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Posted (edited)

Returns from hunting demon's souls beyond the white fog as an Undead. Sorry such simple formatting took so long. Double posting for the FAQ/Notes section. Hopefully we'll still be able to use some of this for more than 2 months (>__>) .


Welcome to the CS2 Hakumen Combo Thread!

This time around, we will be proceeding to list Hakumen's combos a bit differently. To take into account the numerous new flexibilities of his combos, his common strings will be abbreviated by name.

Terms

AD = Air Dash

IAD = Instant Air Dash (29566)

CH = Counter Hit

FC = Fatal Counter

J. = Jumping or midair Move (example: J.5c = midair 5c)

SJ. = Super Jump Move (29) (example: SJ.2a = Super Jump midair 2a)

JC = Jump Cancel

TK = TigerKnee (example: TK Hotaru = 2147b)

[starter] = Can denote any move of Hakumen's or a partial combo leading into this combo. Make sure the starter move can cancel into the following move.

[Combo] = Any of Hakumen's combos.

List of Common Strings

In this section, we will find a list of common combo parts, abbreviated for ease of use to reduce clutter. Let's start off with the most common one.

Dustloop: [starter] -> Enma -> J.2c -> 2c -> J.2a -> AD J.2a -> J.5c

This is Hakumen's main bnb. Learn it well because it is the backbone to all his other setups. If you are new to Hakumen, you may read how to do it here.

General Ground Strings:

5a -> 5b -> [Combo]

2a -> 2b -> [Combo]

-This only works on crouching opponents.

2a -> 5a -> 5b -> [Combo]

General Into Corner Strings:

If a midscreen combo carries into the corner you can attach one of the following strings to the end of the combo:

[Combo] -> 6c

[Combo] -> 5c -> 3c

[Combo] -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c

[Combo ending in J.5c] -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c

-In this string you replace the J.5c combo ender with the J.2c at the beginning of this string.

Juggle: [starter] -> 5a -> 6a -> 5a -> J.2a -> AD J.2a -> J.5c

Corner Loop: [starter] -> 2c -> SJ.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c

-Omit 3c for oki

-One repetition of Corner Loop is "2c -> SJ.2a -> J.2c"

-More than one repetition can be written as "Corner Loop (2)", for example

-Any time a combo uses more than one rep or proration does not permit it, omit "DELAY J.2a"

-Each J.2c should be delayed to ensure the rest of the combo works.

-In the odd cases where you think your J.2c in a Corner Loop (1 or 2) will not combo, you should use this combo instead:

[starter] -> 2c -> J.2a -> AD J.2a -> J.5c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c

If doing Corner Loop (2), then Starter = Starter + 1 repetition of Corner Loop.

Optimal CS2 Combo List

Example of a Combo:

(8) Air Throw(2) -> Tsubaki -> AD J.2c -> 5c -> Renka(1) -> Kishuu -> 6c -> 2c -> Hotaru -> J.2c -> 5c -> Corner Loop (1) [7857/1.6] [#22]

-
(8)
shows how much magatama is required to do the combo.

-Air Throw(2) means that after the 2nd hit cancel into the next move. Renka(1) should be treated in the same manner, cancel after the first hit of Renka.

-
[7857/1.6]
shows how much damage is done and how much magatama is regained by doing the combo. ie: [damage/magatama]

-[#22] shows that there is a note for the current combo found in the F.A.Q./Notes section.

Midscreen

Midscreen, Hakumen does not deal much damage without spending precious magatama. The main focus of mid-screen combos should be corner carry as his big damage can be found in the corner. He still has some very useful combos, however.

Regular Starters

  • (0) 6a -> 3c [1164/0.3]
  • (0) CH 6a -> J.2c -> 3c [1574/0.6]
  • (0) CH 3c -> 2b -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2256/1]
  • (1) CH 3c -> 2b -> Gurren -> HOP Juggle [2556/1.5]
  • (1) CH 3c -> 2b -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [2747/1.5] [#01]
  • (2) [starter] -> Dustloop [1831-3136/1.4]
  • (3) [starter] -> Renka(1) -> Gurren -> HOP Juggle [2094-3422/0.5]
  • (3) [starter] -> Renka(1) -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [2174-3733/0.5] [#01]
  • (3) CH 3c -> 2b -> Gurren -> IAD J.5b -> Hotaru -> AD J.2c -> 2c -> SJ J.2a -> AD J.2a -> J.5c [3453/0.5]
  • (4) [starter] -> Renka(1) -> Gurren -> HOP 2c -> Gurren -> J.2c -> 5a -> J.2a -> AD J.2a -> J.5c [2746-4262/0.5]
  • (4) [starter] -> Renka(1) -> Gurren -> IAD J.5a -> J.5b -> 5c -> 5c -> Gurren -> HOP -> Juggle [2658-4398/1] [#01] [#02]
  • (5) [starter] -> Renka(1) -> Kishuu -> HOP 2c -> SJ TK Hotaru -> AD J.2c -> 2c -> SJ J.2a -> AD J.2a -> J.5c [3481-5209/0.2] [#03] [#04]
  • (5) [starter] -> Renka(1) -> Gurren -> IAD J.5b -> Hotaru -> AD J.2c -> 2c -> SJ.2a -> AD J.2a -> J.5c [3224-4879/0.2]

