Jump to content
Dustloop Forums

Recommended Posts

Posted

The time has come! This thread will serve as the hub for optimal and useful CS Haku combos. Make sure to read Spark's helpful CS Hakumen Guide to get a handle on CS Haku's changes.

The starting move of the combo will be in bold, and Fatal Counter combos will be displayed in red. The combos will be arranged by their starting move, and then display the amount of stars and (if available) the damage dealt by the combo. Ideally we'll want all of that and maybe even a video of the combo in action.

The general rule ought to be one star for every 1000 damage and no purple throws.

TERMS

hop = 66, Haku's dash

, = link

> = cancel

AA = anti air

CH = counter hit

jc = jump cancel

FC = fatal counter

(X) = canceling out of the move after X hits. For example, Renka(1) means only allowing the first hit (out of two) before continuing to the next move.

[n] = Charge whatever button is in the brackets. 6[C] would mean charging 6C instead of just throwing it out.

Also, I'll write "Kishuu > Enma" as 623AA for short since that's much easier.

The combos will be organized by starter move, star usage (in parentheses, including how many stars gained back during the combo) and damage done. If a combo takes 2 stars and gains 1 back, it will be noted as: (2,1)

This will be a work in progress and continue to expand as the game is released and we discover more combos. Let's get started!

If you guys see a combo here that you know can be optimized further, let me know. For example: 2A > Renka(1) > 623AA > falling j.2C, 2C > sj.2A > IAD j.2A > j.C. Instead of 2C after the falling j.2C, you might be able to do something like 5C > 5C and then something else, but I can't be sure yet so I won't put that there.

BASIC COMBOS

Below you'll find a ton of combos, but there are a few basic ones that are worth knowing right off the bat, especially if you're just learning Hakumen. Hakumen relies on his stars to do damage, and you want to be efficient with your star usage. That means not spending all of your stars for poor damage. The general rule is 1 star for every 1000 damage. The combos listed here adhere mostly to those rules, but if you play around in training mode and find your own that matches that, then you can tailor your arsenal for your specific needs.

1. Renka combos

Renka > Gurren, 6C

This combo is a basic, easy to do one that gives decent damage and takes three stars. It can be started with 2A, 2B, 5B, or 5C if you don't want to throw out Renka by itself. Hit confirming with one of those four moves is recommended.

2. Falling C combos

This is the heart of Hakumen's combos. The gist of it looks like this:

[starter move] > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C

It only takes two stars, but gives great damage for it. It's among his most efficient, and anyone who wants to get good with Hakumen has to master this. It has a ton of different forms, better versions in the corner, etc., that you can delve into below. Typical starters are 5B, 5C, or falling j.2C. If you start it with j.2C, you must continue into 5C before going into 623AA.

A more complete form includes Renka, but requires four stars:

[starter move] > Renka(1) > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C

The starters here consist of 2A, 5A, 2B, 5B, 5C, and falling j.2C > 5C.

3. Anti air combos

Without Hakumen's 6A, his universal anti air, his anti air options have broken down into situational tools that are nevertheless good. Anti airs you want to use:

j.C:

One of his best anti airs, great for zoning and keeping your opponent off of you. However, it doesn't have many good combo options.

5A: a good fast jab that has quick recovery and can CH into good damage. It has little range though, so it's only good if they're in your face, or you want to try and fish out a CH.

A meterless 5A anti air combo:

(0) 5A > sj.A > sj.B > jc > j.2A, j.C

On CH you can go into his falling C combo:

(2) 5A CH, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C

2C:

2C isn't a good anti air to use when someone is coming at you from full screen, but if they're near you and you can see them jumping, the air unblockable attribute it carries as well as its broad range make it a good AA. The damage after it isn't great, but it's meterless.

