Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Documents
This combo section was taken from the following documents by Beret.
Air combo enders
In CF2, the main air combo enders are:
j.C enders
j.C is meterless combo ender that sends the opponent flying and make it go back to neutral.
- … hjc > j.B2AC > jc > j.C - Basic aircombo ender midscreen
- … jc > j.B2A > jc > j.2AC - Basic j.C ender. Used to be the go-to air combo ender in the previous versions. It is still done in the rare few instances where the first route isn’t doable due to combo length.
- … hjc > j.B2A > jc > j.B2AC - More damage but character and route specific.
- … hjc > j.B2AC > jc > j.2AC - Most damaging j.C ender combo ender. Character and route specific.
j.214A enders
j.214A provides knockdown at the cost of 1 magatama.
- … jc > j.B2A > jc > j.B2A > j.214A - Basic j.214A ender.
- … hjc > j.B2AC > jc > j.AA > j.214A - Alternative j.214A ender, deals a bit more damage than the route above. Character and route specific.
- … hjc > j.B2AC > jc > j.2AC > j.214A - Universal near corner and corner ender, optimal in terms of damage and provides knockdown.
Disclaimer: For the sake of simplicity, the routes in the rest of the document will mostly use the first air combo ender.
This isn't an exhaustive list. Please see the end of the document for more advanced enders and on who they work. Also see the end of the document on whether combos should be ended with j.C and j.214A.
Bread and butter
The bread and butter section gathers the most practical Haku-men combos. It also includes explanations about the routes and why they are recommended.
If you are new to Blazblue or to Haku-men, it is heavily recommended that you practice them first.
If you are new to fighting games in general, it is recommended that you:
- Master all the basic 0/1 magatama combos.
- Master at least 1 623AA route.
- Master at least 1 236B route.
- Master at least 1 Forward Throw route.
- Master at least the Air Throw > j.2A > 5C... route.
- Master at least 1 route for each drive starter.
- Master at least one 3C CH / 6B CH route.
- Master at least one Anti-Air / Air-to-air route for each starter.
Basic combos
The combos below are mandatory to learn since they are the most practical way to score a knockdown without spending any magatama. Very commonly used when out of or while trying to save resources.
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | 2Ax3 > 3C | 927 | 0.4 | Link | |
0 | 2Ax2 > 6A > 6B | 1125 | 0.7 | Link | |
0 | 2A > 2B > 2A > 3C | 1148 | 0.5 | Link | |
0 | 5A > 5B > 2A > 3C | 1099 | 0.6 | Link | |
1 | [Standing] 2A > 2B > 214A > 2A > 5A > 3C | 1529 | 0.6 | Link |
1 magatama
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | 2A > 2B > 623AA > 5B > hjc > j.B2AC > jc > j.C | 2050 | 0.7 | Basic 623AA into an air combo; Beware that 5B whiffs after a 5C max range > 623AA.
j.C leaves the opponent fullscreen and doesn't knockdown. It's also possible to end it with 5B > hjc > j.B2A > jc > j.B2A > j.214A for okizeme. |
Link |
1 | 2B > 214A > 2A > 6A > 6B - | 1864 | 0.6 | Basic 214A route into 6B knockdown. It doesn't work from 2A/5A starter and it deals less damage than the other 1-magatama routes. However, 6B grants more okizeme options than j.214A and is often preferred when possible. | |
1 | [Crouching] 2A > 2B > 214A > 2C > hjc > j.B2AC > jc > j.C | 2327 | 0.75 | High damage but requires hitting a crouching opponent. | |
1 | 5C > 214A > 2C > hjc > j.B2AC > jc > j.C | 3317 | 0.9 | 5C forces crouching thus providing an easier access to this route. This route may require an hjc after 2C if the opponent is too far. 2C also whiffs after a 5C max range > 214A. |
2 magatamas
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
2 | 2B > 623AA > Delay 5B > 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2932 | 1.0 | It has the lowest damage but best corner carry and meter gain of the 2 magatama combos.
The main asset of this route is that it's always available. At 2B max range, 623AA > 5B remains possible, whereas 2B > 236B will whiff on some characters. |
|
2 | 2A > 2B > 236B > IAD j.2C > 5A > 5B > hjc > j.B2AC > jc > j.C | 2620 | 0.85 | Higher damage but slightly less corner carry than the combo above. | |
2 | 2A > 2B > 236B > IAD j.2C > 2B > 5A > 5B > jc > j.B2A > jc > j.2AC | 2669 | 0.9 | Hitting with j.2C > 2B is a little harder but more rewarding than 5A. Furthermore, hitting with 2B is necessary for 3 and 4 magatamas combos, so it’s definitely worth learning. | |
2 | 2A > 2B > 236B > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2788 | 1.0 | Highest damage but least corner carry of the 2 magatamas combos. | |
2 | 2A > 2B > 236B > 6A > 6B > 2B > 5A > hjc > j.B2AC > jc > j.C | 2797 | 1.0 | Just like the previous routes, hitting with 2B is harder, but necessary for the more expensive combos.