    Gurren
    [#05]
    • (1) Gurren -> 3c [1200/0.4]

      Renka
      [#06]

      Hotaru
      • (2) Hotaru -> IAD J.2a -> J.5c [2320/0.1]
      • (3) Hotaru -> IAD J.5c -> Gurren -> Juggle [3183/0.75]
      • (3) HOP Hotaru -> IAD J.5c -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [3252/0.7] [#07]
      • (3) Hotaru -> HOP Gurren -> HOP 5a -> J.2a -> AD J.2a -> J.5c [2753/0.25] [#08]
      • (4) Hotaru -> HOP Enma -> J.2a -> AD J.2a -> J.5c [2752/0.2]
      • (2) FC Hotaru -> IAD J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [3360/0.2] [#09]

        Tsubaki
        • (3) HOP Tsubaki -> IAD J.2c -> 5a -> J.2a -> AD J.2a -> J.5c [3575/0.3] [#10]
        • (4) [Fuzzy] J.5b -> Tsubaki -> AD J.2c -> Gurren -> HOP Juggle [3503/0.9]
        • (4) [Fuzzy] J.5b -> Tsubaki -> AD J.2c -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [3726/0.75] [#01]
        • (4) CH HOP Tsubaki -> IAD J.2c -> Gurren -> HOP Juggle [3820/1]

          Zantetsu
          • (3) Zantetsu -> 3c [3154/0.1]
          • (4) Zantetsu -> Gurren -> HOP Juggle [3803/0.5]
          • (4) Zantetsu -> 2b -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [3988/0.5] [#01]
          • (5) Zantetsu -> 5c -> Dustloop [4486/0.5] [#11]
          • (6) Zantetsu -> Kishuu -> 2c -> SJ TK Hotaru -> IAD J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [4898/0.6] [#03] [#04]

            Throw Combos
            • (0) Air Throw -> J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [2737/1.25] [#12] [#13]
            • (0) Air Throw -> 2b -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2234/1.2] [#14]
            • (1) Air Throw -> J.2c -> 5c -> Gurren -> HOP 5b -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2919/1.5]
            • (2) Air Throw -> J.2c -> 5c -> Dustloop [3190/1.75] [#12]

              Zanshin/Counters
              • (0) 5d -> 6a -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2062/2] [#15]
              • (0) 5d -> 2c -> SJ.5a -> J.5b -> JC -> J.2a -> J.5c [2163/1.9] [#16]
              • (1) 5d -> 2b -> Gurren -> HOP 5a -> J.2a -> AD J.2a -> J.5c [2105/1.1] [#17]
              • (1) 5d -> 2b -> Gurren -> HOP 2c -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2233/1.3]
              • (2) 5d -> 2b -> Gurren -> Kishuu -> 2c -> J.2a -> AD J.2a -> J.5c [2267/1.2]
              • (0) 2d -> 6a -> 5a -> J.2a -> AD J.2a -> J.5c [1798/2.2] [#18]
              • (0) 2d -> 2c -> SJ.2a -> AD J.2a -> J.5c [1906/2]
              • (0) 2d -> DELAY IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [1920/2.2] [#01] [#19]
              • (1) 2d -> 5c -> Gurren -> HOP 5b -> J.5a -> J.5b -> J.2a -> J.5c [2069/1.3]
              • (0) 6d -> WALK J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [2410/2.4] [#20]


                Midscreen Into Corner

                You can use any of the Midscreen combos + General Into Corner String if you feel that the special Midscreen Into Corner combos won't work or you're doing a different combo.