(0) 2C > sj.2A, IAD j.2A, j.C

There are two other anti airs for Hakumen, arguably his best.

j.D:

What was previously a useless counter is now possibly his best one. It stuns them for hours while Haku throws his opponent towards the moon, and as they fall down you can do pretty much anything you want to them. You're guaranteed good damage. Here's an example combo:

(2) j.D, 5C, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C (4244 damage) (Video)

Notice the presence of the falling C combo in here, as well as the rest of his combos.

His last anti-air requires meter...

Hotaru:

The best "DP" move in the game, it beats almost everything, is air unblockable, fully invincible, and jump cancelable to boot. It also Fatal Counters on CH, letting you do some of the most damaging combos in the game. If there's ever a jump in you want to stuff, this move does it for sure, but takes two stars. Example:

(4) Hotaru, 5C > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C (4170 damage) (Video)

It still takes extra stars to land the big damage after Hotaru.

4. Throw combos

Haku's throws lead to some easy damage.

(1) Throw > Gurren, 6C > ( (4) Shippu)

^This is an inefficient combo, but if you don't want to do the hop 5A business then that's the other option. It's better to learn how to combo off hop 5A though, as it gives good damage for only one star:

(1) Throw (all purpose) > Gurren, Hop 2B, 5A > sj.A > j.B > jc > j.2A, j.C (2759 damage)

If you're in the corner, you can do a Renka combo after the throw:

(3) Throw (corner only) > Renka, 2C > sj.2A, j.C, Gurren, 5C, 3C

This does good damage for three stars, and gives you corner knockdown.

His backthrow requires rapid cancel, and can be combo'd in the corner with Renka as well.

These should suffice as basics. When you want more information then go down deeper into these combos and experiment with what suits your needs.

COMBOS BY STARTER MOVE

5A

(0)
5A AA
> sj.A > sj.B > sj.2A > sj.C

(0)
5A AA CH
, 2C > sj.2A, IAD j.2A, j.C

(2, 1)
5A AA CH
, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C

(4, 1)
5A AA CH
, 5C > 623AA > falling j.2C, 5C, 5C > 623AA > falling j.2C, 2C > sj.2A
(3824 damage)

(4, 1)
5A CH
, 2A > Renka(1) > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C
(3344 damage)

(4, 1)
5A
> Renka(1) > 623AA > falling j.2C, 2C > sj.2A > IAD j.2A > j.C

2A

(3)
2A
> Renka > Gurren, 6C

(4, 1)
2A
> Renka(1) > 623AA > falling j.2C, 2C > sj.2A > IAD j.2A > j.C

6A

6A
, 5A > combo

(0)
6A
, 3C, 3C
(1729 damage)

(2, 1)
6A CH
, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A > j.C
(3378 damage)

5B

(3)
5B
> Renka > Gurren, 6C

(4, 1)
5B
> Renka(1) > 623AA > falling j.2C, 2C > sj.2A > IAD j.2A > j.C

2B

(3)
2B
> Renka > Gurren, 6C

(4, 1)
2B
> Renka(1) > 623AA > falling j.2C, 2C > sj.2A > IAD j.2A > j.C

6B

5C

(2)
5C (anti air)
, 2B > Gurren, 2C > sj.C, falling j.2A, j.B, jc > j.2A, j.C, land, Gurren, 5C, 2B
(3687 damage)

(2)
5C (corner)
> Renka, 2C > sj.2A, falling J.2C, 2C > sj.2A, IAD j.2A, j.C, 5C, 3C
(4921 damage)

(4, 1)
5C
> Renka(1) > 623AA > falling j.2C, 2C > sj.2A > IAD j.2A > j.C

6C

(2)
6C (full charge, launch) FC
, 5C > 623AA > falling j.2C, 2C > sj.2A > IAD j.2A > j.C
(5653 damage)

(2, 1)
6C (full charge)
, Hop, 5C > 623AA > falling j.2C, 2C > sj.2A > IAD j.2A, falling j.C (corner), 5C, 3C
(6030 damage)

(2, 2)
6C (full charge, near corner) FC
, hop, 6C (full charge), hop, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, falling j.C, 5C, 3C
(7292 damage)

