, hell if I need them anymore I got Makoto, and if anyone sees me use anyone else besides Makoto, rage at me.

I sure hope she plays the same way she did in SF3 :D /bad joke

being able to hotaru and tsubaki after those is actually a pretty nifty trick. I'm attempting to make my own combos as well :O (thanks for the help sophisticat)

Posted

Alright my haku friends, with this last end all contribution to the Hakumen combo thread, I bid you far well and wish you all a happy CS experience, I will now turn my time and attention to Makoto and Jin. Hakumen is truly a character who has a bright future and lots of tools to get inside of your opponent's head. But, will no longer be contributing time into the study of his gatlings and combos. I hope this will serve as a means of breaking the glass ceiling that causes you to peak in skill level. These combos, I assure you, are the best in efficiency and will also leave you surprise with the some of you oki options. Gob bless and enjoy.

http://www.youtube.com/watch?v=ctfxAa3rt1M#t=2m10s (<3)

Posted

Notation:

7 8 9 :ub::u::uf:

4 5 6 :b::n::f:

1 2 3 :db::d::df:

Command moves:

236A = Gurren

623A = Kishuu

623AA = Enma

214B = Renka

41236C = Zantetsus

J.214B = Hotaru

J.214C = Tsubaki

Legend:

> = cancel

, = link

. = delay

jc = jump cancel

hjc = hyper jump cancel

(1-9) = mag used

* = mag gained

J. = Jumping move

F. = falling jumping move

IAD = Instant air dash (96)

HIAD = Hyper Instant air Dash (296)

CH = Standing counter hit

CC = Crouching counter

AA = Anti Air (Air hit, Counter hit

AH = air hit

CO = crouching opponent

(JI) = Jump install = doing an air command move on the ground and ending the imput with 7 , 8 , or 9

Combos:

5A Series

(4) 5A > renka > (1 hit) > Enma > jc > F.C > land > 2C > hjc > J.2C , Air dash , J.C (3332) *1

(2) 5A (CH) > Enma > jc > F.C > land > 2C > hjc > J.2C , Air dash , J.2C (2387) *1

(3) 5A (AH) > hjc > J.A , J.B > jc > J.C > Tsubaki > J.C > land > 2C > hjc > J.2C (2962)

(2) 5A (AA) > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C . airdash . J.2C (2819)

(4) 5A (AA) > 5B > Hotaru (JI-9) > land > step forward , 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , air dash , J.2C (3033) *1

2A Series

(4) 2A > renka (1 hit) > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3147)

(3) 2A (CO or CH) > Renka (1 hit) > Enma > jc > F.C > land > 2C > hjc > J.2C , air dash , J.2C (2343) *1

(2) 2A (CC) > Enma > jc > F.C > land > 2C > hjc > J.C2 , air dash , J.2C (2251) *1

6A Series

(2) 6A > 6B > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (2574) *1

(2) 6A (CH) , J.C > land > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3088) *1

(3) 6A (AH ) , 5A > hjc > J.A , J.B > jc > J.C > Tsubaki > J.C > land > 2C > hjc > J.2C (2927)

(2) 6A (AA) > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (2833)

5B Series

(2) 5B > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash, J.2C

(4) 5B (AH) > Hotaru (JI-9) > land > step forward > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (4092)

(3) 5B (AH) > jc > J.B > jc > J.C > Tsubaki > J.B > land > 2C > hjc > J.2C (3815)

(2) 5B (AA) > 5C > Enma > jc > J.C > land > 2C > hjc > J.2C , air dash , J.2C

2B Series

(3) 2B > Gurren > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (2733)

(2) 2B (CH) > Enma > jc >F.C > land > hjc > J.2C , airdash , J.2C (2644)

6B Series

(3) 6B > Gurren , step forward , 5C > Enma > jc > F.C > 2C > hjc > J.2C , air dash , J.2C (3291) *1

(2) 6B (CH) , J.C > land > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3408)

5C Series

(2) 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3307) *1 GOLD SERIES COMBO 1 MAG 3000+ DAMAGE.

(4) 5C (CH) > Zangetsu , 5C/ 6B > Gurren , 6C (4408 )

(5) 5C (CO) > Gurren > Zangetsu , 5C/6B > Gurren , 6C

2C Series

(3) 2C (AH) > hjc > J.B > jc > J.C > Tsubaki , J.C > land > 2C > hjc > J.2C , airdash , J.2C (3885)

(3) 2C (AA) > kishuu > 5C > Enma > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3442)

6C Series

(2) 6C (CH) > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (4833)

(3) 6C (AA) > Gurren > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (4895) *1

3C Series

(3) 3C (CH) > 2C > jc > J.B > jc > j.C > Tsubaki > j.B > land > 2C > hjc > j.2C (3705)

(2) 3C (CH) > 6B > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3039)

(3) 3C (CH) > 2C > Gurren > Haku-Hop > 5B > Gurren > step forward > 5C > gurren 6C > (3043)

D Series

(3) 5D > Kishuu > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (4373)

(2) 6D > j.C > 5C > Enma > jc > F.C > land > 2C > hjc > j.2C , airdash, J.2C (3101)

Note: you can IAD J.C > 5C after 6D to switch side.

(2) 2C > 5C > Enma > jc > F.C > land > 2C > hjc > j.2C , airdash, J.2C

Often Counter hit Combos

(3) Gurren (CH) , 5C > Enma > jc > F.C > land > 2C > hjc > j.2C , airdash , j.2C (3650)

(4) Enma (CH) . HIAD , Hotaru on the opposite side > jc > J.C > land > 2C > hjc > J.2C , airdash J.2C (3461)

Posted

these are CT combos, when CS come to console i will happily repost and fix the notation in a different thread.

Posted

falling j.C? huh?

also, your definition of jump install is actually the definition of tiger knee.

other than that good shit :cool:

Posted

yea, this was my first time doing something like this constructively. So please, every one, tell me the flaws in my format because when Makoto comes, i really want to be her mod and contribute the majority of what makes her her. I really have a good feeling about her. ( not that she'll be good but that she'll be my character) If she's rachel tier... :v:

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