SansProtocol Posted August 2, 2011 Posted August 2, 2011 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 (-_- ). Oh, I'm just explaining what is required of you in that challenge. You can super-jump all day if you want. Also, the repetition of the corner loop and the delay j.2a after the first in the combo ender were talked about and detailed in the first part of this thread, I believe. If you can do that reliably, you're on the right track.
IndigoNovember Posted August 2, 2011 Posted August 2, 2011 Oh, I'm just explaining what is required of you in that challenge. You can super-jump all day if you want. Also, the repetition of the corner loop and the delay j.2a after the first in the combo ender were talked about and detailed in the first part of this thread, I believe. If you can do that reliably, you're on the right track. That's good to know then, glad I wasn't missing anything drastic by super jumping all the time >__> . Does anybody have some tips on getting the j.2c after a hop, TK, or Air Throw (mid-screen) Tsubaki to connect? I can get it when it's counter-hit but not when it's normal. I read that I should be doing it at the beginning or end of the hop, so maybe I just need some better execution?
Rudi Posted August 3, 2011 Posted August 3, 2011 Just spent a couple of hours or so making sure I have that 5 star Hotaru combo down. Am I correct in saying that the combo dors not work on Bang, Carl and Arakune (no idea about FLC characters yet since I don't have the purchased on my PS3). I also feel that the combo on Litchi and Tao have much stricter timing due to having to slightly delay the j2C after the airdash.
Jmyster Posted August 5, 2011 Posted August 5, 2011 (edited) Phew, I'm finally getting the timing for Hakumen's super jumps down right. Hakumen certainly got more technical in CS2 (or rather there's less cheese to fall back on), but I'm starting to like it. Feel like my fundamentals are improving. So for the corner loop, the second and third j.2a are super so it hits on all the characters, correct? My friend uses Ragna and I can usually get his foot when the third j.2a is off a normal jump, but I better make sure that doesn't become a habit. Edited August 5, 2011 by Jmyster
IndigoNovember Posted August 5, 2011 Posted August 5, 2011 (edited) So for the corner loop, the second and third j.2a are super so it hits on all the characters, correct? My friend uses Ragna and I can usually get his foot when the third j.2a is off a normal jump, but I better make sure that doesn't become a habit. From what I've tested, unless you super jump every j.2a, you won't be close enough for additional repetitions of the corner loop (for example: not super jumping the first j.2a leads to not being able to do a second repetition on Arakune from what I've tested). Maybe if you don't do the lv2 6c -> hop 2c and just go straight to 2c you might get away with not super jumping the first j.2a though ┐('~`;)┌ . Edited August 5, 2011 by IndigoNovember
SansProtocol Posted August 7, 2011 Posted August 7, 2011 It's better do charge the 6C and get that extra 500+ damage. Get used to super-jumping in combos as it's a better plan than compensating with dash j.2A to make up the distance because you're getting pushed too far away and you'll get more damage because of it.
IndigoNovember Posted August 7, 2011 Posted August 7, 2011 (edited) Is the lv2 OTG 6c universal? I can't seem to land it on Bang. Everyone else (except for Platinum, don't have her on my current PS3) I can perform it on, though for some you can release c way after you reach lv2 (Ragna) whereas for others you need to release c as soon as you hit lv2 (Litchi). Edited August 7, 2011 by IndigoNovember
SansProtocol Posted August 7, 2011 Posted August 7, 2011 Is the lv2 otg 6c universal? I can't seem to land it on Bang. Everyone else (except for Platinum, don't have her on my current PS3) I can perform it on, though for some you can release c way after you reach lv2 (Ragna) whereas for others you need to release c as soon as you hit lv2 (Litchi). It works on Bang, but OTG 6C fails on Plat for the most part. What combo are you trying to do it in?
IndigoNovember Posted August 7, 2011 Posted August 7, 2011 (edited) It works on Bang, but OTG 6C fails on Plat for the most part. What combo are you trying to do it in? 5c -> Renka(K) -> lv2 6c -> hop Corner Loop (2) I was testing this combo, where the character would completely land on the ground and then 6c would catch them and make them skid. Hmm, lv2 OTG 6c works if I do a Tsubaki starter, so 6c can catch a sliding Bang... Edited August 7, 2011 by IndigoNovember
SansProtocol Posted August 7, 2011 Posted August 7, 2011 5c -> Renka(K) -> lv2 6c -> hop Corner Loop (2) I was testing this combo, where the character would completely land on the ground and then 6c would catch them and make them skid. Hmm, lv2 otg 6c works if I do a Tsubaki starter, so 6c can catch a sliding Bang... Yeah, you're right on both accounts. You can also do j.B > Tsubaki > lv.2 6C > hop 2C > Corner Loop if you're close enough to the corner.