(5)
6C (near corner)
> Shippu > 623A > 2C > sj.C > falling j.C > 5C > 3C

(7)
6C (full charge) FC
, 6C (full charge), Renka(1) > Zantetsu, 5C > Renka, 2C > sj.A > sj.B > sj.C > falling j.C > 6C

(8, 1)
6C (full charge) FC
, hop, Renka(1) > Zan > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > falling j.C > Gurren > 5C > 3C
(8319 damage)

(8)
6C (full charge) FC
> hop full 6C, Zan, 6C > Shippu > 623A > 4C

(8, 2)
6C (full charge, near corner) FC
> Shippu (full charge!) > 623A > 5C > Zan > 2C > sj.2A > falling j.2C > 2C > sj.2A > IAD j.2A > j.C > 5C > 3C

(8)
6C (full charge) FC
, falling j.C, 5C > 623AA > falling j.2C > 2C > sj.C > falling j.C > 6C > Shippu > Zantetsu > 6C

2C

(0)
2C AA
> sj.2A, IAD j.2A, j.C

3C

(0)
3C
, 3C

(0)
3C
, 2C > sj.2A > IAD j.2A > j.C

(1)
3C
, 2B > Gurren, hop 5A > j.A > j.B > j.2A, j.C

(4, 1)
3C
, Renka(1) > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C
(3892 damage)

4C

(0)
4C CH
, 6C

(0)
4C CH
, 3C (and one more 3C if you're close enough)

(1)
4C CH
, 3C, 2B, Gurren, hop 5A > j.A > j.B > j.2A, j.C

(2)
4C CH
, (5C if close) > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C

(5)
4C CH
, Gurren, 6C > Shippu

Falling j.B

(0)
Falling j.B (air hit)
, land, 2C > sj.2A, IAD j.2A, j.C

(2, 1)
Falling j.B CH (corner)
, 5C > 623AA > falling j.2C, 2C > sj.2Ax2, IAD j.2A, j.C, 5C, 3C
(4051 damage)

(3)
Falling j.B
, 2B > Renka > Gurren > 6C

(3)
Falling j.B
, 5B > Renka > Gurren > 6C

(3)
Falling j.B (air hit)
> Tsubaki, falling j.2C, 2C > sj.2A, IAD j.2A, j.C

(4)
Falling j.B
, 2B > Renka(1) > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C
(4130 damage)

(4)
Falling j.B
, 5B > Renka(1) > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C

Falling j.C

(3, 1)
Falling j.C CH
, Gurren > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C
(2816 damage)

Falling j.2C

(2)
Falling j.2C
, 5C > 623AA > falling j.2C > 2C > sj.2A> IAD j.2A

(2)
Falling j.2C (into corner)
, 5C > 623AA > falling j.2C > sj.2A, IAD j.2A, falling j.C, 5C, 3c
(4196 damage)

(3)
Falling j.2C
, 2A > Renka > Gurren, hop 5A, sj.A > sj.B, j.2A, j.C
(3311 damage)

Gurren

(3)
Gurren
> 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C

Renka combos

(2, 1)
Renka (corner only)
> 2C > sj.2A > falling j.2C > 2C > sj.2A > IAD j.2A > falling j.C > 5C > 3C
(4620 damage)

Zantetsu combos

Hotaru combos

(2)
Hotaru (midscreen)
> falling j.2C, 2C > sj.2A, IAD j.2A, j.C

(3)
TK FC Hotaru
> falling j.2C, 5C, 2C > Gurren, hop 5B > sj.A > sj.B > jc > j.2A, j.C
(4410 damage)

(4, 1)
Hotaru
, 5C > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C
(4413 damage)

(4)
TK FC Hotaru
> falling j.2C, 5C, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C
(5127 damage)

(6)
TK FC Hotaru
> falling j.2C, 5C, 5C > Renka(1) > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, falling j.C, 5C, 3C
(6246 damage)