                Regular Starters
                • (5) [starter] -> Renka(1) -> Gurren -> IAD J.5b -> Hotaru -> HOP Level 3 6c -> HOP Corner Loop (1) [4344-6587/2.2] [#21]

                  Gurren
                  [#05]

                  Renka
                  [#06]

                  Hotaru
                  • (3) HOP/TK Hotaru -> IAD J.5c -> Gurren-> Corner Loop (1) [4224/1.6]
                  • (3) HOP/TK Hotaru -> IAD J.5c -> Gurren -> 6c -> Corner Loop (1) [4687/2] [#22]
                  • (2) FC HOP/TK Hotaru -> IAD J.2c -> Corner Loop (2) [4624/1.6]
                  • (5) FC HOP/TK Hotaru -> IAD J.2c -> 2c -> J.2c -> Tsubaki -> AD J.2c -> Corner Loop (2) [6324/1.6]
                  • (5) FC HOP/TK Hotaru -> IAD J.2c- > 5c -> Renka(1) -> Kishuu -> 6c -> Corner Loop (2) [6327/1.8] [#22]

                    Tsubaki
                    • (4) [Fuzzy] J.5b -> Tsubaki -> IAD J.2c -> Gurren -> 2c -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [4557/2] [#23]
                    • (3) HOP Tsubaki -> IAD J.2c -> 5a -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [4343/0.3]
                    • (4) CH HOP Tsubaki -> IAD J.2c -> Gurren -> 2c -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [4743/1.9] [#23]

                      Throw Combos
                      • (2) Air Throw(2) -> Hotaru -> Corner Loop (2) [4078/1.5] [#24]
                      • (4) Air Throw(2) -> Tsubaki -> AD J.2c -> Gurren -> 2c -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [4957/1.7] [#23] [#25]

                      Zanshin/Counters

                      [*](3) 5d -> 2c -> J.5b -> Tsubaki -> AD J.2c -> 2c-> J.2a -> J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3433/1.3]

                      [*](3) 2d -> HOP or TK Tsubaki -> IAD J.2c -> 2c -> J.2a -> J.2c -> 2c -> J.2a -> J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3364/1.6]

                      [*](3) 6d -> SJ.2c -> 2c -> J.5b -> Tsubaki -> AD J.2c -> 2c-> J.2a -> J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3537/1.7]

                      Corner

                      Hakumen's serious damage is provided by cornering his opponents. With the right starter, he can hit 6000+ damage with as little as 3 stars. Obviously, this is the kind of damage you would like to set-up.

                      Regular Starters

                      [*](0) CH 3c -> 2b -> 5a -> SJ.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3126/2.1]

                      [*](1) CH 3c -> 2b -> Gurren -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3242/1.4]

                      [*](2) [starter] -> Renka -> 6c -> Corner Loop (1) [3085-4847/1.5]

                      [*](3) [starter] -> Renka(1) -> Kishuu -> 6c -> Corner Loop (2) [3722-6134/2] [#22]

                      [*](5) [starter] -> Renka(1) -> Kishuu -> 6c -> 2c -> SJ TK Hotaru -> J.2c -> 5c -> Corner Loop (2) [4947-6134/2] [#22] [#03]

                      [*](8) 5c -> Renka(1) -> Kishuu -> 6c -> 2c -> SJ TK Hotaru -> J.2c -> 5c -> 2c -> J.5b -> Tsubaki -> J.2c -> Corner Loop (1) [6733-8340/2.2] [#22] [#03] [#26]

                      Gurren

                      [#05]

                      Renka

                      [#06]

                      Hotaru

                      [*](2) HOP/TK Hotaru -> 6c -> Corner Loop (2) [4922/1.7] [#22]

                      [*](5) HOP/TK Hotaru -> 5c -> Renka(1) -> Kishuu -> 6c -> Corner Loop (2) [6209/1.8] [#22]

                      [*](5) FC HOP/TK Hotaru -> 6c -> 2c -> J.2c -> Tsubaki -> AD J.2c -> Corner loop (2) [6622/1.8] [#22]

                      [*](8) FC HOP/TK Hotaru -> 6c -> 2c -> J.2c -> Tsubaki -> AD J.2c -> 2c -> J.2c -> Tsubaki -> AD J.2c -> Corner loop (2) [7682/1.8] [#22]

                      Zantetsu

                      [*](3) Zantetsu -> Corner Loop (2) [5001/1.5]

                      [*](4) Zantetsu -> Kishuu -> Corner Loop (2) [5001/1.5] [#27]

                      [*](5) Zantetsu -> 2c -> SJ TK Hotaru -> J.2c -> 5c -> Corner Loop (1) [5803/1.4] [#03]

                      [*](6) Zantetsu -> 5c -> Renka(1) -> Kishuu -> 6c -> Corner Loop (2) [6514/1.8] [#22]

