Jump to content
Dustloop Forums

Sophisticat

Members
  • Posts

    2,172
  • Joined

  • Last visited

Everything posted by Sophisticat

  1. Now that's the kind of feedback I wanted. However, I'm short on time today, so all I can do for now is ask what exactly about the system you don't like? Is there some problem with it or is it simply tedious to remember all the names and associate them to the combo? My defense of the system is that all it is that I want to do in the "combo strings" section is shorten the common ones. I don't expect the final list to have more than maybe 5-6 strings in all which should be very easy to remember once you're familiar with Haku's combos. It is also easy to simply leave general variations in that section (such as "omit delay j.2a when doing 2 reps of corner loop"), which leaves the main combo section free of clutter since everything's explained in the first part. It's like good programming; bundle everything together for ease of use. I also have to figure something out for listing starters, but it's shaping up. I think the idea I have will be nice and efficient, but I'll have to put it in practice first. Zdrav, I'll put up your stuff later once I have time. Good job. Wish I had CS2 too to help out, but... f'n delays. >_> One Q: You sometimes list a couple different combos for similar star use. What's the difference between them (i.e. why would I do one over the other?).
  2. You are quite right, I'll remedy that asap. New name for the string is tentatively "Tsubaki bnb" until a new name pops up.
  3. Hey! Trophies are good! They're like those trophies you got as a kid playing baseball/soccer except you can't put them on your shelf! [/slight sarcasm] Brice, you beat the 100 challenges trophy? I just can't seem to be able to put in the effort required to beat them. I'm at 50% complete, btw.
  4. Eh, I've been that way since CS1. It's just stuff you notice as you get better. I also don't think the JP are, on average, that much better than NA players. It's just that their top is better than out top. Outside of top-end, I find there isn't much difference.
  5. Americans have such weird standard for screw heads. Good ol' Canadians one-up'ed e'm with nice and simple Phillips, which are, imo, top-tier among screw heads. Now, Tri-Wing is typically used on electronics so it's less common. I also didn't know about it until checking out Wiki. ----- In any case, expect me this Sunday. I crave for my first CS2 session and I have free time. Let's bust out all the consoles we got that have CS2 else demand be higher than supply and *cough* some individuals *cough* run pricing and arbitrage schemes for great profit. I think I'll also try out stick for GG, exceptionally. Anything to make Slayer links easier.
  6. Nooo... don't do it, JF. It's not worth it. You're a cool guy, man, and there's still plenty of meaning to be found! You're too young! Don't do it! Every onion has a center; you will be cut in half!
  7. ^ Good to know. I'll amend that bit once it's confirmed that you omit delay j.2a on more than one loop rep. @Re4l: Have you tried 1c -> 19 -> 2a? That's the standard. Simply get into a rhythm where you go from down to neutral into superjump. I find it works better if you think of it that way. You have a bit of time to play with delay before the sj., too. I've never seen that string, though just looking at it I'm not sure if you can combo off of it because of the proration. Confirmation that it's legit?
  8. Thanks zdrav, I'll process the combos shortly. Yeah, the above is what I got out of that. Remember, I'm listing optimal combos. I see no reason to list a combo for every star Haku has at the moment unless there's some sort of advantage to it as you should always manage stars, for example. Going back to CS1, you'll notice that Haku actually has only ~5 combos you should know (hop pickups, dustloop, j.C -> j.C carry, renka -> enma, corner loop, and 5c/2c links.), the rest is simply knowing what move can connect into what. This is the logic I'm going with here. Please tell me if you disagree since I've received scarce feedback on my model so far... :<
  9. ^ I use pad, and never had a problem. Granted, I use the analog stick on the Ps3 controller. I don't know any combos! The above is about the extent of what I know barring a few strings. :< I was hoping others would contribute to fill up the thread, but it hasn't been the case. :\ Truth be told, I haven't seen much more than what's been put in the first post that's optimal. The rest is just fitting together different combo pieces and sorting out what X starter does to the combo.
  10. I actually meant a cover while you're riding, but I guess your answer would imply that's a "no". It's too bad because the bike's cost would have offset a new car by a fair amount. Ah well.
  11. I have just pre-ordered Dark Souls, and so should you. *Glares* If you guys haven't played Demon's Souls, go remedy this asap. One of the best games I've played last year (not that I play more than 2-3 a year, lol). Dark Souls is the "sequel". Get it. Now. I see, thanks for the info. I think I have 2k -> 2h -> BBU consistent at about 50%... in training mode. I'm still getting used to the rhythm. Or maybe I should put in more time practicing than a half hour once a week. xD Yay~ Thanks. :D It would not be something I go for in a good while, but it's at least a goal. Bikes are sexy. :3 Btw, one of the downsides to a bike is the lack of cover. Is there any way to shield against rain, or are bikes best left to sunny days?
  12. Rhannmah dude, you're going to have to help me out with Slayer links if you can do them next we meet. Shit's killing me. D:
  13. Midscreen no longer allows throw to combo. You can meterlessly combo off throw in the corner, though.