There isn’t much difference between the 236B > IAD j.2C route and 236B > 6A ones, so feel free to use the one you are most familiar with. |
3+ magatamas
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
3 | [Crouching] (3) 2B > 214A > 2C > 9jc > j.2C > TK j.214B > j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3841 | 1.3 |
Most damaging 3 magatama route with solid meter gain and corner carry. It works from a max range 2B, but not further. The first j.2C can be omitted for stability. | |
4 | 4C > 632146C | 2769 | 0.2 | Basic 4C combo. Only use it to end the round. | |
3 | 4C CH > 214A > 236B > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3998 | 1.1 | 4C CH can link into 214A and 623AA on CH, more can be found in the 4C section. Be careful, 4C doesn’t combo well if done too far. |
Throws
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | Forward Throw > Walk > 6A > 6B | 2032 | 0.8 | Basic throw combo into 6B knockdown. It’s especially useful in the corner while out of magatama to keep the opponent in the corner. | |
1 | Back Throw > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2803 | 1.2 | Basic back throw combo. | |
0 | Forward Throw > Walk forward > 2C > hjc > j.B2AC > jc > j.C | 2499 | 1.0 | Stable, near universal throw combo. It deals decent damage for a 0-magatama combo. It doesn’t work on Bullet. | |
1 | Forward Throw > Walk back > 2C > 623AA > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2841 | 1.4 | A bit more damage than the route above, its cost is offcast by a higher meter gain than the 0-magatamas route. It’s universal, but the timing is strict on Mai, Naoto and Celica. | |
2 | Forward Throw > 66 j.214B > Delay AD > j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3382 | 1.3 | Harder than the other regular throw combos, but provides more corner carry than the other throw combos and can be easily adjusted into a midscreen to corner combo. It’s also a great way to practice j.214B into AD combos. |
The 4 routes above are all practical. Using one over the others often comes down to player preferences.
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | Air Throw > j.B or j.2A > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3054/3069 | 1.1 | Average height follow-up. Most practical one. | |
0 | Air Throw > j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3056 | 1.1 | High height only. Situational | |
0 | Air Throw > 2B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2458 | 0.9 | Close to the ground follow-up. Very rare. |
Counter Hit
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | 6B CH > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2937 | 1.2 | ||
2 | 6B CH > 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B2A > jc > j.2AC | 3708 | 1.4 | ||
2 | 3C CH > 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B2A > jc > j.2AC | 4128 | 1.5 |
6B is invincible from frame 4 to moves with foot attributes. 3C is a very fast long range sword move, beware that it’s very unsafe on block.
The 2B > 214A > IAD j.B > j.2A can be very finicky on some characters. While this route is difficult, it’s also the optimal one, so it’s recommended to practice it at least for the characters the route works fairly well on. If it's too difficult, the 3C CH section contains more 2B > 214A routes. It isn’t possible to end the above routes with hjc > j.B2AC > jc > C as the combos are too long.
Drives
Drives are short starters, as such the combos after them are limited. The routes below are the easiest and/or most meter efficient.
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | 5D/2D > 623AA > 5B > j.B2A > jc > j.2AC | 2382 | 1.6 | ||
2 | 5D/2D > 236B > 2C > hjc > j.B2AC > jc > j.C | 2872 | 1.6 | ||
2 | 6D > 623A > 623AA > 5B > hjc > j.B2AC > jc > j.C | 2454 | 1.7 | ||
1 | j.D > j.2A > jc > j.2AC | 1849 | 1.3 | ||
3 | j.D > j.214C > 2C > hjc > j.B2AC > jc > j.C | 3237 | 1.3 | ||
3 | 214D > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3379 | 1.2 |
Anti-air
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | AA 5A > 5B > hjc > j.B2AC > jc > j.C | 1686 | 0.5 | ||
2 | AA 5A > 5B > TK j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3029 | 1.1 | ||
0 | AA 2C > hjc > j.B2AC > jc > j.C | 2284 | 0.7 | ||
3 | AA 2C > hjc > j.B2A > jc > j.B2A > j.214C > Falling j.2C > 5A > 5B > hjc > j.B2AC > jc > j.C | 3727 | 0.9 |
5A and 2C are Haku's two main anti-airs. 5A has a decent vertical hitbox and only has 5 frames of start-up. 2C is invincible to air moves and boasts a great vertical and horizontal hitbox. However, the invincibility kicks in late and the move is heavily punishable on whiff. Use them according to the situation. For more details here is the beginner guide section about AA.
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | Air-to-air j.B/j.2A CH > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2891/2946 | 1.0 | ||
0 | Air-to-air j.2C > 5A > 5B > hjc > j.B2AC > jc > j.C | 2465 | 0.8 | ||
0 | Air-to-air j.2C > 5A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2867 | 1.1 | Close range only. |
Both j.B and j.2A have amazing hitboxes and act as great air-to-air. If close enough to the ground, a CH isn’t necessary. However, this is pretty rare. j.2C is slow and is easy to anti-air, but as an even bigger hitbox than j.B and j.2A. Due to its recovery it, most of the time, only combos into 5A on air hit.
Corner
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | 2A > 2B > 623AA > 6A > 6B > 5A > 5B > 9hjc > j.B2AC > 9jc > j.2AC > j.214A | 2595 | 1.1 | Basic 1 magatama route in the corner. Ending with j.214A is recommended since knocking down in the corner is highly beneficial and the meter gained in the combo circumvents the cost. | |
1 | 2A > 2B > 623AA > 6A > 6B > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A | 2712 | 1.2 | Slightly better combo than the route above, but is character specific.
It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami. Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei Delay 5A, 8jc, j.B2AC as fast as possible on: Celica. |
|
1 | 2A > 2B > 623AA > 6A > 6B > 5A > j.B2AC > Land > 623AA > 6C > 5C | 2491 | 1.2 | Variant of the route above which ends with 5C knockdown instead. With a 2B starter, 6C > 6A > 6B is possible for higher damage. | |
2 | 2A > 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B | 2617 | 0.9 | A staple combo. Basic 2 magatama combo into 6B knockdown. 6B is overall Haku-men’s best knockdown and unlike j.214A it doesn’t require an additional magatama. | |
2 | 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B > 5A > 5B > 9hjc > j.B2AC > 9jc > j.2AC > j.214A | 3781 | 1.4 | Only works with one hit before 236B at most but deals massive damage and has high meter gain for it’s cost. | |
2 | 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A | 3884 | 1.4 | The 2 magatama character-specific variant. It also only works with one hit before 236B, but is even more powerful. |
Overdrive
This section will only cover basic and practical OD combos. If you want more details about Overdrive combo theory or more routes. Check the Overdrive section later in the document.