IndigoNovember Posted August 7, 2011 Posted August 7, 2011 (edited) Yeah, you're right on both accounts. You can also do j.B > Tsubaki > lv.2 6C > hop 2C > Corner Loop if you're close enough to the corner. Aww, that means that 5c -> Renka(K) -> lv2 OTG 6c -> hop Corner Loop (2) isn't universal. Edit: I suppose you can just use the above combo for everyone except Bang (and possibly Platinum) and instead do 5c -> Renka(K) -> lv1 6c -> Corner Loop (2) (5936) for them. I can confirm it works on Bang. Edited August 7, 2011 by IndigoNovember
SansProtocol Posted August 8, 2011 Posted August 8, 2011 Aww, that means that 5c -> Renka(K) -> lv2 OTG 6c -> hop Corner Loop (2) isn't universal. Edit: I suppose you can just use the above combo for everyone except Bang (and possibly Platinum) and instead do 5c -> Renka(K) -> lv1 6c -> Corner Loop (2) (5936) for them. I can confirm it works on Bang. I believe that's the normal combo for all characters because it makes it simple to remember that than to keep tabs on how much you can charge 6C on different characters.
Spark Posted August 8, 2011 Posted August 8, 2011 6C(lvl 2) is easiest on Rachel, you can hold it pretty late and it'll still connect.
IndigoNovember Posted August 9, 2011 Posted August 9, 2011 I believe that's the normal combo for all characters because it makes it simple to remember that than to keep tabs on how much you can charge 6C on different characters. Actually, if you were looking for a universal combo (again, if someone could please test this on Platinum, I'd be grateful), it'd be 5c -> Renka(K) -> 6c (lvl 1) -> Corner Loop (1) (5524). The second repetition of the Corner Loop won't land on several characters (Tsubaki, etc). It still does more damage than completely skipping 6c and just going straight to Corner Loop (5382) though. 6C(lvl 2) is easiest on Rachel, you can hold it pretty late and it'll still connect. It's also easy on Tager, Hakumen, and Taokaka. The first two I expected, but the last one was news to me.
SansProtocol Posted August 9, 2011 Posted August 9, 2011 Oh, I meant that the Lv.1 6C in the combo is universal. XD And one rep of the corner loop works on Platinum, so it's universal.
WolfCrimson Posted August 9, 2011 Posted August 9, 2011 (edited) Is it just me, or is this thread poorly made/maintained? The first post is hardly updated with the new stuff (the OP might be busy with life etc., why not have Spark as OP instead? Or Sans, he's a regular contributor here), and while there are pretty useful stuff in there, there's a lot of basic stuff missing as well. Where are the damage values, the amount of meter/stars gained back? I found a combo off of a 3C CH, with P2 1/4 of the screen towards the corner: (4) CH 3C> 2B > Gurren > rising j2C >Tsubaki >AD falling j2C> Corner Loop Damage: 4811, regain 1.5 stars Edit: Forgot about this one, anywhere on screen: (3) Hop Tsubaki> IAD j2C> land 5B/2C > forward j.2A> AD j.2A > j.C Damage: 3900 with 2C, 3721 with 5B, very little meter regained Edited August 10, 2011 by WolfCrimson
SansProtocol Posted August 9, 2011 Posted August 9, 2011 Is it just me, or is this thread poorly made/maintained? The first post is hardly updated with the new stuff (the OP might be busy with life etc., why not have Spark as OP instead? Or Sans, he's a regular contributor here), and while there are pretty useful stuff in there, there's a lot of basic stuff missing as well. Where are the damage values, the amount of meter/stars gained back? If I can help in any way possible, I'm game. Indigo made a condensed version of most of the stuff, I believe, a few pages back. It would help to get it all together on one page (though that may be my OCD talking). I found a combo off of a 3C CH, with P2 1/4 of the screen towards the corner: (4) CH 3C> 2B > Gurren > rising j2C >Tsubaki >AD falling j2C> Corner Loop Damage: 4811, regain 1.5 stars Edit: Forgot about this one, anywhere on screen: (3) Hop Tsubaki> IAD j2C> land 5B/5C > forward j.2A> AD j.2A > j.C Damage: ~3900 with 5C, ~3700 with 5B, very little meter regained The first combo is pretty gravy. You can replace the 2B with Renka(1) > Gurren for another rep of the Corner Loop and insane damage that I believe will get you the 2 extra stars to do Shippu finisher. The second combo doesn't work for me. I don't think it's possible to IAD j.2C after hop/TK Tsubaki and connect unless there's some ancient Kung Fu secret knowledge I'm unaware of.
