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Everything posted by mAc Chaos
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Montreal: Le Thread Generale Pour Weeaboo Fighters
mAc Chaos replied to BladeOfJustice7's topic in International
I am interested in fighting this "Brice" character and testing his mettle. -
Added the Zan and air throw combos. I added the stars gained during the combo along side the stars required. So the format looks like: (STARS REQUIRED, STARS GAINED) Starter COMBO (DAMAGE) (Video)
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I just remembered about reversals after watching some Extend videos. How exactly do you make it so you end up hitting them in the other direction as opposed to the normal thing happening?
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Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
mAc Chaos replied to Lord Knight's topic in Archive
If you're taking time to consciously think out things, in my experience, that means it's going to take too long and you're going to get owned. I just go by instinct, but it's instinct that's trained by experience to react in certain ways so I won't have to deliberate over it. -
Also reserved.
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http://www.dustloop.com/forums/showthread.php?13856-EX-Hakumen-Extend-Combo-Guide&p=1299938#post1299938 I posted the Extend combo thread here. Get at it, everyone.
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Reserved, even though I won't need it probably.
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Dioxide recorded a whole bunch of combos. If you're not sure how a combo should be spaced or timed, and need to see it in action, check them out here: http://www.youtube.com/user/dioxideuniversal/videos This thread is far from complete, but I figured we might as well have something to work with so there isn't just a big gaping combo shaped hole in this forum. Normally I'd wait until I have everything covered but I'm super busy lately so I'll just put what I have now and add in what you guys suggest as we go on. Thanks to psyofang and StoneDrum for the help they gave. We'll be needing everyone's help to complete every nook and cranny of Hakumen's combo potential. Ideally we want the damage for each combo, the number of stars gained and a video of it too. A lot of these are basically just standard combos that have always worked across all iterations, but with the addition of j.B into the combo routes it should mean that there are some that can use it. It's a matter of testing to determine which ones those are. Now, let the combo thread begin! All of you swarm this thread with your combos. The general rule ought to be one star for every 1000 damage and no purple throws. TERMS , = link > = cancel CH = counter hit jc = jump cancel FC = fatal counter TK = tiger knee AA = anti air AD = air dash (66 in the air) IAD = instant air dash (956 from the ground) (X) = canceling out of the move after X hits. For example, Renka(1) means only allowing the first hit (out of two) before continuing to the next move. [n] = Charge whatever button is in the brackets. 4[C] would mean charging 4C instead of just throwing it out. ORGANIZATION The combo list is organized by starter and then the number of stars, which are indicated in parenthesis, along with the number of stars gained. At the end of the combo the amount of damage is listed. (STARS REQUIRED) COMBO (DAMAGE / STARS GAINED) (Video) BnBs The two basic combo routes you need to learn with Hakumen are: (3) [starter] > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C (Video) ^The combo is much more difficult with that last j.B, so feel free to omit it if necessary, it will work the same either way. To line this combo up correctly for the j.B > j.A > 2c, you must delay the first j.B as well as the follow up j.2a (only slightly on this one. Too much delaying can make you land before the j.A after j.B.) Also take note that there is a large window available for the AD j.B and, to a lesser extend, the followup j.A. These timings apply for most other variants of this combo (j.B > j.A > 5c, 2c variants are more strict.) Where the starter is 2A, 5A, 2B, 5B, 3C CH and 5C. (Possibly 4C or some others as well, but those are the main starters.) This