Skylos Posted August 7, 2010 Posted August 7, 2010 You wrote j2C in your first post, fyi. Thanks. I meant to say j.C but yeah I haven't been able to execute the combo ender i mentioned, can never do that IAD on time... is it a 1frame link or something?
ryokoalways Posted August 7, 2010 Posted August 7, 2010 Size of the window depends on at what points during the combo you decide to go for the ender. Personally, the timing feels very lenient even after a large combo. Keep doing it till you get it, there is no other way around it.
mAc Chaos Posted August 7, 2010 Posted August 7, 2010 Try hitting j.D after your first j.2A to see what the moment you can do something is, then input the airdash there next time. It's not just the IAD though, you have to make sure the j.2A comes out as soon as possible, if you IAD but do the j.2A late they'll tech.
Sophisticat Posted August 7, 2010 Posted August 7, 2010 Thanks, Ryoko. Hitting it still isn't consistent, but it's coming. That said, 5c x2 is surprisingly easy if you do a 5c AA. It's also not too bad if your starter is a j.2c air hit. It seems that the later in the combo you try to go for that link, the harder it gets. @Skylos: you don't need to sj. the j.2a, fyi. There is a delay before you can do the AD. Try waiting half to a full second before hitting the AD. Or mash it out until you "get" it.
Blue Ipod Nano Posted August 7, 2010 Posted August 7, 2010 Hi, i am new to CS hakumen, and i have a question. this combo isn't listed in the combo thread, or i am just blind (probably just blind ._.) but after B+C > Guren > hop 5A > j.A ... do you have to super jump the j.A or is a regular jump going to work as well? ive watched videos on this, but i couldn't tell if hakumen is super jumping or not =/ Thanks in advance!
mAc Chaos Posted August 7, 2010 Posted August 7, 2010 Hi, i am new to CS hakumen, and i have a question. this combo isn't listed in the combo thread, or i am just blind (probably just blind ._.) but after B+C > Guren > hop 5A > j.A ... do you have to super jump the j.A or is a regular jump going to work as well? ive watched videos on this, but i couldn't tell if hakumen is super jumping or not =/ Thanks in advance! It used to be listed in there, but I replaced it with a more optimal one. I suppose I might as well leave it there anyway as a starting point to the next one. And you don't super jump.
Blue Ipod Nano Posted August 7, 2010 Posted August 7, 2010 It used to be listed in there, but I replaced it with a more optimal one. I suppose I might as well leave it there anyway as a starting point to the next one. And you don't super jump. Thank you, no, you can leave it the way it is, its just im a scrub and i cant do hakumen combos xD thanks again for the help ^^
Sophisticat Posted August 8, 2010 Posted August 8, 2010 Note: you sj. if the 5a hits too high. Otherwise, normal jump.
mAc Chaos Posted August 8, 2010 Posted August 8, 2010 Interesting. I noticed you had to let them fall pretty low. How high is too high?
Sophisticat Posted August 9, 2010 Posted August 9, 2010 Well, you could just sj. every time and save yourself some timing/spacing recognition problems. But I find that if 5a hits them just below Haku's arm, you might need an sj. It'll connect on some characters, but I'd sj. just to be safe. This is different from CT, though. I don't think I've ever needed to sj. back then.
mAc Chaos Posted August 9, 2010 Posted August 9, 2010 The problem is if you sj, at least for me, the j.C ends up missing since you're too high.
Sophisticat Posted August 9, 2010 Posted August 9, 2010 I got it~~ !! :D I can hit Hotaru (note: counter hit) -> j.2c -> 5c x2 fairly consistently now (if >20% of the time is consistent, lawl). Found out the trick, at least. Goddamn. About time. Okay, first, Ryoko's previous post responding to me is the best advice you can get. The height at which you hit j.2c is the one that decides whether 5c x2 will hit or not (though Hotaru delay is also a factor). The best thing to do to find this optimal j.2c (EDIT: hitbox, too) height is to go to Haku's challenge #9, use sample play, and view it for yourself. From there, you manually find out the correct timing to hit j.2c. Practice like Hell, then you got it. :D I might make a detailed vid, actually. It's ambiguous enough to ask for extra visual help like that. The problem is if you sj, at least for me, the j.C ends up missing since you're too high. O ya. I don't sj., actually, I just hit 5a at the right height. Might be the better idea, really, but I thought I'd throw out the sj. option for those who'd prefer it or if 5a does hit too high.
