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Posted (edited)

- [stuff that knocks down] -> 2c -> Gurren -> etc., is character-specific. I've identified Makoto and Ragna as culprits needing 2b -> Gurren instead, among others.

I'm pretty sure it's universal, just for some characters, like Makoto and Ragna, you have to delay your Gurren a tiny bit. Whether or not you want to bother with learning that timing is another story (you only gain a tiny bit more damage, like 100~).

Here's the Combo List with Damage Values added in for all the ones I could do (aka all except the Heavy Carries, those are hard) as well as a few more random combos and some comments(highlighted in Teal):

Welcome to the CS2 Hakumen Combo Thread!

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

Terms

AA = Anti-Air

AD = Air Dash

CH = Counter Hit

FC = Fatal Counter

[starter] = Can denote any move of Hakumen's or a partial combo leading into this section.

Example of Abbreviation:

We have Hakumen's optimal bnb:

Dustloop = [starter] -> Enma -> j.2c -> 2c -> j.2a -> AD j.2a -> j.c

As such, a combo may be denoted as:

Dustloop -> Corner Loop

Nice, clean, and effective. Once you are familiar with Hakumen's combos, this notation becomes a breeze to use.

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 (2): [starter] -> Enma -> j.2c -> 2c -> j.2a -> AD j.2a -> j.c

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.



  • Meterless Strings

    Ground Strings

    1. 2a -> 5a -> 5b -> [combo]
    2. 5a -> 5b -> [combo]
    3. 2a -> 2b -> [combo]

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



    • Corner Loop: [starter] -> 2c -> sj.2a -> j.2c -> 2c -> j.2a -> delay j.2a -> AD j.2a -> j.c -> 5c -> 3c

      • Omit 3c for oki
      • One "rep" of Corner Loop is "2c -> sj.2a -> j.2c"
      • More than one rep 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"

        1-Star Strings

        Hop Pickup: [starter] -> Gurren -> hop 5a/b -> j.a -> j.b -> j.2a -> j.c

        2-Star Strings

        Dustloop is the only optimal 2-star string.

        3-Star Strings

        Renka(K): [starter] -> Renka(1) -> Kishuu

        Tsubaki bnb: [starter] -> Tsubaki -> AD j.2c -> ????

        • If it goes into corner, [-> Corner Loop] after j.2c


          Optimal CS2 Combo List




          For simplicity, the starter move will be listed, and it will be the ideal normal/special starter.


          Mid-screen


          Mid-screen, 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

          (1) 3c CH -> 2b -> Hop Pickup (2556) (1.5)
          (2) 5c -> Dustloop (3136) (1.4)
          (4) 5b/5c CH -> 5c -> Enma -> j.2c -> 5c -> 5c -> Dustloop. (3436/4369) (2)

          • The link is tricky. A 5b starter is preferable since Hakumen hugs the opponent's hitbox during the Enma jump arc. You want to hit j.2c as low as possible, and 5c should hit with the tip of the sword. The trick to this combo is the low j.2c.

            (4) 5c -> Renka(1) -> Gurren -> hop 5c -> Gurren -> Juggle (4109) (0.8)
            ( I think we should just have this combo listed, it's a whole lot easier to do than the other 4 Magitama one (─▽─) )

            (5) 5c -> Renka(1) -> Kishuu -> hop 2c -> Forward TK Hotaru -> Hotaru bnb. (~5000)



            • Tsubaki

              50% screen length

              (4)[Fuzzy] j.b -> Tsubaki -> AD j.2c -> land Gurren -> walk 2c (or adjust to 5b) -> j.2a -> AD j.2a -> j.2c -> 2c -> j.2a -> AD j.2a -> j.c -> j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c for 4741 (4557)
              (I wasn't able to get j.2a -> j.2a -> AD j.2a -> j.c in and still end with 5c -> 3c, so I omitted it and just did the normal Corner Loop ender.