(8, 2)
TK FC Hotaru (midscreen)
> 5C > Renka(1) > 623AA > falling j.2C > 5C > 5C > 623AA (corner) > falling j.2C > 5C > 2C > sj.2A > falling j.2C > 2C > sj.2A > IAD j.2A > falling j.C > 5C > 3C

(8, 1)
TK Hotaru
> Tsubaki > 5C > 623AA > falling j.2C > 5C > 2C > Gurren > 5C > Gurren > 2C > j.2A > falling j.C > 6C

(2)
Hotaru
> falling j.2C > 2C > sj.2A > IAD j.2A (corner), falling j.C, 5C, 3C
(4170 damage)

(2, 1)
Hotaru (corner)
, 5C, 2C > j.2A, falling j.2C, 2C > sj.C, j.2A, j.C, 5C, 3C
(4807 damage)

(2)
Hotaru (near corner)
> falling j.2C, 5C, 2C > j.2A, falling j.2C, 2C > j.2A, IAD j.2A, j.C, 5C, 3C
(5089 damage)

(4)
Hotaru FC (near corner)
> falling j.2C, 5C, 5C > 623AA, falling j.2C, 5C, 2C > j.2A, falling j.2C, 2C > j.2A, IAD j.2A, j.C, 5C, 3C
(6003 damage)

(4)
Hotaru FC (corner)
, 6C ( Lv 2 ), Renka, 2C > sj.2A, falling j.2C, 2C > j.2A, IAD j.2A, j.C, 5C, 3C
(6112 damage)

(6, 2)
Hotaru (near corner)
, 5C, 5C > Renka(1) > 623AA > falling j.2C, 5C, 2C > j.2A, falling j.2C, 2C > j.2A, IAD j.2A, j.C, 5C, 3C
(7016 damage)

(6, 2)
Hotaru FC (near corner)
, 6C (Lv 2), Renka(1) > 623AA > falling j.2C, 5C, 2C > j.2A, falling j.2C, 2C > j.2A , IAD j.2A, j.C, 5C, 3C
(7138 damage)

Tsubaki combos

(3, 1)
TK/Hop Tsubaki (near corner)
, 2C > sj.2A > falling j.2C, 2C > sj.2A, IAD j.2A, j.C, 5C, 3C
(4980 damage)

(3)
TK/Hop Tsubaki CH
, 6A, 5A > sj.A > sj.B > jc > j.2C, j.C
(3579 damage)

(3)
TK/Hop Tsubaki CH
, 2C > Gurren, hop, 5A > sj.A > sj.B > jc > j.2C, j.C
(4004 damage)

(5, 1)
TK/Hop Tsubaki
, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C, 5C, 3C (5211 damage)

Throw combos

(0)
Airthrow
, falling j.2C, 2C > sj.2A, IAD j.2A

(0)
Airthrow (midscreen)
, falling j.2C, 2C > sj.C, falling j.2A (corner), j.C, (land) 5C, 3C

(1)
Airthrow
, falling j.2C, 5C, Gurren, 6C
(2911 damage)

(1)
Throw (all purpose)
> Gurren, Hop 2B, 5A > sj.A > j.B > jc > j.2A > j.C
(2759 damage)
(1)
Throw (Taokaka and Hazama)
> Gurren > Hop > 2B > 5A > jc > j.A > j.B > jc > j.C
(2711 damage)

(1)
Throw (Ragna, Jin, and Bang)
> Gurren > Hop > 2B > 5A > jc > j.A > j.B > jc > j.2A > j.C
(2909 damage)

(1)
Throw (everyone else)
> Gurren > Hop 5B > jc > j.A > j.B > jc > j.2A > j.C
(2929 damage)

(4) Throw > Renka(1) > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C (4292 damage) (Video)

(5) Throw > Renka(1) > Gurren, walk forward, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C, 5C (Video)

(3) Throw (corner) > Renka, 2C > sj.2A, j.C, Gurren, 5C, 3C (4078 damage) (Video)