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
4 | 5C > ODc > 214A > 41236C (1) > 623A > 6A > 6B > 214D > EA | 5412 | [81 - 73% 5s] Basic 5C punish combo. At close range, ODc > 5C can be done instead of 214A. It does the same amount of damage for 1 less magatama. The opponent can burst immediately after the first 5C. On CH, 214A can be skipped entirely and if the opponent burst after 5C, it’s possible to block the burst and punish it with another 5C. | ||
3 | 2A > 2B > 236B > 5C > ODc > 5C > 214A > 623A > 6A > 6B > 214D > EA | 3754 | [81 - 73% 5s] Basic 236B confirm into an OD combo. | ||
2 | 2D/5D > ODc > 5C > 41236C (1) > 623A > 6A > 6B > 214D > EA | 4438 | [81 - 73% 5s] Basic midscreen drive combo. 2D/5D > ODc > 5C is unburstable. | ||
2 | Forward Throw > ODc > 66 > j.214C > 6A > 6B > 5A > EA | 3354 | [100%-91% 4s] Basic midscreen Throw OD combo and good way to practice 66 j.214C. | ||
5 | 5C > ODc > 5C > 41236C (1) > 214A > 6C > 632146C > 623A > 5C > EA | 6271 | [72 - 63% 5.5s] 5C kill combo with 5 magatama and plenty of health. With 1 more magatama and less life, CT can be done instead of 214A for more damage. | ||
4 | [Corner] 6B > RC > ODc > 6C > 6A > 6B > 214D > 214A > EA | 4223 | [72 - 63% 5.5s] 6B RC ODc combo. The early cancel into OD makes the combo unburstable. |
Midscreen/Anywhere:
214A routes
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | 2B > 214A > 5B > 2A > 3C | 1922 | 0.5 | ||
1 | 2B > 214A > 2A > 6A > 6B | 1864 | 0.6 | ||
2 | (2A) > 2B > 214A > 5B > 623AA > 5B > hjc > j.B2AC > jc > j.C | 2752 | 0.9 | ||
3 | [Crouching] 2B > 214A > 2C > TK j.214B > ADj.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3841 | 1.3 | ||
3 | [Crouching] 2B > 214A > 2C > 9jc > j.2C > j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 4064 | 1.3 | ||
4 | (2A) > 2B > 214A > 41236C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3664 | 1.0 |
623AA routes
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | (2A) > 2B > (214A > 5B >) 623AA > 5B > hjc > j.B2AC > jc > j.C | 2267 | 0.7 | ||
2 | (2A) > 2B > 623AA > 6A > 6B > 5A > j.B2A > jc > j.B2A > j.214A | 2578 | 0.95 | Works on (Easy): Ragna, Litchi, Arakune, Haku-men, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai.
Delay 6A (Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel, Rachel, Taokaka, Tager, Makoto. Doesn't work on: Carl, Platinum, Celica. |
|
2 | (2A) > 2B > 623AA > 6A > 6B > 5A > 5B > j.B2A > jc > j.B2A > j.214A | 2686 | 1.05 | Works on (Easy): Ragna, Litchi, Arakune, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai.
Delay 6A (Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel,Tager. Doesn't work on: Rachel, Taokaka, Carl, Haku-men, Makoto, Platinum, Celica. |
|
3 | (2A) > 2B > 623AA > 5B > TK j.214B > AD > j.2C > 2C > hjc > j.B2AC > jc > j.C | 2771 | 0.8 | 5B > TK j.214B only works at close range, but has the best corner carry out of the 3 magatama combos.
This is also a very useful combo after a raw 623AA. |
214A routes
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
2 | 2B > (214A > 5B >) 623AA > 5B > 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C | 2932 | 1.0 | ||
3 | 2B > (214A > 5B >) 623AA > 5B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > JB2A > jc > j.2AC | 2998 | 1.1 | ||
3 | 2B > (214A > 5B >) 623AA > 5B > TK j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C | 3342 | 1.4 | ||
2 | Max range 5C > 623AA > Delay 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C | 3649 | 1.2 | Also works with 4C CH. |
236B routes
Routes in which 214A can't be added can only be done with one move before 236B at best.