dtruth Posted August 11, 2010 Posted August 11, 2010 I was wondering which characters must Hakumen use sj on his basic corner combo: Renka > 2C> sj.2A> falling j.2C> 2C> sj.2A> AD j.2A> falling j.C>5C >3C? So far it just seems like I can skip the first sj, and just gauge by how high the opponent is if i need to do the second sj.
ryokoalways Posted August 11, 2010 Posted August 11, 2010 The first super jump is to nullify the pushback during the combo as some characters are thin horizontally and will be unreachable without closing the gap during the first launch. The second super jump is to gain height for characters that are thin vertically.
RoKn Posted August 12, 2010 Posted August 12, 2010 If combo A had 10 hits, and combo B had 5 hits, but both dealt the same damage, would one of the combos gain more meter, or is the meter gain equal? Hakumen is now gains more meter from doing his combos, but I'm unsure of whether something like this affects his meter gain.
ryokoalways Posted August 12, 2010 Posted August 12, 2010 depends. You want to have long combos that do not have specials inbetween hits as specials that use more than 1 magatama will cause the meter to stop auto-gaining (and also reduce gain from hits). Purely from just number of hits, more hits will of course result in more meter, which also has the benefit of being a longer combo.
SirPsychoMantis Posted August 17, 2010 Posted August 17, 2010 I cannot for the life of me get the timing right on 623AA > falling j.2C, 2C, it seems like every time the training dummy will air roll out of it. Any tips for getting this down?
qwerty Posted August 17, 2010 Posted August 17, 2010 are you doing anything before 623AA? what you're doing before it can change the spacing quite a bit.
Funeral Diner Posted August 18, 2010 Posted August 18, 2010 what i do is 623AA right before they hit the ground from 214B(1). it takes some practice but youll get used to it.
entnervt Posted August 18, 2010 Posted August 18, 2010 I cannot for the life of me get the timing right on 623AA > falling j.2C, 2C, it seems like every time the training dummy will air roll out of it. Any tips for getting this down? Watch Hakumen closely during this combo. After the jumpcancel you perform the falling j.2C when Hakumen is drawing his legs. The 2C must follow immediately after landing and, when we`re already at this point, you release the stick/d-pad during the animation of the 2C and move it quickly from 2 to 9 and back to 2+A to superjumpcancel the 2C into a j.2A. After landing this hit you enter 66 in air for the airdash and hold directly 2 and press A for antoher j.2A. After the j.2A hits the dummy (or oppenent) you press C with a very short delay. When you`re able to perform this combo constantly, you have gained a good tool to transport your opponent into the corner. Starters like 5C or the mentioned 214B(1hit) you can add to your training for 623A+A>jc>j2C>\/>2C>sjc>j.2A>ad>j.2A>j.C (the combo we`re talking about) to get a feeling for it at different situations. 5C can result in an abare-combo (a combo out of an accidental hit) or the 214B(1hit) to open your opponents guard.
Pachbel Posted August 18, 2010 Posted August 18, 2010 I'm new to Hakumen, and this may have been covered already but I haven't found it. What are some good follow ups for some of the heavy C attacks on CH for Hakumen? Particularly 4C. I find myself catching Arakunes, Lambdas, and other zone characters with this more often than not as a CH and usually don't do more than follow up with another 4C. Advice for the Hakumen scrub?
mAc Chaos Posted August 18, 2010 Posted August 18, 2010 4C doesn't have many followups, because it's just meant as a poke. However, you can 4C them on CH, 6C them, or if you're rather close you can 3C them twice. It's also possible to go to into a 623AA combo but it's probably scaled a lot. Look in the combo guide.
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