              (4) hop Tsubaki -> IAD j.2c -> land Gurren -> 2c -> j.2a -> AD j.2a -> j.2c -> 2c -> sj.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c (4819)

              75% screen length

              (4)[Fuzzy] j.b -> Tsubaki -> AD j.2c -> land Gurren -> IAD delay j.a -> j.b -> 2c -> j.2a -> AD j.2a -> j.c -> j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c
              • If above doesn't work, then do:

                (4)[Fuzzy] j.b -> Tsubaki -> AD j.2c -> land Gurren -> hop 5a -> 6a -> 5a -> j.2a -> AD j.2a -> j.c -> 6c (3676)
              • You can add j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c (3963) at the end if you are between 50% and 70% distance. It's only ~75% distance that requires the 6C knockdown.

            (4) hop Tsubaki -> IAD j.2c -> land Gurren -> hop Juggle (3820) -> 6c (3971) or -> j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c (4222)

            Hotaru

            (2) Hotaru -> IAD j.2a -> j.c (2320) (5c -> 3c) (3052)

            (How do you even get the chance to use the 5c -> 3c? I was only able to get the damage by doing something silly, everything else I tried ended up with the 5c -> 3c not hitting ( ̄へ ̄|||) )

            (3) Hotaru -> IAD j.c -> land Gurren -> Juggle (3183)

            (any distance, actually carried Ragna from one side of the screen to the other, though Hakumen was about 3 hops away from the corner)

            (5) 5c -> Renka(1) -> Kishuu -> hop 2c -> tk.Hotaru -> IAD j.2c -> 2c -> j.2a -> AD j.2a -> j.c (5c > 3c)

            (This combo is already listed above in "Regular Starters", do we need it again?)

            Fatal

            (2) Hotaru -> IAD j.2c -> 2c -> j.2a -> AD j.2a -> j.c (3360)

            (2) Hotaru -> IAD j.2c -> 5a -> j.2a -> AD j.2a -> j.c (3006)

            (This one is easier to do than the 2C version)

            (5) Hotaru -> IAD j.2c -> 5c -> Renka(1) -> Kishuu -> hop -> 2c -> j.2a -> ad j.2a -> j.c (5c > 3c)

            (this one works? I can never get the opponent high enough off the ground with 2c for j.2a -> j.c to work)

            Midscreen into corner:

            (3) Hotaru -> IAD j.c -> Gurren -> Corner Loop (1) (4224)

            (3) Hotaru -> IAD j.c -> land Gurren -> 2c -> j.2a -> j.2a -> j.2c -> 2c -> sj.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c (4159)

            (Use this if the above won't work)

            (3) Hotaru -> IAD j.c -> Gurren -> hop Juggle -> j.2a -> j.2a -> ad j.2a -> j.c -> 5c -> 3c (3762)

            (3) Hotaru -> IAD j.c -> land Gurren -> 6c -> hop Corner Loop (1) (4687)

            Fatal

            (2) Hotaru -> IAD j.2c -> 2c -> j.2a -> ad j.2a -> j.2c -> Corner Loop (1) (4485) (2)

            (5) Hotaru -> IAD j.2c -> 2c -> j.2c -> Tsubaki -> ad j.2c -> Corner Loop (1/2) (6064(6096 if you do the delayed j.2a)/6324)

            (You can do a second repetition of Corner Loop)

            (5) Hotaru -> IAD j.2c -> 5c -> Renka(1) -> Kishuu -> Corner Loop (1) (5454)

            (5) Hotaru -> IAD j.2c- > 5c -> Renka(1) -> Kishuu -> 6c -> hop -> Corner Loop (2) (6327)

            (5) Hotaru -> IAD j.2c -> 2c -> j.2c -> Tsubaki -> 6c -> Corner Loop (2) (6574)

            Throw Combos

            (0) Air Throw -> j.2c -> 2c -> j.2a -> AD j.2a -> j.c (2737)

            [*]j.2c is height-dependent. If too low, use j.b (2571) instead. This applies for all combos off Air Throw.