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
2 | (2A) > 2B > (214A >) 236B > j.2C > 5A > 5B > hjc > j.B2AC > 9jc > j.C | 2911 | 0.8 | ||
2 | (2A) > 2B > (214A >) 236B > IAD j.2C > 2B > 5A > 5B > j.B2A > jc > j.2AC | 2966 | 0.9 | ||
2 | (2A) > 2B > (214A >) 236B > Delay j.2C > 5A > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C | 3216 | 1.2 | ||
3 | (2A) > 2B > (214A >) 236B > IAD j.2C > 2B > 214A > 66 > 5B > hjc > j.B2AC > 9jc > j.C | 3330 | 1.0 | ||
3 | (2A) > 2B > (214A >) 236B > IAD j.2C > 2B > 214A > 66 > 5B > 5A > 5B > hjc > j.B2AC > 9jc > j.C | 3347 | 1.05 | ||
3 | 2B > 236B > IAD j.2C > 2B > 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C | 3639 | 1.1 | ||
4 | 2B > (214A >) 236B > IAD j.2C > 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B2A > jc > j.2AC | 3838 | 1.3 | If 214A is added or a move is done before 2B, a 5C has to be omitted at the end of the combo. |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
2 | (2A) > 2B > (214A >) 236B > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C | 3099 | 1.0 | ||
2 | (2A) > 2B > (214A >) 236B > 6A > 6B > 2B > 5A > j.B2A > jc > j.2AC | 3049 | 1.0 | ||
4 | 2B > (214A >) 236B > 6A > 6B > 2B > 214A > IAD j.B > j.2A > 5C > 623AA > 5B > JB2A > jc > j.2AC | 3844 | 1.4 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
2 | (2A) > 2B > (214A >) 236B > IAD j.B > j.2A > 2C > hjc > j.B2A > 8jc > j.C | 2780 | 1.0 | ||
3 | (2A) > 2B > (214A >) 236B > IAD j.B > j.2A > 5C > 2C > 623AA > 6A > 6B | 3079 | 1.1 | ||
3 | (2A) > 2B > (214A >) 236B > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > JB2A > jc > j.2AC | 3362 | 1.0 | ||
3 | 2B > 236B > IAD j.B > j.2A > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.C | 3442 | 1.1 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | 6B CH > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2937 | 1.2 | ||
2 | 6B CH > 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B2A > jc > j.2AC | 3708 | 1.4 |
C-starters
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | Close range 3C CH > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3481 | 1.2 | ||
2 | Close range 3C CH > 6A > 6B > 5A > 5B > TK j.214B > AD > j.2C > 5B > hjc > j.B2AC > jc > j.C | 4284 | 1.5 | ||
2 | 3C CH > 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B2A > jc > j.2AC | 4128 | 1.5 | This route is overall the best 3C combo available, it has great corner carry and works even at max range. Sadly, the timing for AD j.B > j.2A can be finicky, since it has to be adjusted depending on the character and the distance.
The combos below are alternative routes, easier but not as efficient: |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | 3C CH > 2B > 214A > 66 > 5B > j.B2A > jc > j.2AC | 3273 | 1.0 | ||
1 | 3C CH > 2B > 214A > IAD j.B > j.2A > 2C > hjc > j.2A > jc > j.2AC | 3472 | 1.1 | ||
2 | 3C CH > 2B > 214A > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3831 | 1.3 | ||
3 | 3C CH > 2B > 214A > IAD j.B > j.2A > j.214B > AD > j.2C > 5B > hjc > j.B2AC > jc > j.C | 4290 | 1.2 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
4 | 4C > 632146C | 2769 | 0.2 | ||
0 | 4C CH > 3C | 1630 | 0.5 | ||
1 | 4C CH > 214A > 3C | 2086 | 0.6 | ||
2 | 4C CH > 623AA > SlightDelay 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3457 | 1.1 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
4 | 6C > 632146C | 3474 | 0.3 | ||
1 | 6C FC > 5C > 214A > 2C > hjc > j.B2AC > jc > j.C | 3914 | 1.0 | ||
2 | 6C FC > 66 j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 5193 | 1.4 | ||
2 | 6C FC > 214A or5C or > 5C > 214A > 236B > IAD j.2C > 5A > 6A > 6B > 5A > 5B > JB2A > jc > j.2AC | 4662 | 1.1 |
Throws
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | Forward Throw > Walk > 6A > 6B | 2032 | 0.8 | ||
0 | Forward Throw > Walk back> 2C > hjc > j.B2AC > jc > j.C | 2499 | 1.0 | The j.B2AC has to be done as quickly as possible on Izanami and Hibiki.
Doesn't work on: Bullet. |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | Forward Throw > 2C > hjc > j.B2A > jc > j.2C > j.214A | 2529 | 0.9 | ||
1 | Forward Throw > 5C > 623AA > 5B > j.B2A > jc > j.B2A > j.214A | 2710 | 1.0 | ||
1 | Forward Throw > Walk back > 2C > 623AA > 6A > 6B > 5A > 5B > j.B2A> jc > j.2AC | 2811 | 1.4 | ||
2 | Forward Throw > 66 j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3382 | 1.3 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | Back Throw > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2803 | 1.2 | ||
1 | Back Throw > Delay 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2981 | 1.3 |
Following an Air Throw, it's possible to go for either j.B/j.2A/Land 2A (IAD-like height, most common), j.2C (After a hjc), 2A/2B (Close to the ground).