combo carries the farthest, but the next one does more damage if you get near the corner. The second one to learn is: (3) [starter] > Renka (1) > Gurren > IAD j.B > j.A, 5C, 2C > sj.B > j.2A, AD j.B > j.2A, j.C Where the starter is 2A, 5A, 2B, 5B, 3C CH and 5C. If you get near the corner you can extend it for more damage than the first one. The third one to learn is: (2) [starter] > 623AA > falling j.2C, 2C > j.2A, IAD j.2A, j.C (Video) The same starters apply. You also need to know his corner BnB. (3) [starter] > Renka (1) > Kishuu > 2C > sj.2A, falling j.2C, 2C > sj.2A, falling j.2C, 2C > sj.2A, j.2A, AD j.2A, 5C, 3C Once again the starters here are 2A, 2B, 5A, 5B, 5C and 3C CH. You can omit the last two bits of the combo (5C 3C) to go for oki. There may be a more optimal version of this including 6C and 6A so somebody should mention that and I'll update this part. Learning a combo off throws and counters is also important. COMBOS BY STARTER MOVE 5A (0) 5A AA > sj.A > sj.B > sj.2A > sj.C (0) 5A AA CH, 2C > sj.2A, IAD j.2A, j.C (1722 damage) (0) 5A CH > 6A > 6B (1090 damage) (0) 5A CH > 6A, 3C (1122 damage / 0.5 stars gained) (Video) (1) 5A CH > 6A, 5A > 5B > Gurren, 3C (1468 damage / 0.8 stars gained) (Video) (1) 5A AA, 5C > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C (2651 damage) (2) 5A > 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C (2076 damage / 1.3 stars gained) (Video) (2) 5A > 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C, (corner) 5C, 3C (2342 damage / 1.8 stars gained) (Video) (2) 5A AA CH, 5C > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C (2346 damage) (3) 5A > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, IAD j.2A, j.C (3078 damage) (3) 5A > 5B > Gurren > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C. (2130 damage / 1.5 stars gained) (Video) (3) 5A > 5B > Gurren > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C, (corner) 5C, 3C. (2329 damage) (3) 5A > 5B > Renka (1) > Gurren, hop 2C > j.B > j.2A, AD j.B > j.2A, j.C, 5C, 3C (2800~3000 damage) (3) 5A > 5B > Renka (1) > Gurren, hop 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C (3002 damage) 2A (0) 2A AA CH > 5A > j.2A, AD j.B > j.2A, j.C (1420 damage) (3) 2A > Renka (1) > Kishuu, 2C > j.B > j.2A, IAD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C A lot of the 5A combos should work for 2A as well, but it needs testing. 6A (0) 6A > 6B (1127 damage / 0.5 stars gained) (Video) (0) 6A > 3C (0) 6A AA CH (corner only), 2C > sj.2A, falling j.2C, 2C > sj.2A, AD j.2A, j.C, 5C, 3C (2996 damage) (1) 6A AA CH > Gurren, IAD j.B > j.A, 2C > j.2A, AD j.2A, j.C (2) 6A > 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C, (corner) 5C, 3C (2676 damage) 5B (2) 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C (2385 damage) (2) 5B > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C, 5C, 3C (2722 damage) (2) 5B > Renka, IAD j.A > j.B, 2C > j.2A, AD j.2A, j.C, (corner) 5C, 3C (2729 damage) (3) 5B > Renka (1) > Gurren, hop 5A > 5B > j.B > j.2A, AD j.2A, j.C, (corner) 5C, 3C. (3127 damage) (3) 5B > Renka (1) > Gurren, hop 2C > j.B > j.2A, AD j.B > j.A, 2C > sj.2A, AD j.2A, j.C (3500~ damage) (3) 5B > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C 2B (3) 5B > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C Same as 2A, a lot of the 5B combos should work here. 5C (2) 5C > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C (3) 5C > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C 2C (0) 2C AA > j.2A, AD j.2A, j.C (0) 2C AA (corner only) > j.2A, falling j.2C, 2C > j.2A, falling j.2C, 2C > j.2A, j.2A, AD j.2A, j.C, 5C, 3C (1) 2C AA CH > falling j.2C, 5C > Kishuu, 2C > j.B > j.2A, AD j.B > j.2A, 2C > j.B > j.2A, AD j.2A, j.C (3800~ damage) You can also use the normal BnBs here in a pinch, if for some reason you accidentally landed a 2C while they're grounded or something. 