(4) Backthrow (into corner) > RC > 2C > sj.2A > falling j.2C > 2C > sj.2A > IAD j.2A > falling j.C > 5C > 3C (4282 damage) (Video)

Counter combos

5D
(3)
5D (Rachel only)
> 2A > Renka(1) > Gurren > hop 5A > sj.A > j.B > j.2A > j.C

(4)
5D (Rachel only)
> 2A > Renka(1) > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C

2D

(0)
2D (into corner)
, 2C > sj.2A > falling j.2C > 2C > sj.2A > falling j.C > 5C > 3C
(3278 damage)

(2, 1)
2D
> 5C > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C
(3309 damage)

6D

(0)
6D (corner)
, 6C (full charge), Hop 2C > j.2A, j.2C, 2C > j.2A, IAD j.2A, j.C, 5C, 3C
(3619 dmg)

(2)
6D
, 6C (full charge), hop 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C
(3249 damage)

j.D

(0)
j.D
, 2C > sj.2A, IAD j.2A, j.C
(3047 damage)

(0)
j.D
, 6C, 5A > sj.A > sj.B > j.2A, j.C
(3223 damage)

(1)
j.D
, 5C, 2B > Gurren, hop, 5A > sj.A > sj.B > jc > j.2A, j.C

(1)
j.D
, 5C, 2C > Gurren, hop, 5B > sj.A > sj.B > j.2C, j.C
(3852 damage)

(2)
j.D
, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A (now in corner), falling j.C, 5C, 3C
(4146 damage)

(2, 1)
j.D
, 5C, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C
(4244 damage)

(2, 1)
j.D (corner only)
, 5C, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C, 5C, 3C
(4469 damage)

Mugen combos

6D
> Hop Tsubaki x 8, 5C > Zan(1) > 623AA > Tsubaki, 5C > Zan(1) > 623AA > Tsubaki, 5C > Zan(1) > Shippu

6C (corner, full charge) FC
> Mugen > 6C > Shippu > 623AA > Shippu > 623AA > Shippu

  • Replies 208
  • Created
  • Last Reply

Top Posters In This Topic

Posted

guess we gotta wait on totals till CS console hua? Good work Mac you might wanna reserve another though remove this when you ask.

Posted

I'll reserve this spot too, then you guys can remove your posts if I need them. :3 I'm still adding some as we speak, I'll look at yours too, entnervt. There's so many combos, it takes a while.

Also, some of these combos, like the 6C ones, could be optimized, I think. A few of them do a ton of damage, then in the video they toss in a Zantetsu or something that uses all 8 stars and barely adds any damage, so if you just removed it and ended in 5C > 3C you'd be set. I just transcribed them as is for now since they still do a ton of damage.

Posted

Nice! I like it!

My only suggestion for now is not to get too gung-ho about detail partitioning (use of bold, italics, etc.) or else it gets messy. General parts make for easier reading, too. One thing I did for my own list was to state the starter (underlined, like you have it), but omit it later on to save typing time. Ex:

Off Throw:

-> Gurren -> 6c

-> Gurren -> hop 5b -> etc.

You get the idea. It's a small thing that can save you a lot of time with stuff that can get pretty big.

Otherwise, you might want to wait a bit before putting in combos. If CS comes around and combos aren't found to be optimal, it's a lot of typing/correcting.

But as it is, you got my stamp of approval. :eng101:

Posted

Btw, nice stuff. But wouldn`t it be easier to understand for players, which are totally new to BB, if combos like 5A > sj.A > sj.B > sj.2A > sj.C (0 stars) would be marked with (AA) as antiairs? We all understand the situation to use this combo, but somebody totally new to BB?

Posted

Okay, I got some time, so I'll start nitpicking on the combos and layout.

- I agree with Ent. Tags for AA would be useful just for making it clean. Perhaps also organizing combos by their properties, too.

- For combos with same star use, I suggest sorting by damage output.