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | Air Throw > j.B orj.2A > 5C > 623A > 6A > 6B > 5A > 5B > j.B2A > jc > j.2AC | 3054/3069 | 1.1 | ||
0 | Air Throw > j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3056 | 1.1 | ||
0 | Air Throw > 2A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2631 | 1.1 |
Drives
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | 5D/2D > 623AA > 5B > j.B2A > jc > j.2AC | 2382 | 1.6 | ||
2 | 5D/2D > 236B > 2C > hjc > j.B2AC > jc > j.C | 2872 | 1.6 | ||
1 | 6D > 623A > 2C > hjc > j.B2AC > jc > j.C | 2440 | 1.7 | ||
2 | 6D > 623A > 2C > 623AA > 2C > j.B2A > jc > j.2AC | 2622 | 1.7 | ||
2 | 6D > 623A > 623AA > 5B > j.B2A > jc > j.2AC | 2426 | 1.7 | ||
2 | 6D > Delay 623A~A > 214A > 66 > 5B > hjc > j.B2AC > 9jc > j.C | 2970 | 1.7 | ||
3 | 6D > 214D > 623A > 2C > j.B2A > jc > j.2AC | 3049 | 1.6 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | j.D > j.2A > jc > j.2AC | 1849 | 1.3 | ||
3 | j.D > j.214C > 2C > j.B2A > jc > j.2AC | 3237 | 1.3 |
Specials
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | 623AA CH > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3367 | 0.9 | ||
2 | 623AA > 214A > 66 > 5A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2967 | 1.0 | ||
2 | 236B > IAD j.2C > 5A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3343 | 1.0 | ||
3 | 41236C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 4092 | 0.8 | ||
3 | 214D > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3379 | 1.2 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | 66 j.214A CH > 2B > 5A > jc > j.B2A > jc > j.2AC | 2091 | 0.5 | ||
1 | j.214A CH > j.B > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2696 | 0.9 | ||
1 | j.214A CH > j.2A > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3068 | 1.0 | ||
2 | TK/66 j.214B > Delay AD j.2C > 5B > j.B2A > jc > j.2AC | 3238 | 0.5 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
3 | 66 or TK j.214C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 4661 | 0.8 | Basic j.214C anti-throw combo | |
3 | j.214C GuardCrush > 66 > 2C > hjc > j.B2AC > jc > j.C | 1936 | 0.2 | ||
4 | j.214C GuardCrush > 66 > 5C > 214A > 2C > j.B2A > jc > j.2AC | 2653 | 0.5 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
5 | 236236D FC > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 4299 | 0.8 |
Anti-air
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | AA 5A > 5B > hjc > j.B2AC > jc > j.C | 1686 | 0.5 | ||
2 | AA 5A > 5B > TK j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3029 | 1.1 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | AA 2C > hjc > j.B2AC > jc > j.C | 2284 | 0.7 | ||
0 | AA 2C CH > Falling j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 3456 | 1.4 |
Air-to-air
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
2 | AA j.A > j.B > j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2664 | 1.0 | ||
3 | AA j.A > j.B > j.214C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2769 | 0.8 | ||
3 | AA j.A > j.B > j.214C > 2B > 5A > hjc > j.B2AC > jc > j.C | 2213 | 0.5 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | AA j.B/j.2A CH > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C | 2891/2946 | 1.0 | ||
0 | AA j.2C > 5A > 5B > hjc > j.B2AC > jc > j.C | 2465 | 0.8 |
Midscreen to corner
After an Air hit 214A or a TK j.214B it’s possible to adjust the combo if the opponent reaches the corner. This can lead to stronger combos or better okizeme.
Best okizeme and doesn’t require an additional magatama:
- … > Air hit 214A > IAD j.B > j.2A > 5C > 6A > 6B
- … > TK j.214B > IAD j.C > 5C or 6C > 6A > 6B
High damage universal ender:
- … > Air hit 214A > IAD j.B > j.2A > 5C > 2C > j.B2A > jc > j.2AC > j.214A
- … > TK j.214B > IAD j.C > 5C or 6C > 2C > j.B2A > jc > j.2AC > j.214A
High damage, character specific ender:
- … > j.214B > IAD j.2C > 6A > 6B > 5A > j.B2AC > 9jc > j.2AC > jc > j.2AC > j.214A
- … > Air hit 214A > 66 > 6A > 6B > 5A > j.B2AC > 9jc > j.2AC > jc > j.2AC > j.214A
And here are a few examples and more specific routes:
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
2 | (2A) > 2B > 214A > 5B > 623AA > 5B > 214A > IAD j.B > j.2A > 5C > 6A > 6B | 2673 | 1.2 | ||
3 | (2A) > 2B > 623AA > 5B > 214A > 66 > 6A > 6B > 5A > j.B2AC > 9jc > j.2AC > jc > j.2AC > j.214A | 3220 | 1.3 | ||
2 | (2A) > 2B > 236B > IAD j.B > j.2A > 5C > 6A > 6B | 2764 | 1.0 | ||
3 | (2A) > 2B > 236B > IAD j.2C > 2B > 214A > IAD j.B > j.2A > 5C > 6A > 6B | 3338 | 1.2 | ||
3 | (2A) > 2B > 236B > 6A > 6B > 2B > 214A > IAD j.B > j.2A > 5C > 6A > 6B | 3557 | 1.5 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | Air Throw > j.2A > 5C > 2B > 214A > IAD j.B > j.2A > 5C > 6A > 6B | 3040 | 1.2 |
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
3 | 3C CH > 2B > 214A > IAD j.B > j.2A > j.214B > AD > j.C > 6C (level 2) > 6A > 6B | 4273 | 1.5 |
Corner
In the corner, Haku-men possesses two main combo enders.
- … 5A > 5B > 9hjc > j.B2AC > 9jc > j.2AC > j.214A
- … 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A
The former is simpler and easily works on most of the cast except Haku-men, Celica, Kokonoe, Hazama and Terumi if the combo is too long. It can be fixed on Celica by doing 8hjc instead.
The latter deals more damage and has a higher meter gain. However, it is highly character specific.
- It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami.
- Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei.
- Delay 5A, 8jc, j.B2AC as fast as possible on: Celica.
Combo starter | ... > 5A > 5B > 9hjc j.B2AC > 9jc > j.2AC > j.214A | ... > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A |
---|---|---|
(1)S-starter > 623AA > 6A > 6B > ... | (2883,1.1) | (3015,1.2) |
(2)N-starter > 236B > IADj.2A > j.C > 5C > 6A > 6B > … | (3781,1.4)* | (3884,1.4) |
(1)Forward Throw > 623A > 6C(level 2) > 6A > 6B | (3412,1.6) | (3519,1.7) |
(0)Air Throw > j.C > 5C > 6A > 6B | (3364,1.4)* | (3462,1.4) |
(3)66j.214C(Guardcrush) > 66 > 6C(level 2) > 6A > 6B > ... | (3609,1.1) | (3782,1.2) |
(3)41236C > 6A > 6B ... | (4324,1.0) | (4463,1.0) |
(4)41236C(1) > 623A > 6C (level2) > 6A > 6B > ... | (5340,1.5) | (5523,1.5) |
(0)6B CH > 6A > 6B > ... | (3218,1.4) | (3388,1.5) |
(0)6B CH > 6C(level 2) > 6A > 6B > ... | (3907,1.8)* | (4066,1.9) |
(5)6B > 632146C > 623A > 6C > 6A > 6B > ... | (4281,1.5)* | (4373,1.5) |
(0)3C CH > 6A > 6B > ... | (3798,1.4) | (3985,1.5) |
(0)6D > ... | (2543,1.9)* | (2725,1.9) |
- : Doesn’t work on Haku-men, Hazama, Kokonoe, Terumi, Celica
And here some alternative routes to get a 6B knockdown. Which, overall, provides a better okizeme than j.214A.