            (1) AT -> j.2c -> 5c -> 2b -> Gurren -> hop -> Juggle

            (this one works? the opponent always techs after the 6a in the "Juggle combo")

            (2) AT -> j.2c -> 5c -> Dustloop (3190)

            Counters

            5d

            (0) 5d -> 2b -> 5a -> j.a -> j.b -> j2a (1902)

            (should we really even have this one? it doesn't seem to serve any purpose ┐('~`;)┌ )

            (0) 5d -> 2c -> j.2a (1899)

            (0) 5d -> 6a -> 5a -> j.2a -> AD slight delay j2a (1996)

            (0) 5d -> 6a -> 5a -> j.a -> j.b -> j.2a -> j.c (2062)

            (1) 5d -> 2b/c -> Gurren -> 6c (1980/2147)

            (1) 5d -> 2b/c -> Gurren -> Juggle

            (same problem as above with the air throw, the opponent techs after 6a)

            (1) 5d -> 2b/c -> Gurren -> hop 5b -> j.a -> j.b -> j.2a -> j.c (2145/2326)

            (1) 5d -> 2c -> Gurren -> hop 2c -> j.2a (2202)

            (1) 2c -> Gurren -> hop 2c -> j.a -> j.b -> j.2a -> j.c (2417)

            (2) 5d -> 2c -> Gurren -> Kishuu -> 2c -> j.2a -> AD j.2a -> j.c (2453)

            2d

            (0) 2d -> 6c (1532)

            (0) 2d -> 5b -> sj.a -> j.b -> j.2a -> j.c (1748)

            (0) 2d -> 2c -> j.2a -> AD j.2a -> j.c (1906)

            (0) 2d -> delay IAD j.a -> j.b -> 2c -> j.2a -> j.2a -> j.c. Does not work on everyone. Use the combo below for an alternative.

            (once again, not good enough to do this (┳Д┳) )

            (0) 2d -> walk for a bit, 6a -> 5a -> j.2a -> j.2a -> j.c (1798)

            (1) 2d -> 5c -> Gurren -> hop 5a/b -> j.a -> j.b -> j.2a -> j.c (1991/2069)

            6d

            (0) 6d -> sj.2c -> 2c -> j.2a -> j.2a -> j.c (2410)

            (0) 6d -> hop twice 2c -> sj.2a (1899)

            (1) 6d -> Delay Gurren -> 6c (1935)

            (2) 6d -> Enma -> j.2c -> 2c -> j.2a -> AD j.2a -> j.c (2388)

            (4) 6d -> Renka(1) -> Enma -> j.2c -> 2c -> j.2a -> AD j.2a -> j.c (2809)

            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

            (3) 5c -> Renka(K) -> 6c -> Corner Loop (2) (6134)

            (8) 5c -> Renka(K) -> 6c -> hop 2c -> Forward sj tk.Hotaru -> j.2c -> 5c -> 2c -> j.b -> Tsubaki -> j.2c -> Corner Loop (1) (8340)

            Hotaru:

            (2) tk.Hotaru -> 6c -> hop -> Corner Loop (2) (4922)

            (2) tk.Hotaru -> j.2c -> 5c -> Corner Loop (2) (4920)

            (5) tk.Hotaru -> 6c -> 5c -> Renka(1) -> Kishuu -> 2c -> Corner Loop (2) (6051)

            (5) tk.Hotaru -> 5c -> Renka(1) -> Kishuu -> 6c -> hop Corner Loop (2) (6209)

            (Probably just use this one instead of the one above?)

            Fatal

            (5) tk.Hotaru -> 6c -> hop -> 2c -> tk.Tsubaki -> hop -> Corner loop (2) (6262)

            (5) tk.Hotaru -> 6c -> hop -> 2c -> j.2c -> tk.Tsubaki -> AD j.2c -> Corner loop (1/2) (6362/6622)

            (You can do a second repetition of Corner Loop)

            (8) tk.Hotaru -> 6c -> hop -> 5c -> Renka(1) -> Kishuu -> 2c -> tk.Tsubaki -> hop -> Corner loop (2) (7049)

            (8) tk.Hotaru -> 6c -> hop -> 2c -> j.2c -> Tsubaki -> AD j.2c -> 2c -> j.2c -> Tsubaki -> falling AD j.2c -> Corner loop (1/2) (7204/7445)

            (You can do a second repetition of Corner Loop)

            Tsubaki:

            (3) Tsubaki bnb -> Corner Loop (2) (5054)

            (3) tk.Tsubaki -> 6c -> hop -> Corner Loop (2) (5326)

            (8) tk.Tsubaki -> 6c -> hop 5c -> Renka(K) -> 2c -> Forward sj tk.Hotaru -> j.2c -> 5c -> Corner Loop (1) (6670)

            Throw Combos

            (0) (Back)Throw -> Corner Loop (1) (3130)

            (3) (Back)Throw -> Renka(K) -> Corner Loop (1) (3682)

            (3) (Back)Throw -> 5c -> Renka(K) -> Corner Loop (1) (4232)

            (Why does this not work?)