  14. Oh whoops, yeah, Armenia and Romania aren't the same. I just came off from reading an economic article on Romania, so I confused the two. xD And thanks for the info, too. 180$ + 80$/mo is sweet, and low gas cost is awesome too. That alone would make it much more affordable... I just can't wait 'till I can junk my car to the scrap heap, but that might not be for another year. D:
  15. ^ I don't think many went for Tsubaki loop, anyway. Hella tight combo when there's much easier for roughly similar damage.
  16. ^ Does that mean the new combos count towards the 100 challenges trophy? @Kaeru: DAAAAAAMMNNN, that's a nice bike. I also secretly want one similar to that, but... no $$$. How much it cost + insurance and gas and all that? I need to start planning to get me hands on one of those. :D And Romanian, huh? Interesting, I was thinking You knew JP because of the spaces when you add exclamation points. (Sort of like this: 志賀我がない!)
  17. Awesome, material to add to the CS2 combo thread. I'll get to work on it once I have time. :D Best low mag carry, as far as I've seen, seems to be: [stuff] -> 5a -> 6a -> 5a -> j.2a -> AD j.2a -> j.C Hotaru has great carry potential all on its own, but I can't say if it's efficient. FC can lead to some great damage + corner if your position on-screen is right for it.
  18. I forgot Ottawa was today. Good luck, guys! :O @Pedro: New Haku only hurts in the corner, unfortunately. Midscreen is so-so in terms of dmg unless you have 5s and the right starter. Nice to see the surge in Haku love, but we wouldn't want the community to become saturated, lol.
  19. ^ I will attempt to cultivate an online rep for awesome CS2 Haku combos. :D Anyway, that finance exam I thought I failed? Nope. Passed, and that's all I care about. Plus, dunno if I mentioned this but I aced my second finance one. :D Job's going well, school's out, we got a taste of summer weather today, and the girls are peeling off their clothes. Summer's gonna be good. EDIT: Pedro, I had the weirdest of dreams last night. We had a BB meet and you suddenly slapped down your most important exam and it had "17%" in red marks at the top. Then you tried committing ritual suicide or something. Are -- are you ok, man? We're all there for ya. EDIT2: I've always been wondering. Kaeru, can you speak Japanese? I'm curious.
  20. I don't know, I thought it was a good idea at first, but now I'm not so sure. It could easily end up being a lot of unnecessary work. I think I'll just go at it iteratively and see what works eventually once we get up more combos on the list. Btw, the full combo of the bit you posted is: Hotaru FC -> IAD j.2c -> 2c -> sj.2c -> Tsubaki -> AD j.2c -> 2c -> sj.2a -> j.2c -> 2c -> sj.2a -> j.2c -> 2c -> j.2a -> AD j.2a -> j.C -> 5c. Or: Hotaru FC -> IAD j.2c -> 2c -> sj.2c -> Mid-Air Tsubaki -> Corner Loop (2). (Though the version I'm familiar with uses 5c in-between corner loops for a 5c/2c link. I simply abbreviated the above for simplicity)
  21. We decided to go with CS2 last month. GET HYPE!!!!
  22. Combo Videos May 2011 Random JP: http://www.youtube.com/watch?v=v5u6DDv_fyE MrMiddleKick's: http://www.youtube.com/watch?v=bt07j27RiLQ Corner Carry combos: http://www.youtube.com/watch?v=CkBOxQPCV0M Power of Order: http://www.youtube.com/watch?v=2-ZKuSmXyS0
  23. 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. An "Execution Center" is provided after this section if you are having trouble executing specific combo piece. 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. Execution Center This section deals with the tough links and pieces present in Hakumen's combos as well as character-specific combo information. The tough links can be broken down into the following categories: 5c x2 and 5c/2c links. Air Dashing after TK Hotaru FC / TK Tsubaki. IAD after Hop Hotaru/Tsubaki. Mid-Combo Hotaru. Heavy Corner Carry variants. How to Execute 1. These links can be tricky. They are usually done after a falling j.2c, typically after an Enma or a corner Hotaru. There are exceptions, but these are the most common starters. 5b before Enma is the preferred starter because you're closer to the other's hitbox while not sacrificing too much damage. The key to these links is your j.2c height and how closely your are hugging the other's hitbox. You aim to hit j.2c just below the mid-point of the hitbox to allow 5c to hit with the tip of the sword. This position is generally at the lowest possible moment before the opponent can tech out. If done correctly, the next 5c or 2c will be guaranteed. Video example: http://www.youtube.com/watch?v=CkBOxQPCV0M&t=0m20s 2. Here, the height is crucial. The recover after these specials dictate the height. A good rule to follow is that you can AD if the TK is done at least at or higher than Ragna's waist. 3. Hotaru: you must very slightly delay IAD'ing in order for the other's hitbox to fall far enough to combo. You can also replace 2c after the ensuing j.2c with 5a for an easier time of it. The rest is practice. Tsubaki: Immediately IAD'ing is a must. It is also only possible to combo if the Tsubaki is done either at the beginning or the end of the hop, as these are the points where Hakumen is at his lowest. 4. This is actually a forward superjump Hotaru, as the superjump will very quickly bring you up to the required height for an AD. 5. IAD j.a -> j.b: You want to do all three of these moves late so as to hit j.b as low as possible. This is the key to getting the next move to connect. IAD j.b -> Hotaru: You again want to hit j.b as low as possible, so IAD late and delay j.b to the max. Caveat Emptor Executus!
  24. 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]
  25. That's still something I'm working out since I'm going with the idea that the starter does not matter much. For now, I'm planning on listing starters with the combo. EDIT: Just had an idea here, I'll make a table that lists all of Haku's normals and then number the combos. The combo he should do after X move will then be easy to determine. Thanks for the combos, I'll add e'm.
×
×
  • Create New...