                      [*](8) Zantetsu -> 5c -> Renka(1) -> Kishuu -> 6c -> 2c -> SJ TK Hotaru -> J.2c -> 5c -> Corner Loop (1) [7324/1.5] [#03] [#22]

                      Tsubaki

                      [*](3) Tsubaki -> AD J.2c -> Corner Loop (2) [5054/1.6]

                      [*](3) HOP/TK Tsubaki -> 6c -> Corner Loop (2) [5326/1.9] [#22]

                      [*](8) HOP/TK Tsubaki -> 6c -> 5c -> Renka(1) -> Kishuu -> 2c -> Forward SJ TK Hotaru -> J.2c -> 5c -> Corner Loop (1) [6670/1.5] [#03] [#22]

                      Throw Combos

                      [*](0) (Back)Throw -> Corner Loop (1) [3130/2]

                      [*](0) Back Throw -> 5b -> SJ.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3130/2] [#28] [#29]

                      [*](0) Back Throw -> 5a -> J.2a -> AD J.2a -> J.5c -> J.5c -> 5c -> 3c [2531/1.5] [#28] [#30]

                      [*](0) Back Throw -> 5a -> J.2a -> AD J.2a -> J.5c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [2684/2.1] [#28] [#31]

                      [*](1) (Back)Throw -> Gurren -> Corner Loop (1) [3125/2.2] [#39]

                      [*](2) (Back)Throw -> 2c -> Renka -> Corner Loop (1) [3798/1.5] [#40]

                      [*](3) (Back)Throw -> 5c -> Renka(1) -> Kishuu -> 6c -> Corner Loop (1) [4232/1.9] [#22]

                      [*](0) Air Throw -> J.2c -> Corner Loop (1) [3396/2.3]

                      [*](2) Air Throw(2) -> Hotaru -> Level 3 6c -> HOP Corner Loop (2) [4926/2.2] [#32]

                      [*](3) Air Throw(2) -> Tsubaki -> AD J.2c -> Corner Loop(2) [5401/1.6]

                      [*](3) Air Throw(2) -> Tsubaki -> 6c -> Corner Loop (2) [5789/2] [#22] [#33]

                      [*](5) Air Throw(2) -> Tsubaki -> 6c -> 2c -> Hotaru -> J.2c -> 5c -> 2c -> Corner Loop (2) [7216/1.9] [#22]

                      [*](8) Air Throw(2) -> Tsubaki -> AD J.2c -> 5c -> Renka(1) -> Kishuu -> 6c -> 2c -> Hotaru -> J.2c -> 5c -> Corner Loop (1) [7857/1.6] [#22]

                      Counters

                      [*](0) 5d -> Corner Loop (1) [2790/3] [#34]

                      [*](0) 6d -> HOP -> Corner Loop (1) [2790/3.3] [#34] [#35]

                      [*](0) 2d -> Corner Loop (1) [2468/3.1] [#34] [#36]

                      Other/Misc. Combos

                      This section is for all other combos which may have interesting features, but aren't optimal.

                      Reversals

                      Combos which reverse your position when being pressured in the corner. They offer an alternative to the riskier counters, though require a minimum of 2 stars to use.

                      [*](2) [starter] -> Enma -> IAD J.2a -> J.5c -> IAD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [2696-3530/0.6]

                      [*](4) [starter] -> Enma -> IAD J.5b -> Hotaru -> HOP Level 3 6c -> HOP Corner Loop (1) [3657-4663/2.1]

                      [*](5) [starter] -> Enma -> IAD J.5b -> Tsubaki -> HOP Corner Loop (1) [3676-4656/1.2]

                      Mugen Combos

                      Combos which require all 8 magatama which yield high damage due to the Shippu ender.

                      Midscreen

                      [*](8) 6d -> Mugen -> Shippu [5400/0] [#37]

                      [*](8) 6d -> Mugen -> HOP/Kishuu [Renka(1) -> Zantetsu(1) -> Kishuu]x4 -> Renka(1) -> Zantetsu -> Shippu [7533/0]

                      Corner

                      [*](8) 6d -> Mugen -> HOP/Kishuu Renka(1) -> Kishuu -> 2c -> [HOP Hotaru -> Tsubaki]x4 -> 5c -> Zantetsu(1) -> Shippu [7935/0]

                      [*](8) Throw -> 6c -> Mugen -> (Renka(1) -> Zantetsu(1) -> Kishuu)x5 -> Shippu [8141/0] [#38]

Edited by IndigoNovember
Posted (edited)

Feel free to comment on things you think should be changed. I will say that I'm not entirely sure listing Gurren and Renka starter combos is necessary(since I haven't found any special ones, they've just ended up as modified Regular Starter combos), but if anybody wants to do it, be my guest.