3C (0) 3C CH, 2B > 5A > j.2A, AD j.B > j.2A, jC (1) 3C CH, 2B > Gurren, hop (delay depending on height) 2C > j.B > j.2A, AD j.B > j.A, 2C > j.2A > AD j.2A, j.C. (video) (3) 3C CH, Renka (1) > Kishuu, 2C > j.B > j.2A, IAD j.B > j.A, 2C > j.B > j.2A, IAD j.2A, j.C (4353 damage) 4C (1) 4C > Gurren, 3C (2) 4C > 623AA > falling j.2C, 2C > j.2A, AD j.2A, j.C TK / Hop Hotaru (2) Hotaru, IAD j.C (2) Hotaru (corner), 6C, 6A, 2C > sj.2A, falling j.2C, 2C > sj.2A, j.2A, IAD j.2A, j.C, 5C, 3C (4101 damage) (2) Hotaru FC, IAD j.2C, 2C > j.2A, AD j.2A, j.C, 5C, 3C (2) Hotaru FC, IAD j.2C, 2C > j.2A, AD j.2A, (corner) falling j.2C, 2C > j.2A, j.2A, AD j.2A, j.C, 5C, 3C (3) Hotaru (near corner), IAD j.C, Gurren, 2C > sj.2A, falling j.2C, 2C > j.2A, falling j.2C, 2C > j.2A, j.2A, AD j.2A, j.C, 5C, 3C (5) Hotaru FC, IAD j.2C, 5C > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C, 5C, 3C TK / Hop Tsubaki (3) Tsubaki (midscreen), IAD j.2C, 2C, sj.2A, IAD j.2A, j.C (3) Tsubaki (midscreen), IAD j.2C, 2C, sj.2A, AD j.2A, (into corner) falling j.2C, 2C > sj.2A, j.2A, AD j.2A, j.C, 5C, 3C (4808 damage) (3) Tsubaki (corner), full 6C, hop 2C > sj.2A, falling j.2C, 2C > sj2A, falling j.2C, 2C > sj.2A, sj.2A, IAD j.2A, j.C, 5C, 3C (5593 damage) (6) Tsubaki, full 6C, Renka (1) > Kishuu, 2C > sj.2A, falling j.2C, 2C > sj2A, falling j.2C, 2C > sj.2A, sj.2A, IAD j.2A, j.C, 5C, 3C (5939 damage) With 3 additional stars you get only 500 more damage, so it seems the 3 star variation is best, unless there's a better one. Zantetsu (3) Zantetsu (midscreen), 2C > sj.B > j.2A, AD j.B > j.2A, j.C (4151 damage / 0.8 stars gained) (3) Zantetsu (corner), 2C > sj.2A, falling j.2C > 6A, 6C, 2C > j.B > j.2A, j.2A, AD j.2A, j.C, 5A, 3A (5125 damage / 2.3 stars gained) ^These two combos require close range to work. (4) Zan (1) (midscreen) > Kishuu, 2C > j.B > j.2C, AD j.B > j.A, 2C > sj.2A, AD j.2A, j.C (4442 damage / 1.3 stars gained) (4) Zan (1) (corner) > Kishuu > 2C > sj.2A, j.2C > 6A, 6C, 2C > j.B > j.2A, j.2A, AD j.2A, j.C, 5C, 3C (5125 damage / 2.3 stars gained) Shippu (7) Shippu (midscreen) > Renka (1) > Kishuu, 2C > j.B > j.2A, IAD j.B > j.2A, j.C This could be a useful punish, but a variation in the corner is probably better. If you're going to punish you might as well just do 5C > Renka (1) > etc. Counter combos (0) 5D, 2C > j.B > j.2A, IAD j.2A, j.C (2318 damage) (0) 5D (into corner), 2C > sj.2A, falling j.2C, 2C > sj.2A, AD j.2A, 5C, 3C (0) 2D, j.B > 2C > sj.2A, IAD j.2A, j.C (1933 damage) ^To land j.B you must delay it as long as possible. If it's too much trouble then just omit the j.B and land the 2C as normal. (0) 2D, hop 2C > j.B > j.2A, AD j.2A, j.C (2003 damage) ^This variation is easier and does more damage. (0) 2D (into corner), 2C > sj.2A, falling j.2C, 2C > sj.2A, AD j.2A, 5C, 3C (1) 6D, falling sj.2C, 5C > Gurren, IAD j.B > j.A, 2C > j.B > j.2A, IAD j.2A, j.C (2775 damage) (3) 6D, falling sj.2C, 5C > Renka (1) > Gurren, IAD j.B > j.A, 2C > j.B > j.2A, IAD j.2A, j.C (3078 damage) Throw combos A note about airthrows. Generally you follow up with falling j.2C, but if you're too close to the ground then you should use j.B instead. (0) Throw (corner), 2C > sj.2A, falling j.2C, 2C > sj.2A, j.2A, IAD j.2A, j.C, 5C 3C (0) Air Throw (midscreen), falling j.2C, 2C > sj.B > j.2a, AD j.B > j.2A, j.C (2937 damage / 1.5 stars gained) (1) Throw > Gurren, hop 5A > j.B > j.2A, IAD j.2A, j.C (2506 damage) (1) Back Throw > Gurren > hop 2C > j.B > j.2A, AD, j.B > j.2A, j.C (2730 damage) (1) Air Throw (midscreen), falling j.2C > 5C > Kishuu, 2C > sj.B > j.2A, AD j.B > j.2A, j.C (3183 damage / 1.6 stars gained) (2) Throw (corner), 2C > Renka, 2C > sj.2A, falling j.2C, 2C > sj.2A, j.2A, AD j.2A, j.C, 6A, 5C, 3C (3906 damage) (3) Throw > Renka (1) > Gurren, IAD j.B > j.A, 2C > j.B > j.2A, IAD j.2A, j.C (3307 damage) (3) Throw (corner), 5C > Renka (1) > Kishuu, 6C, 6A, 2C > sj.2A, falling j.2C, 2C > sj.2A, j.2A, IAD j.2A, j.C, 5C, 3C (4190 damage) (4) Throw (midscreen) > Kishuu, hop Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.2A, AD j.2A > j.C. (4) Throw (near corner) > Kishuu, hop Renka (1) > Kishuu, 2C > j.B > j.2A > (corner) falling j.2C, 6A, 5C, 2C > j.B > j.2A, AD j.2A, j.C, 5C, 3C ^For the above two combos, on some characters you have to do Kishuu > Kishuu instead of Kishuu, hop. Anyway, that's all there is for now. Not all of them may work on every character, or may require a specific variation, so that's up to all of you to find out. I'll keep updating the combo thread as time goes on.
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I'm compiling it now. But for most combos you can use his As and Bs and Cs as the starters. As in 2A, 5A, 2B, 5B, 5C and sometimes 3C CH. You can experiment with 4C as well.