            (0) Air Throw -> j.2c -> Corner Loop (1) (3396)

            (3) Air Throw -> Tsubaki bnb -> Corner Loop (1/2) (5189/5401)

            (You can do a second repetition of Corner Loop)

            (3) Air Throw -> Tsubaki bnb -> 6c -> hop -> Corner Loop (2) (5595)

            (This should just be Tsubaki and not Tsubaki bnb, right? I don't know how you get j.2c to connect to 6c (゚ペ) )

            [*]Must be done low enough that Tsubaki combos into 6c.

            [*](Actually, height doesn't matter, you can Tsubaki at the top of super jump height and still be able to land and have 6c connect, the reason why it doesn't connect on all characters is more of a hitbox problem I think, (。_゜) JIN)

            (5) Air Throw -> Tsubaki -> 6c -> hop 2c -> Hotaru -> j.2c -> 5c -> 2c -> Corner Loop (2) (7216)

            Counters

            (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)

            5d

            (0) 5d -> Corner Loop (1) (2790)

            6d

            (0) 6d -> hop -> Corner Loop (1) (2790)

            (make sure you wait for your opponent to fall so 2C can launch)

            2d

            (0) 2d -> Corner Loop (1)(2468)

            [...]

            Other/Misc. Combos

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

            Heavy Corner Carry

            Combos which have half- to full-screen carry. They are, however, execution-heavy for the most part. For tips on execution, refer to the execution section in the second post below.

            Starters for this set are the following unless otherwise stated:

            [*]3c CH -> 2b -> Gurren

            [*][Normal] -> Renka(1) -> Gurren

            The combo pieces that allow heavy carry in are:

[*] -> IAD j.a -> j.b

[*] -> IAD j.b -> Hotaru -> AD 2c

[*] [Normal] -> Enma -> low falling.2a -> AD j.b -> Hotaru (combos after are similar to 2., and so won't be listed)

[*] Hop Tsubaki -> IAD j.2c -> Gurren -> IAD j.b -> Hotaru (combos after are similar to 2., and so won't be listed)

Heavy Carry Combo List

Note: star number is only for the following combos and does not take into account the previous pieces or starters.

-> IAD j.a -> j.b

(0) -> 2c -> j.2a -> AD j.2a -> j.c

(0) [heading into corner] -> 2c -> j.2a -> AD j.2a -> j.2c -> sj.2a -> delay j.2a -> AD j.2a -> j.c -> 5c (-> 3c)

(1) -> 5c x2 -> Gurren -> hop -> Juggle

-> IAD j.b -> Hotaru -> AD j.2c

(0) -> 2c -> j.2a -> AD j.2a -> j.c

(0) [heading into corner] -> 2c -> j.2a -> AD j.2a -> j.2c -> sj.2a -> delay j.2a -> AD j.2a -> j.c -> 5c (-> 3c)

(0) [heading into corner, omit "AD j.2c"] -> Hop 6c full charge -> Corner Loop (2)

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 X, where X is any of the following:

[*]j.2a (-> j.c -> 2c or Gurren -> etc.)

[*]j.b -> Hotaru (-> 6c charged -> etc.)

[*]j.b -> Tsubaki (-> AD j.2c -> etc.)

(3) [From knockdown] -> 2b -> Renka(K) (-> combo off Renka(K))

(4) [starter] -> Renka(1) -> Gurren -> Kishuu -> hop 5a (-> combo off 5a)

Mugen Combos

(for fun ლ(╹◡╹ლ) )

(8) 6D -> Mugen -> Shippu (5400)

(good if you're going for the kill)

Midscreen

(8) 6d -> Mugen -> hop/Kishuu (Renka(1) -> Zantetsu (1) -> Kishuu)x4 -> Renka(1) -> Zantetsu -> Shippu (7533)

Corner

(8) 6d -> Mugen -> hop Renka(K) -> 2c -> (hop Hotaru -> Tsubaki)x4 -> 5c -> Zantetsu(1) -> Shippu (7935)

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

(Make sure you're not in the corner with your opponent or else 6c will whiff ( ̄へ ̄)

The product of procrastination ヘ(^_^ヘ)(ノ^_^)ノ .