F.A.Q./Notes

This section is for all of the notes that accompany certain combos as well as other questions that are quite common.

Q: Help, whenever I try doing so and so combo, the opponent ends up too high in the air.

A: Try delaying parts of the combo. Most of Hakumen's combos should be done near the ground, so if you can, try and delay parts so that the opponent falls closer to the ground.

[#01]

-The IAD J.5a -> J.5b Heavy Carry Combos are hard to execute, but they generally do more damage and carry further than your other options. Until you can perform them with ease, stick to the other options that have been provided.

-In the IAD J.5a -> J.5b Heavy Carry Combos, you can replace J.5b with a second J.5a for an easier combo.

[#02]

(4) [starter] -> Renka(1) -> Gurren -> IAD J.5a -> J.5b -> 5c -> 5c -> Gurren -> HOP -> Juggle [2658-4398/1]

-You can remove the second 5c for an easier combo.

[#03]

-The SJ TK Hotaru is done with an input similar to 29 5 2147b during the 2c.

[#04]

(5) [starter] -> Renka(1) -> Kishuu -> HOP 2c -> SJ TK Hotaru -> AD J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [3481-5209/0.2]

-You'll want to slightly delay the TK Hotaru so you have time to air dash after the Hotaru.

[#05]

-Gurren can be used in place of a [starter] in the Regular Starter combo list. Remember that you cannot do 2 Gurrens in a row without a normal move inbetween them.

-If CH Gurren, then you can use Gurren -> 5c as the [starter] for any combo in the Regular Starter combo list.

[#06]

-Renka can used in place of a [starter] in the Regular Starter combo list, just omit the moves before the Renka.

[#07]

(3) HOP Hotaru -> IAD J.5c -> Gurren -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [3252/0.7]

-This combo can only be done with a HOP cancelled into Hotaru, doing a TK Hotaru will not work.

-You can replace J.5b with J.5a for an easier combo.

[#08]

(3) Hotaru -> HOP Gurren -> HOP 5a -> J.2a -> AD J.2a -> J.5c [2753/0.25]

-Arakune and Tager specific.

[#09]

(2) FC Hotaru -> IAD J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [3360/0.2]

-You can replace the 2c with a 5a for an easier combo.

[#10]

(3) HOP Tsubaki -> IAD J.2c -> 5a -> J.2a -> AD J.2a -> J.5c [3575/0.3]

-This combo can only be done with a HOP cancelled into Tsubaki, doing a TK Tsubaki will not work.

-The Tsubaki should be delayed so that it is done as late as possible during the HOP.

[#11]

(5) Zantetsu -> 5c -> Dustloop [4486/0.5]

-If too far away, omit 5c.

[#12]

-J.2c is height-dependent. If too low, use J.5b instead.

[#13]

(0) Air Throw -> J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [2737/1.25]

-You can replace 2c with 5a for an easier combo.

[#14]

(0) Air Throw -> 2b -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2234/1.2]

-This combo is for when you Air Throw too low to the ground and J.5b can't come out in time.

[#15]

(0) 5d -> 6a -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2062/2]

-Does not work on Arakune.

[#16]

(0) 5d -> 2c -> SJ.5a -> J.5b -> JC -> J.2a -> J.5c [2163/1.9]

-Arakune specific. Also works on Tager if you do J.5a not SJ.5a .

[#17]

(1) 5d -> 2b -> Gurren -> HOP 5a -> J.2a -> AD J.2a -> J.5c [2105/1.1]

-This combo carries farther but does less damage than the combo below.

(1) 5d -> 2b -> Gurren -> HOP 2c -> J.5a -> J.5b -> JC -> J.2a -> J.5c [2233/1.3]

[#18]

(0) 2d -> 6a -> 5a -> J.2a -> AD J.2a -> J.5c [1798/2.2]

-You need to walk forward a bit before you 6a.

-This combo carries farther but does less damage than the combo below.

(0) 2d -> 2c -> SJ.2a -> AD J.2a -> J.5c [1906/2]

[#19]

(0) 2d -> DELAY IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c [1920/2.2]

-Character specific.

[#20]

(0) 6d -> WALK J.2c -> 2c -> J.2a -> AD J.2a -> J.5c [2410/2.4]

The timing of the jump is when your opponent stops spinning and begins to fall.