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Oh. I thought you meant the combos in the last few posts. The one in the OP should work too though. But yeah, it still works. That's another basic one that all Haku players should know.
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Learn combos off counters, learn corner combos, learn throw combos, and just practice a decent go to combo for each star so you have something you can pull off based on how much meter you have. Oh, you should learn the other basic BnB, which is [starter] > 623AA > falling j.2C > 2C > j.2A > IAD j.2A > j.C. You can probably fit in a j.B before each j.2A, but that's the basic form of it. The important part is getting the hang of that 623AA > falling j.2C > 2C link. I might as well just post the rough version of the combo thread I have now and let everyone give their input to update it rather than keep holding off to add more.
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Yes it works for Extend. Can't you also do the usual Renka (1) > 623A combo off 3C?
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Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
mAc Chaos replied to Lord Knight's topic in Archive
Who said anything about him being salty? I only see one person dick riding here. :3 His answers are useless if we don't know what the reasons for it are. Asking him to elaborate isn't disagreeing. -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
mAc Chaos replied to Lord Knight's topic in Archive
I knew you were going to say that his damage is too high, and I was thinking of his corner carry too, but he's top tier this time so I don't disagree. But what I was disagreeing with was that his counters made him dumb, which is what was mentioned. So it sounds like you agree with me. Whenever people start complaining about his counters I start getting flashbacks to "nerf 720". Also, even though he gets a lot of damage off his hits, I think he's still less dumb, than say, Arakune or Hazama or Valkenhyne. He doesn't have mechanics that "break" the game in a way against a lot of characters, just lots of fundamentals that pay off well. That's pretty much how his character was always designed from the beginning, except instead of doing 5k off like 4 hits like in CT he does 5k off like 10 hits. -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
mAc Chaos replied to Lord Knight's topic in Archive
Oh my god, not this again. Just because you have to actually stop and think for once instead of brain dead autopiloting your usual tricks against one of the characters doesn't mean they're dumb or broken or something. It means you have to actually play the game. If you're going to talk about damage or something like that then that makes more sense. EDIT: So I reread the last post just now after the red haze left my vision from reading the first few words in the post, and it's not as bad since it's Litchi related. But still, in general, my point stands. -
What exactly are you against? Is it too impractical, or is the combo just not a real combo or something.
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Thanks. This year passed in a blink of an eye. I'm going to be 30 in like two weeks at this rate.
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I thought everybody hated Arakune. It's just taken for granted at this point though. No need to mention the obvious.
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Did they nerf Spark Bolt or something? After playing VS Tager for the first time it seems like it got totally wrecked.
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how did rick santorum come into this
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I've made the rough draft for Extend's with some help from everyone. I'm going to post it tonight or tomorrow probably. Then we can just have everybody point out any more optimal combos and I can add them in.
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break green throws :3
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All right, just wondering.
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How far back are we taking this.
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Who are the other 9. :3