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IndigoNovember

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  1. Hmm, ok, looks like I'll need to pay more attention to my meter to know when I can start doing stuff besides delayed gatlings. I've mainly been punishing opponent's mistakes (that's what I meant by defensive play) so the overview of the general flow helped out a lot, thanks.
  2. Since this is CSII, we should be pressuring our opponents a lot(I suppose technically we were supposed to apply pressure no matter what version it was, but my playstyle was always more defensive than offensive), right? What should we be throwing out to pressure in general? It feels like since 2a is slower now, it might be more useful to throw out a few 2b as well as 2a, and not spam 2a. Also, 5a, 6a, 5a->6a, 5b are still useful, right?
  3. Ah, must have missed them, thanks for the heads up.
  4. A92? I can't say I've heard of him before, though that's probably not too surprising since I'm new to fighting games and all (only really heard of FT and PRFARMY being decent Hakumen). Anybody know anything about him or has a match video of him?
  5. 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)
  6. 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.
  7. Shouldn't you be doing Tsubaki -> AD j.2c -> Corner Loop (2)?
  8. 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 2a -> 5a -> 5b -> [combo] 5a -> 5b -> [combo] 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 .
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