[#21]

(5) [starter] -> Renka(1) -> Gurren -> IAD J.5b -> Hotaru -> HOP Level 3 6c -> HOP Corner Loop (1) [4344-6587/2.2]

-If you start with 5c you can do Corner Loop (2).

[#22]

-If you charged a Level 2 or 3 6c, you should HOP before the following 2c.

[#23]

-You can replace the first 2c with 5b for an easier combo.

[#24]

(2) Air Throw(2) -> Hotaru -> Corner Loop (2) [4078/1.5]

-You may have to HOP once or twice before doing the Corner Loop (2).

-The timing of the initial 2c in the Corner Loop is when the opponent falls past the combo counter.

[#25]

(4) Air Throw(2) -> Tsubaki -> AD J.2c -> Gurren -> 2c -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [4957/1.7]

-You need to delay the Tsubaki cancel until right before the third hit of the Air throw occurs.

[#26]

(8) 5c -> Renka(1) -> Kishuu -> 6c -> 2c -> SJ TK Hotaru -> J.2c -> 5c -> 2c -> J.5b -> Tsubaki -> J.2c -> Corner Loop (1) [6733-8340/2.2]

-Can only be done with 5b or 5c starter.

[#27]

(4) Zantetsu -> Kishuu -> Corner Loop (2) [5001/1.5]

-Kishuu gives you better positioning allowing you to finish Corner Loop (2) easier at the cost of an extra magatama.

[#28]

-This combo is for when your back is right next to the wall in the corner.

[#29]

(0) Back Throw -> 5b -> SJ.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [3130/2]

-Arakune, Carl, Noel, Jin, and Taokaka specific. Since the other 0 magatama Back Throw combos don't work on them.

[#30]

(0) Back Throw -> 5a -> J.2a -> AD J.2a -> J.5c -> J.5c -> 5c -> 3c [2531/1.5]

-Rachel specific. The other 0 magatama Back Throw combos don't work on her.

-Can also be used for Platinum.

[#31]

(0) Back Throw -> 5a -> J.2a -> AD J.2a -> J.5c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [2684/2.1]

-Platinum specific. The other 0 magatama Back Throw combos don't work on her.

-For the J.2a after the 5a, you need to jump 7 in order for her not to cross up.

[#32]

(2) Air Throw(1) -> Hotaru -> Level 3 6c -> HOP Corner Loop (2) [4926/2.2]

-If you can omit the 6c and go straight for the Corner Loop (2), it'll do
[4078/1.5]

[#33]

(3) Air Throw(2) -> Tsubaki -> 6c -> Corner Loop (2) [5789/2] [#10]

-Must be done low enough that Tsubaki combos into 6c. Otherwise just use the combo below.

-You can try charging 6c if you believe you are low enough and your opponent's hitbox works.

(3) Air Throw(2) -> Tsubaki -> AD J.2c -> Corner Loop(2) [5401/1.6]

[#34]

-For all meterless Corner Counters: make sure you do your J.2c and any other moves as low as possible, if it's too high your opponent will tech. All combos are for the situation where your successful counter throws your opponent into the corner.

[#35]

(0) 6d -> HOP -> Corner Loop (1) [2790/3.3]

-Make sure you wait for your opponent to start falling so 2C can launch.

[#36]

(0) 2d -> Corner Loop (1) [2468/3.1]

-Wait for your opponent to fall a bit before starting Corner Loop(1), that way they aren't too high when you're trying to do it.

[#37]

(8) 6d -> Mugen -> Shippu [5400/0]

-Unburstable combo. Guaranteed 5400 damage.

[#38]

(8) Throw -> 6c -> Mugen -> (Renka(1) -> Zantetsu(1) -> Kishuu)x5 -> Shippu [8141/0]

-Make sure you're not in the corner with your opponent or else 6c will whiff.

[#39]

(1) (Back)Throw -> Gurren -> Corner Loop (1) [3125/2.2]

-This is for if you are not close enough to just do Corner Loop.

-You can replace the first 2c in the Corner Loop with a 5b for an easier combo.

[#40]

(2) (Back)Throw -> 2c -> Renka -> Corner Loop (1) [3798/1.5]

-This combo is character specific.

-The 2nd hit of Renka must whiff for the combo to work.

Edited by IndigoNovember
Posted
Reversals

Combos which reverse your position when being pressured in the corner. They offer an alternative to the riskier counters, though require a minimum of 2 stars to use.

(4) [starter] -> Enma -> IAD J.2a -> J.5c -> IAD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [2696-3530/0.6]

Should this not be (2)?