- I think you can remove the 2a after the 5a CH combo. Adds unnecessary proration.

- Needs confirmation: can you still do j.2c -> 5c after a 6a CH like in CT? If so, j.2c should be added.

- Pretty sure that you'll want to do 5c again after a 5c AA if you can. Needs confirmation, though.

- You could also add in regular CT [starter] -> Enma -> f.C combos. The ones right now have 4 star use.

- I like how big the 6c section is. :eng101: However, let's not get too carried away. Tons of combos work off full charge, so let's work on finding the optimal ones, as per the number of stars you have.

- I don't find the "falling" tag really necessary, but it's aesthetic. Up to you to keep or not.

- If it's still like in CT, you can do a 5c after Gurren CH. Go wild on combos.

- Enma can have the regular f.2C combo listed.

- Is Renka -> Zan -> corner loop still optimal in CS?

- How much dmg does Tsubaki xN -> Mugen runs out do?

- Lastly, I really like the video add-ons. I think I'll make my own select contribution to this since I can upload vids.

Hope I'm not too overbearing here. Just smoothing things out. :eng101:

Posted

Nope, I appreciate the help! The more help everyone gives, the better we can make the section. I mean, I can't do the combos so :P Yeah, I thought of 5C again after 5C as AA but I don't know for sure so I didn't put it there.

I was thinking of organizing them by "anti-airs" and other such but then that would do away with the way it is now, where it's by the move. Maybe I'll just add a note in bold for when a combo has a certain use.

Also there's a ton more Mugen combos, I just didn't add them since you could see them all in that video that's linked. I'll add more later though.

I'm intending to sort it out via damage for same star use, it's just not done yet.

The falling tag is more for specifying WHEN to use it. For example, a j.C (the CS one) in the air, could be at max height, or it could be on the way down, etc.

I didn't even know you could do 6A CH > falling j.C (the old one) in CT #_# I always did 6A > 5C > 623AA > etc.

Also I'm not sure what combos would be possible (how much time you have left to land another move etc) after Gurren CH, 5C. Anyone know? We'll have to try it out.

Posted

The guide would be significantly cleaner and easier on the eye if it's done by breaking combo into situational pieces rather than the current format. It will also save a lot of time considering you won't have to type out the same thing 5-6 times.

Posted

^ Yes! Do that, it's the one thing I had on the tip of my tongue, but didn't get.

You can copy-paste:

Falling.C Combo:

(1) Enma -> f.2c -> 2c -> j.2a -> AD j.2a -> j.C

(2) Renka -> Enma -> f.2c -> 2c -> j.2a -> AD j.2a -> j.C

Denoted within combos as: (1) f.C & (2) f.C

This way, you make an easy shortcut for yourself and save a lot on typing. You get the idea.

Posted

An example would be categorize by mix-up types, followed by corner/center screen designation, then list combos with increasing magatama use.

So something that looks like

~Combo Starter components~

LOW:

Center-

Proxy, ie close to corner (name it how you will, but generally it's within 1/4 stage length)

Corner-

(N magatama)~~~~~

HIGH:

THROW:

~~~~

CATCH:

~~~~

AIR THROW:

AIR CATCH:

etc etc

The next section then can have the combo pieces, divided into ground parts (including launcher) and aerial parts. After similar center/corner division, they can then be divided as dmg part or set-up part, etc etc.

This will allow you to just write something like

THROW:

Center-

Throw>Gurren>Combo piece #a(set-up 1),b(set-up 2),c(dmg), etc etc

Corner-

Throw>renka>combo piece #m, n, o

and refer to whatever you are looking for.