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | 2B > 623AA > 5B > 9jc > Delay j.2A > j.C > 5C > 6A > 6B | 2586 | 1.0 | ||
2 | (2A) > 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B | 2906 | 0.9 | ||
2 | [Crouching] (2A) > 2B > 214A > 2C > j.C > 9jc > Delay j.2AC > Land > 9jc > j.C > 9jc > j.2AC > j.214A | 3326 | 1.1 | Advanced corner combo low meter corner combo. It’s difficult on Tager, Valkenhayn, Izayoi, Hibiki and Naoto and doesn't work on Bullet and Izanami. | |
3 | (2A) > 2B > 236B > IAD j.2A > j.C > 5C > 2C > hjc > j.B2AC > jc > j.2AC > j.214A | 3555 | 1.1 | ||
3 | [Crouching] (2A) > 2B > 214A > 2C > j.C > j.214B > jc/AD > j.C > 5C > 6A > 6B | 3505 | 1.0 | ||
1 | Forward Throw > 2C > j.C > 9jc > Delay j.2AC > Land > 9jc > j.C > 9jc > j.2AC > j.214A | 3005 | 1.6 | ||
2 | Forward Throw > 2C > j.C > j.214B > ADor9jc > j.C > 5C > 6A > 6B | 3129 | 1.3 | ||
1 | Air Throw > j.C > 6C (level 2) > 5C > 214A > 6A > 6B | 3168 | 1.1 | ||
5 | 41236C > 6A > 6B > 5A > 5B > TK j.214B > AD > j.C > 6C (level 1) > 6A > 6B | 4623 | 1.0 | ||
6 | 41236C (1) > 623A > 6C (level 2) > 2C > TK j.214B > AD > j.C > 6C (level 1) > 6A > 6B | 5552 | 1.2 | ||
2 | 6B CH > 6C (level 2) > 2C > j.C > j.C > j.214B > jc/AD > j.C > 5C > 6A > 6B | 4254 | 1.6 | ||
2 | 3C CH > 6A > 6B > 5A > 5B > TK j.214B > AD > j.C > 5C > 6A > 6B | 4085 | 1.3 | ||
2 | 6D > 5A > 5B > TK j.214B > AD > j.2C > 6A > 6B | 3241 | 1.7 |
Back to corner
Combo starter | ... > 5A > 5B > 9hjc j.B2AC > 9jc > j.2AC > j.214A | ... > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A |
---|---|---|
(3)S-starter > 236B > 623A > 6A > 6B > ... | (3329,1.0) | (3467,1.1) |
(1)Back Throw > 623A > 6C > 6A > 6B > ... | (3352,1.6)* | (3459,1.7) |
(1)Back Throw > 623A > 6C > 6A > 6B > ... | (3352,1.6)* | (3459,1.7) |
- : Doesn’t work on Haku-men, Hazama, Kokonoe, Terumi, Celica
Other combos include:
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | 5D/2D > 623AA > 5B > hjc > j.B2AC > 9jc > j.2AC > j.214A | 2573 | 1.7 | ||
2 | 5D/2D > 236B > IAD j.2AC > 5C > 5C | 2865 | 1.9 | ||
2 | 5D/2D > 236B > 7jc/8jc > ADj.2AC > 5C > 6A > 6B | 3030 | 2.1 | ||
3 | 6D > 623A > 623AA > 214A > 66 > 2C > j.B2A > jc > j.2AC | 2643 | 1.7 |
Overdrive
Hakumen boasts one of the strongest overdrive in the game. It drastically increases his meter gain meter and gives access to high damage combos. EA is also practical combo ender and deals high damage while in active flow.
It is difficult to establish a list of optimal overdrive combos as they are heavily dependent on the amount of meter available and remaining life upon activation. Additionally, some combos may deal more damage but leave Hakumen with less magatame at the end of the combo. A compromise thus has to be found if the combo doesn't kill. At last, while EA triggers AF or may deal high damage while it's active, it leads to poor okizeme. In the corner, it's possible to freely roll forward to get out.
With a few exceptions, overdrive combos follow a similar pattern:
Starter > [High damage specials]*n > [Special > 5C]*n > EA
In order to maximize damage, high damage specials with very good P2 (41236C, j.214C, CT) are often early in the combo. While they are expensive, their cost is offset by overdrive’s high meter gain.