Posted

Wow, thanks for the work Indigo! I don't think I have any qualms with this update, so I'll put it up once we have everyone's approval. I especially like the idea of a distinct post for notes and such. It keeps it nice and clean. Good stuff!

Btw, CSEX is just around the corner (coming out in Dec). I propose we keep this list and merely modify it since it seems his combos are roughly similar. Thankfully, we've done most of the work already in making this list, so we won't have to make an entirely new one.

Posted

That is an awesome list and I'm sure it took a ton of time to make. Thank you very much for doing this!

Posted

The day after I finally print this combo list out for my BlazBlue Bible, you clean it up and make it the prettiest little thing ever. The apartment complex is going to hate that I only have to provide paper to print XD.

Jokes aside, AMAZING job on this. The numbering system at the end of combos to link to the FAQs was a brilliant idea. But...it's still missing something: A proper title header.

hakucombothread.png

*cough* Thanks Hellknight for those HQ wallpapers. *cough*

Posted

Good gents of the Void, the list is updated. You may peruse the latest in combo technology this fine board has developed at your leisure.

If you have any questions, any of the experts on hand may be able to answer your queries. Good reading!

  • 3 weeks later...
Posted

Can anyone test this for me for damage and Heat Gain? My controller is nearly broken and I can't do super-jumps on it well enough to save my life. Here it is:

(4) Back Throw (into corner) > RC > Corner Loop(?)

I only ask as I was going over the frame data and saw the amazing proration on Back Throw and seeing as you can RC after the second hit to put them in a float state as well, I wanted to see the possibilities. I'm thinking you can do the Corner Loop 3 times off of this and for anyone who tests this, if the 2C after the RC is too hard, use 5B instead and then go into sj.2A. Thanks in advance!

Posted
How do you land back throw corner combos on Platinum? I haven't figured it out yet, she seems to always end up on the opposite side somehow.

That will happen if you are practically against the wall in the corner. In those cases, you can step back lightly and do 5A instead of 2C at the beginning of the Corner Loop combo. That, and you can RC the back throw after the second hit and just go into the corner combo to make it easier on you.

EDIT: I preview my post and leave it for 20 minutes to get ninja'd. Nice job Dioxide.

Posted
Can anyone test this for me for damage and Heat Gain? My controller is nearly broken and I can't do super-jumps on it well enough to save my life. Here it is:

(4) Back Throw (into corner) > RC > Corner Loop(?)

I only ask as I was going over the frame data and saw the amazing proration on Back Throw and seeing as you can RC after the second hit to put them in a float state as well, I wanted to see the possibilities. I'm thinking you can do the Corner Loop 3 times off of this and for anyone who tests this, if the 2C after the RC is too hard, use 5B instead and then go into sj.2A. Thanks in advance!

Here's what I found:

(4) Back Throw -> RC -> Corner Loop (2) [4218/1.0]

(4) Back Throw -> RC -> 6c -> Corner Loop (2) [4717/1.5]

-In order to get 2 repetitions of the Corner Loop, you'll need to walk forward a little after you do the 6c.

(7) Back Throw -> RC -> 5c -> Renka(1) -> Kishuu -> 6c -> Corner Loop (2) [6432/1.7]

Hmm, it doesn't seem to be too much better than doing the normal back throw combos unless you're really willing to invest in it. Then again, that's just my opinion. Also I didn't test on everybody and I'm not sure if you can get a level 2 charge 6c in there or not. My execution is pretty bad at the moment, been playing too much Dark Souls (_ _ ) .

How do you land back throw corner combos on Platinum? I haven't figured it out yet, she seems to always end up on the opposite side somehow.

[#31]

(0) Back Throw -> 5a -> J.2a -> AD J.2a -> J.5c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [2684/2.1]

-Platinum specific. The other 0 magatama Back Throw combos don't work on her.

-For the J.2a after the 5a, you need to jump 7 in order for her not to cross up.

If you don't like the walk back, you can do this. I originally didn't think of walking back at all. Certainly might have made some things different/easier >__> . Looks like I'll need to change the combo guide too.

Posted
Would using 5b instead of 2c as launcher also stop her from crossing up?

I've tried; 5a, 2c, 5b, all have the same result. She slips out of the corner.

Posted
I've tried; 5a, 2c, 5b, all have the same result. She slips out of the corner.

How about until somebody makes a video showcasing the combo, you just back up after you throw? If you do that Platinum doesn't cross you up. You can do oki from there.