Posted

Hmm, alright. I'll try and reorganize what I have so far and show you guys what I end up with. I'm not sure it would be wise to separate starters between high/lo though, when they might be linked to the same combo. For instance, if I made a "falling C combo" section that would be basically all 623AA combos, I'd want to put them all together there even if the starter might be a falling j.2C, or a 2B. Or maybe I misunderstood. :psyduck:

OK so, so far we'll have an anti-air group of combos, and 623AA > falling j.2C combos, 6C combos, Hotaru combos, and Tsubaki combos... Those groups of combos I can't see being lumped any more together, they're all different. Probably meterless combos too, but I'd have to either just make a "0 stars (meterless)" section or just put in meterless options for whatever the subject of the combo group is, ie. meterless anti-air combo would just go under the anti air group.

Anyway, I'll reformat this to the setup you guys are talking about.

Posted

Well, I'm just gonna say I'm fine with the large categorization being by moves. For me, it's perfectly sensible and easy to read.

That said the ad hoc nature of everything within these categories has to go. To me it doesn't really matter, how you organize it, just so long as it's all organized so you can find whatever you need based on the following information:

Move (whether just specific move or broad categories of moves doesn't matter to me)

Screen Position (anywhere, mid-screen, pushing to corner, starts in the corner)

Hit Type (anti-air, counter hit, fatal counter hit)

Character (what characters it works on and which it doesn't work on)

Magamata (how many it costs, how many you get back)

So long as you organize them with so with respect to this information so it's readable by it's structure, it's all good.

That said...

Fatal Combos being in red is sort of unnecessary. Just because it's a fatal counter doesn't make it suddenly more important than the other combos.

Move to a new line if you are giving information on the combo, don't just tag it at the end of the combo.

CH 5A into 5C is nice. Didn't know about that.

Posted

5C (anti air), 2B > Gurren, 2C > sj.C, falling j.2A, j.B, jc > j.2A, j.C, land, Gurren, 5C, 2B (2 stars) (3687 damage)

Falling j.2C, 5C > 623AA > falling j.2C > 2C > sj.2A> IAD j.2A (2 stars)

TK FC Hotaru > falling j.2C, 5C, 2C > Gurren, hop 5B > sj.A > sj.B > jc > j.2A, j.C (3 stars) (4410 damage) (Video)

A few corrections.

Looking good so far though

Posted

Saw this in the Kohatsu 2on2 Final video. Done midscreen on Noel.

Throw> Renka(1) > Guren> Walk forward 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C, 5C(Could probably end with 3C but he went for a 6A reset that ended up working)

Can be seen here.

Posted

Updated first post with the corrections and FullAutoDeath's combo. Still gotta reformat.

Posted

Dunno if these are already on the list, just adding what I know

In corner: TK or Hop Hotaru > 5C > 5C > 214B(1 hit) > 623AA > falling j.2C > 5C > 2C > j.2A > falling j.2C > 2C > j.2A > IAD j.2A > j.C > 5C > 3C [7019?] Takes 6 stars, gives back 2.

In corner: TK or Hop FC Hotaru > partial charge 6C > 214B(1 hit) > 623AA > falling j.2C > 5C > 2C > j.2A > falling j.2C > 2C > j.2A > IAD j.2A > j.C > 5C > 3C [7136] Takes 6 stars, gives back 2.

Posted

@top post in thread: i lawl'd.

Just cut/paste. Or move it back.

I'm gonna be going back home to visit my family this weekend since it's my brother's birthday, but you guys should see the revamped first post by Monday.

Posted

Hum, looking at these combos again, it seems FC Hotaru replaced CT 6c CH. I think I'll be extensively experimenting with it.

Another formating suggestion: Instead of stating "(X stars, gain Y back)", just do [X , Y]. Much simpler.

Posted

The more I look at trying to organize it again, the more it looks too complicated. I'm just going to stick with what we have now, and tweak it here or there. It works and it's pretty straightforward. I added some basic / beginner stuff so people who were just looking on how to use Haku wouldn't be lost. Anyone else can delve deeper into the specifics, knowing what to do already. If that's too hard for someone and they can't handle a few minutes of reading a thread then they weren't serious about learning Haku anyway. :P

Tomorrow CS comes out. Let the combo discoveries begin!

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...