Raw OD Time:
- 100 - 91%: 4s
- 90 - 82%: 4.5s
- 81 - 73%: 5s
- 72 - 63%: 5.5s
- 62 - 54%: 6s
- 53 - 45%: 6.5
- 44 - 35%: 7s
- 34 - 0%: 8s
Starter
The main overdrive combo starter are as followed:
OD cancel:
Route | Notes |
---|---|
5C > ODc > 5C or 214A > ... | Most common OD starter. |
AA 5C or CH 5C > ODc > 66 j.214C > 5C > ... | On CH, CH can immediately combo into 41236C(1) or 66 j.214C. |
2B/5B > ODc > 236B > 5C > ... | Burst safe 2B confirm. |
2B/5B > 236B > 9jc~ODc > 5C > ... | The 236B can be jump cancelled into ODc. |
2B/5B CH > ODc > 5C or 214A > ... | CH 2B/5B confirm. |
6B RC > ODc > 5C > ... | 6B RC confirm. With 6B RC > ODc the opponent has to burst immediately. |
6B RC > 5C > ODc > 5C > ... | 6B RC confirm. The opponent has more time to burst than the route above. Easier to do. |
[Corner] 6B RC > 6C > 5C > ODc > ... | 6C RC corner confirm. |
j.214C > 5C > ODc > 5C > ... | j.214C OD confirm. |
Drive starter:
Route | Notes |
---|---|
2D/5D > ODc > 5C > ... | Basic 2D/5D ODc confirm. |
2D/5D > ODc > 66 j.214C > 5C ... | Advanced 2D/5D confirm. Difficult. |
6D > ODc > 623A > 5C > ... | Practical 6D ODc confirm. Doesn't work back to corner. |
6D > ODc > 632146C > 623A > 5C ... | Requires more meter but is easier and not position specific. |
j.D > ODc > j.214C > 5C > ... | Basic j.D ODc confirm. |
Raw OD:
Route | Notes |
---|---|
OD > 5C | Raw OD punish. |
OD > 5B CH > (41236C(1)) | Anti-grab OD punish. |
Extender
After 5C:
Route | Notes |
---|---|
... > 41236C(1) > CT(charged) > 5C > ... (~1.4 seconds) | Basic combo extender after 5C. |
... > 41236C(1) > CT(charged) > 5C > 623A > 2C > j.214B > IAD j.2C > 5C > ... (~3.2 seconds) | Common combo extender after 5C. Doesn't work if the combo is too long. |
... > 41236C(1) > CT(charged) > 2C > j.214B > IAD j.2C > 5C > ... (~2.8 seconds) | Cheaper than the route above, used primarily if there isn't meter for 5C > 623A > 2C. Situational. |
... > 41236C(1) > CT(charged) > 6C > 632146C(wave) > 623A > 5C or [6A > 6B] > ... (~2.8 seconds / ~3.6 seconds) | Midscreen very high damage route. Requires at least 6 magatama before 41236C(1). |
[Corner] ... > 41236C(1) > 623A > 6C (level 2) > 2C > j.C > j.214B > IAD j.C > 5C > (6A > 6B) ... (~3.3 seconds) | Practical corner combo extender. |
[Corner] ... > 41236C(1) > CT(charged) > 6C > 2C > j.C > j.214B > IAD j.C > 5C > (6A > 6B) ... (~3.8 seconds) | Practical corner combo extender. |
Combo enders
The remaining part of the combo is where it gets tricky. Depending on how much OD time and meter is left, it's possible to further extend the combo.
The core idea is to repeatedely loop 5C followed by special moves. The main way to extend the combos are:
- ... > 5C > 236B > 5C or [6A > 6B] > ...
- ... > 5C > 623A > 5C or [6A > 6B] > ...
- ... > 5C > 214A > 623A > 5C or [6A > 6B] > ...
And the end the combo with 5C > EA or 6A > 6B > 5A/214D > EA. 6A > 6B In the corner, another common combo ender is 6A > 6B > 214D > 632146C > 623A > 5C > EA.
In order to adjust the combo, it is recommended to check how much meter and OD time is left after every 5C to make sure it's possible to extend the combo and being able to end with EA.
The basic combo enders and how much time they require as followed:
Route | Notes |
---|---|
… > 5C > EA (Any amount of OD left) | Basic combo ender. |
… > 5C > 623A > 5C > EA (~0.5 seconds) | Basic combo ender. It doesn't work if the opponent is too close to the ground, like after j.214C. |
… > 5C > 214A > 623A > 5C > EA (0.75 second after 5C) | Adds a bit of damage and corner carry. Pay attention to your meter to make sure you have enough meter to 623A. |
… > 5C > 236B > 5C > EA (~1.0 second after 5C/5A) | Fairly high damage extender. |
… > 6A > 6B > 5A > EA (~0.9 seconds after 6A) | Basic meterless combo ender. Practical early game to generates a lot of meter. |
… > 6A > 6B > 214D > EA (~1.2 seconds after 6A) | Basic high damage combo ender. Often used to end a round midscreen. |
… > 6A > 6B > 5A > 236B > 5C > EA (~1.8 second after 6A) | Situational extender. Used if there isn't enough meter for 6A > 6B > 214D. |
The following enders are combinations of the multiple enders listed above. It is not necessary to learn them by heart. They are here to provide an idea on how to articulate them and highlight how much time they take.