Posted
Here's what I found:

(4) Back Throw -> RC -> Corner Loop (2) [4218/1.0]

(4) Back Throw -> RC -> 6c -> Corner Loop (2) [4717/1.5]

-In order to get 2 repetitions of the Corner Loop, you'll need to walk forward a little after you do the 6c.

(7) Back Throw -> RC -> 5c -> Renka(1) -> Kishuu -> 6c -> Corner Loop (2) [6432/1.7]

Hmm, it doesn't seem to be too much better than doing the normal back throw combos unless you're really willing to invest in it. Then again, that's just my opinion. Also I didn't test on everybody and I'm not sure if you can get a level 2 charge 6c in there or not. My execution is pretty bad at the moment, been playing too much Dark Souls (_ _ ) .

If you don't like the walk back, you can do this. I originally didn't think of walking back at all. Certainly might have made some things different/easier >__> . Looks like I'll need to change the combo guide too.

Thanks for the great help, as always. If I had Dark Souls, I would lose my life to it too. I already played the crap out of it when I was at my friend's place.

On the discussion of Platinum: If she's falling to the other side after the throw, that means you practically had your back on the wall. Any further away and she'll fall normally. Just take a step back and 5A.

Posted
Thanks for the great help, as always. If I had Dark Souls, I would lose my life to it too. I already played the crap out of it when I was at my friend's place.

I actually got 2 copies of the game since Bestbuy decided not to send me my Collector's Edition at first and let me keep the first copy as an apology after they sent my Collector's Edition. Man that was amusing.

On the discussion of Platinum: If she's falling to the other side after the throw, that means you practically had your back on the wall. Any further away and she'll fall normally. Just take a step back and 5A.

That's pretty much the best thing to do. Certainly beats the combo that I made up in ease of execution (what really counts in my opinion).

Posted
I actually got 2 copies of the game since Bestbuy decided not to send me my Collector's Edition at first and let me keep the first copy as an apology after they sent my Collector's Edition. Man that was amusing.

That's pretty much the best thing to do. Certainly beats the combo that I made up in ease of execution (what really counts in my opinion).

If you have the receipt for the online order and were fine with just the regular edition, I'd return the Collector's Edition to a store nearby for a refund. I'm a college student, so I like getting any money I can. Then again, you could just sell it to someone for a reduced price.

  • 2 months later...
Posted

Some info on the two main mid screen/almost to the corner BnBs:

Starter > 236B(1) > 623A > 66 > 2C > j.B > j.2A > AD > j.B > j.A > 2C > j.2A > j.2A > j.C

-The beginning is more burst safe.

-This does slightly more damage assuming you do (j.B > j.A instead of j.A > j.B)*

(-Off 5C or 236B(1) starter you can do the most damaging version of this combo by doing 236B(1) > 623A > 66 > 2C > j.B > j.2A > AD > j.B > j.A > 5C > 2C > sj.B > j.2A > AD > j.B > j.2A > j.C)

-Works on everyone(The most damaging version of the combo might not work on Carl).

-Has more corner carry.

*Note: You should always do j.B > j.A because it does more damage(The proration and meter gain is the same), j.A > j.B only makes doing the 2C easier.

Starter > 236B(1) > 214A > IAD > j.B > j.A > 5C > 2C > sj.B > j.2A > AD > j.B > j.2A > j.C

-A lot easier

-Has better prorate by the end, so if you put them in the corner can result in a more damage combo.

-Is slightly different on Makoto, and Platinum.

-Will work off a 2A > 2A, 2A > 2B, but not 2B > 2A starter

-If you 623A after 5C right before 2C you can tack on the first combo (ie 5C > 623A > 2C > j.B > j.2A > AD > j.B > j.A > 2C > j.2A > j.2A > j.C) for more damage and more corner carry.

Posted
*Note: You should always do j.B > j.A because it does more damage(The proration and meter gain is the same), j.A > j.B only makes doing the 2C easier.

Thanks for the explanation, clears up some stuff.

Starter > 236B(1) > 214A > IAD > j.B > j.A > 5C > 2C > sj.B > j.2A > AD > j.B > j.2A > j.C

-Is slightly different on Makoto, and Platinum.

That's what's gone over in this video right?

Starter > 236B(1) > 214A > IAD > j.B > j.A > 5C > 2C > sj.B > j.2A > AD > j.B > j.2A > j.C

-If you 623A after 5C right before 2C you can tack on the first combo (ie 5C > 623A > 2C > j.B > j.2A > AD > j.B > j.A > 2C > j.2A > j.2A > j.C) for more damage and more corner carry.

So you can chain the two together? That's hilarious and cool.

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