Spark Posted August 9, 2011 Posted August 9, 2011 The second combo is character specific, unless it's CH then I think it works on everyone.
WolfCrimson Posted August 9, 2011 Posted August 9, 2011 (edited) The first combo is pretty gravy. You can replace the 2B with Renka(1) > Gurren for another rep of the Corner Loop and insane damage that I believe will get you the 2 extra stars to do Shippu finisher. The second combo doesn't work for me. I don't think it's possible to IAD j.2C after hop/TK Tsubaki and connect unless there's some ancient Kung Fu secret knowledge I'm unaware of. Second combo is legit, did it a couple of times myself (how the hell do you think I gave you that damage value?), but is reaaaaaally difficult timing. You have to input j2C it in a very specific time, think FRC timing hard. Also, only works with Hop Tsubaki. TK tsubaki takes longer to land and then IAD, so they'll tech by then. I tested this on Ragna, so it may or may not work with some people. ALSO, you have to be close when the hop Tsubaki hits, any further than the distal 3/5ths of Haku's sword and it won't work. Edit: @Spark: What do you think we should do about how this combo thread's situation? Edited August 9, 2011 by WolfCrimson
SansProtocol Posted August 9, 2011 Posted August 9, 2011 The damage on the second combo is 3712 and you get about 3/8 (.375) of a magatama back.
WolfCrimson Posted August 9, 2011 Posted August 9, 2011 The damage on the second combo is 3712 and you get about 3/8 (.375) of a magatama back. So you did it! The damage is for the 5B variant, yes?
SansProtocol Posted August 9, 2011 Posted August 9, 2011 (edited) So you did it! The damage is for the 5B variant, yes? Yup, that's the 5B variant on Non-CH Hop Tsubaki. I'm testing it it can be used on and wherever or not there's a need if you can just Hotaru instead (As in [FC Hotaru > IAD j.2C > 2C > j.2A > AD j.2A > j.C] or [Hotaru > IAD j.C > land Gurren > hop 2C > j.2A > AD j.2A > j.C] for the same 3 stars). Edited August 9, 2011 by SansProtocol
WolfCrimson Posted August 9, 2011 Posted August 9, 2011 Good luck with that. I know for sure it works anywhere on the screen, but not when you're going towards the corner and are very near to the point where you can hop 2C instead. Hopefully it's universal on all characters, it'd give Haku an overhead that leads to a combo that hurts, has good carry, and make his mixup a bit scarier. And is burst safe (at least the initial hit)!
Spark Posted August 9, 2011 Posted August 9, 2011 I'll probably reorganized everything since I think Sophisticat no longer plays Hakumen.
WolfCrimson Posted August 9, 2011 Posted August 9, 2011 (edited) Yup, that's the 5B variant on Non-CH Hop Tsubaki. I'm testing it it can be used on and wherever or not there's a need if you can just Hotaru instead (As in [FC Hotaru > IAD j.2C > 2C > j.2A > AD j.2A > j.C] or [Hotaru > IAD j.C > land Gurren > hop 2C > j.2A > AD j.2A > j.C] for the same 3 stars). Well Hotaru FC is amazing and all, but like I said, if this combo works on all chars (or at least most chars) then that means that we'll have a good overhead option that needn't be a counter hit to get good damage. BTW, does the Non-CH Hotaru> j.C> Gurren combo work anywhere? I only am able to do it when going to the corner, i.e., the j.C connects while they're 1/4th of the screen towards the corner. I need to practice more if it does. Edited August 9, 2011 by WolfCrimson
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