Edited by IndigoNovember
Posted (edited)

corner or near corner High tsubaki -> AD J.2c -> 2c -> blah blah

What is the trick to this because the combo always drops at 2c even if i try it starting with tsubaki or use it mid combo? I am pretty sure it is bad timing on my part but some input would help jog my brain to fix my problem.

edit j.2a for j.2c typo.

Edited by MAdBater
edit j.2a for j.2c typo.
Posted
corner or near corner High tsubaki -> AD J.2a -> 2c -> blah blah

What is the trick to this because the combo always drops at 2c even if i try it starting with tsubaki or use it mid combo? I am pretty sure it is bad timing on my part but some input would help jog my brain to fix my problem.

Shouldn't you be doing Tsubaki -> AD j.2c -> Corner Loop (2)?

Posted

sorry i meant j.2c not a but none to less it does not work for me and i see it done in combo movies.

Posted
sorry i meant j.2c not a but none to less it does not work for me and i see it done in combo movies.

Well there goes the easy problem. Hmm, do you delay every j.2c as much as possible? You need to do that in order to get the initial pickup into Corner Loop and to do the 2nd repetition of Corner Loop.

Posted

so you mean to do it late in the air dash or as you are falling from the air dash? I give it a try when i get a chance.

Posted (edited)
so you mean to do it late in the air dash or as you are falling from the air dash? I give it a try when i get a chance.

You have to do the initial j.2c at the end of the air dash but before you start falling. If you try doing j.2c when you start falling, you'll land before j.2c hits. Also try to delay every j.2c in Corner Loop if you're going for 2 loops.

Edit:

If you find going for 2 loops too hard you can try this

Tsubaki -> land hop 2c -> Corner Loop (2) (4809)

versus what you were doing

Tsubaki bnb -> Corner Loop (2) (5054)

Alternatively, if the character's hitbox permits it, you can do this:

Tsubaki -> land 6c -> Corner Loop (2) (5326)

Edited by IndigoNovember
Posted (edited)

Thanks that helped me. i got to work on timing but it should not take me long. that also helped me with the corner loop because i was still doing the cs1 corner combo because i could not understand what i was doing wrong with the loop.

Edited by MAdBater
Posted

The big part to remember is that j.2a got 5 more frames of untech time in CS2, which is a significant part of why the new corner stuff works.

Posted

For the 3C > 2b > Gurren > IAD j.A > j.B stuff, what's the character specific versions for characters like Noel who seem to have smaller hitboxes?

Posted
For the 3C > 2b > Gurren > IAD j.A > j.B stuff, what's the character specific versions for characters like Noel who seem to have smaller hitboxes?

That combo works on Noel. What problems are you having?

Posted (edited)
The j.A and j.B whiff unless I only do j.B, but then I don't have time to land 2C.

I can do them both, but she's too high for the 2C. Let me test this out and I'll get back to you.

EDIT: Why not just do 3C > 2B > Gurren > Hop 2C > Etc.?

Edited by SansProtocol
Posted (edited)

Well, I finally managed to start being able to airdash after certain moves like Hotaru on my stick, so I'm trying to get down some of the more damaging combos. Are there better ones?

On Noel and probably some other characters I noticed if you try 3C > 2B > Gurren > hop 2C > Gurren > hop 2C > j.2A > IAD j.2A > j.C, the second Gurren actually whiffs if you don't pause for a little while before doing 2C. That or it's spacing dependent.

Edited by mAc Chaos
Posted (edited)
On Noel and probably some other characters I noticed if you try 3C > 2B > Gurren > hop 2C > Gurren > hop 2C > j.2A > IAD j.2A > j.C, the second Gurren actually whiffs if you don't pause for a little while before doing 2C. That or it's spacing dependent.

It seems to me like you need to pause for everyone (well, not Tager), tried it out on several characters and they all had the same problem you outlined with Noel.

Alternatively you could do 3c -> 2b -> Gurren -> hop/or walk forward 5c -> Gurren -> Juggle for 2978 and more carry vs the combo that you listed mAc Chaos which does 3064 with less carry (about 1 hop's worth less).

Edited by IndigoNovember
Posted

When you do the first Gurren after 2B, delaying it a little to get the maximum height out of the 2B kick OTG helps a lot. It also helps in combos where the opponent may be too low normally.

Posted (edited)

So I sort of remember Spark going for some odd combo after Yukikaze that wasn't the old Yukikaze -> Kishuu -> 2c -> j.2a -> AD j.2a -> j.c (4337). Something like Yukikaze -> Kishuu -> jump stuff . Anybody remember?

I tried some random stuff and I found:

  • Yukikaze -> Kishuu ->j.2c -> 5a/5b -> j.2a -> AD j.2a -> j.c (4345/4403)
    I can't seem to get a 2c in place of 5a/5b, the opponent air techs before it can land. In this one, you Kishuu, forward jump and do a falling j.2c (try to do it as low to the ground as possible). Carry distance should be even farther than the old one.
  • Yukikaze -> Gurren -> hop 2c -> j.a -> j.b -> j.2a -> j.c (4349)
    Has less carry than the old one, especially if you delay the 2nd j.2a and j.c in the old one.

Alternatively you could do 3c -> 2b -> Gurren -> hop/or walk forward 5c -> Gurren -> Juggle for 2978 and more carry vs the combo that you listed mAc Chaos which does 3064 with less carry (about 1 hop's worth less).

Or if you got the delay Gurren down, you can go for:

3c -> 2b -> Gurren -> hop 2c -> Gurren -> j.2c -> 5a -> j.2a -> AD j.2a -> j.c (3074)

This one has about the same amount of carry as the Juggle one. In this one you also jump forward and do a falling j.2c. Completely forgot about this combo until I re-watched Spark's matches.

Edited by IndigoNovember
Posted

I hope it's ok for me to ask this here. But in haku-men's eighth challenge I can't seem to get the second falling air down C to connect I seem to get pushed back to far after the air down A. Is there some simple mistake I'm making that's cause this or do I just need to tighten my timing even more? Thanks for any help!

Posted
I hope it's ok for me to ask this here. But in haku-men's eighth challenge I can't seem to get the second falling air down C to connect I seem to get pushed back to far after the air down A. Is there some simple mistake I'm making that's cause this or do I just need to tighten my timing even more? Thanks for any help!

Wow, what's with that first ground hop? Completely unnecessary. Anyways, are you jumping 9 (Forward Jump, use the numbers on the numpad to represent directions ie: 6 is forward, 8 is up, 2 is down, etc ) every time you jump? It also might help if you Super Jump (2 -> 9/down then up) instead of normal jump, the first j.2a . Generally I find it useful to Super Jump every time you're doing a corner combo.

Posted

Hmm I don't know the problem isn't the jumping I can super jump it all fine and I know about the "9" lol my main problem is that the second air down A pushes me too far away to connect with the new air down C but maybe somehow I am jumping wrong

Posted
Hmm I don't know the problem isn't the jumping I can super jump it all fine and I know about the "9" lol my main problem is that the second air down A pushes me too far away to connect with the new air down C but maybe somehow I am jumping wrong

Maybe you're not delaying your j.2c's long enough? Try not doing them until you're as low as possible.

Posted (edited)

First jump is normal, second and third jump need to be super jumps. The j.2A is the move that is pushing you away (which the superjump helps get you closer and resist the pushback a bit) and your falling j.2C has to be delayed to hit as close to the ground as possible like Indigo said. Seriously, look at the demonstration for the Challenge and you'll see what you need to do.

Edited by SansProtocol
Posted (edited)
First jump is normal, second and third jump need to be super jumps.

Is that how people are doing all of Hakumen's corner combos? I've been super jumping all of the jumps without running into any problems, even found I could do a second repetition of the corner loop as well as finish with j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c instead of just j.2a -> AD j.2a -> j.c -> 5c -> 3c every now and then (though the extra damage isn't worth the trouble (-_-;; ) ).

Edited by IndigoNovember
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