Route | Notes |
---|---|
… > 5C > 214A > 623A > Delay 6A > 6B > 214D > EA (~2.2 second after 5C) | Practical high damage combo ender midscreen. The 6A needs to be delayed. The route is a bit unstable. |
… > 5C > 214A > 623A > 5C > 623A > 6A > 6B > 214D > EA (~2.5 second after 5C) | Practical high damage combo ender midscreen. More stable than the route above. |
… > 5C > 623A > 5C > 214A > 623A > 5C > EA (~1.2 second after 5C) | Practical midscreen combo ender. |
… > 5C > 623A > 5C > 214A > 623A > 6A > 6B > 214D > EA (~1.2 second after 5C) | Practical midscreen combo ender. |
… > 5C or [6A > 6B > 5A] > 236B > 5C > 214A > 623A > 5C > EA (~1.7 seconds after 5C/5A) | Basic 236B extender into corner carry. |
… > 5C or [6A > 6B > 5A] > 236B > Delay 6A > 6B > 214D > EA (~2.3 seconds after 5C/5A) | The 6A has to be delayed. The route is a bit unstable. |
… > 5C or [6A > 6B > 5A] > 236B > 5C > 623A > 6A > 6B > 214D > 5C > EA (~2.6 seconds after 5C/5A) | High damage combo ender. |
… > 5C or [6A > 6B > 5A] > 236B > 5C > 623A > 5C > 214A > 623A > 5C > 623A > 5C > EA (~2.7 seconds after 5C/5A) | High corner carry route. |
… > 5C > 623A > 5C > 236B > 5C > 623A > 5C > 214A > 623A > 5C > 623A > 5C > EA (~3.3 seconds after 5C) | Very high corner carry route. |
… > 5C > 623A > 5C > 236B > 5C > 214A > 623A > 5C > 623A > 6A > 6B > 214D > EA (~4.1 seconds after 5C) | Very high damage route. |
Miscellaneous OD combos
Midscreen:
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | [90%~82%]Forward Throw > ODc > 66 > 2C > 8jc > j.2C > j.214B > IAD j.2C > 5C > EA | 3364 |
Corner:
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
0 | [100%~91%] Forward Throw > ODc > 6C (level 2) > 5C > 214A > EA | 3184 | |||
0 | [72%~63%] Forward Throw > ODc > 6C (level 2) > 5C > 214A > 6A > 6B > 5A > EA | 3495 | |||
0 | [53%~45%] Forward Throw > ODc > 6C (level 2) > 5C > 214A > 5B > TK j.214B > AD > j.C > 5C > EA | 3879 |
Back to corner:
Meter used | Combo | Damage | Meter gained | Notes | Video |
---|---|---|---|---|---|
1 | [100%] OD > 2B > 236B > 623A > 6C > 5C > 214A > 5B > j.214B > IAD j.C > 5C > EA | 4321 | Sideswap combo. |
ODc as combo ender
Any corner combo ending with j.C > 5C > … can be canceled into OD to deal a lot of damage and end the round.
Meter required | Combo | Notes | |
---|---|---|---|
1 | [81-73% 5s]… > j.C > 5C > ODc > 6C > 6A > 6B > 632146C > 623A > Walk back 5C > EA | The walk back is here to prevent 5C from whiffing. | |
1 | [72-63% 5.5s]… > j.C > 5C > ODc > 6C > 6A > 6B > 632146C > 623A > 5C > 214 > EA | Variation of the route above, more stable. | |
2 | [62-54% 6s]… > j.C > 5C > ODc > 6C > 6A > 6B > 632146C > Delay 214D > EA | High damage combo ender. | |
2 | [44-35% 7s]… > j.C > 5C > ODc > 6C > 6A > 6B > 214D > 632146C > 623A > Walk back 5C > EA | Very high damage combo ender. |
Mugen
Aside from overdrive, Haku-men has a situational comeback mechanism in the form of Mugen (214214B). Costing 8 magatamas and lasting ~7 seconds, it allows Hakumen to perform specials and supers without spending magatamas and removes their same-move proration. This makes Mugen combos extremely deadly, capable of hitting in the ten thousand with a good starter.
However, it suffers from several flaws. First of all, there are only a few ways to combo into Mugen since it has a lot of recovery. Namely, 6A CH and a fully charged 6C. As such Mugen is often activated in neutral. Unfortunately, this means the opponent can just run away from Haku-men while Mugen is active or punish it during the start-up. Alternatively, it is possible to end a combo with 3C or 6B with 8 magatamas and cancel them into Mugen. Mugen is almost always combined with overdrive. OD freezes Mugen’s meter depletion while it is active, making it last a long longer. Additionally, this makes Mugen combos unburstable. Similarly to OD combos, most Mugen combos follow a similar pattern:
Starter > Loop with 41236C > combo ender.
Starter
The starter is essentially anything that can lead into 41236C.
- 6A CH > 214214B > 236B > 41236C (1) > ...
- 6C (level 3) > 214214B > 5C > 41236C (1) > ...
Following 41236C(1), the loop can be started.
Loop
In CF2, there are 2 major Mugen loops. They both provide high damage and great corner carry.
- 41236C (1) > 623A > 41236C (1) > …
The more damaging one, but is slightly harder to do. Practicing it a lot on both sides of the screen is recommended as it is not necessarily easy and dropping it a match will often result in a round loss.
- 41236C (1) > 214D > 41236C (1) > …
It takes more time than the other route, as such fewer loops are doable and it deals less damage. Its selling point is it’s execution. This loop is extremely easy to do and is consistent. Mugen combos are combos that must not be dropped as the stakes are very high. It’s mostly practical when a 10k combo isn’t required to kill but only 6~8k..
Mugen combo enders
In Mugen, supers do not cost anything either, which means that Shippu (632146C) is an ideal combo ender when nearly out of Mugen as it will deal 1000 minimum damage once, and 200 if used multiple times. Moreover, OD Shippu and regular Shippu count as different supers and will both deal 1000 damage each if used consecutively. As such, one of the best ways to end a Mugen combo is to use 632146C while nearly out of OD and follow it up with a regular 632146C.
- … > 41236C (1) > (0.1s~0.5s) OD 632146C > 623A > 632146C
j.214A or j.C ?
Haku-men’s air combo enders are nicknamed "staircase" or "staircase of justice" by the Haku-men player base. j.C sends the opponent flying across the screen, while j.214A knockdowns at the cost of one star.
Which does raise some questions, which one to use and how to know which one to use? Sadly, there is no definitive answer. Most of the time it's arguable and boils down to personal preferences. Still, understanding the pros and cons of each route is critical to understand when to use them.
Haku-men often recovers a bit more than one magatama per combo, enabling j.214A most of the time. Knocking down the opponent seems more rewarding than having the opponent fullscreen, which would make j.214A the better option.
However, while j.214A's cost doesn't look like much, it restricts the pressure/mix-ups afterward when low on magatamas. Moreover, the okizeme options after j.214A are very limited and won't work against shrewder players. On top of it, the opponent may use OD or a reversal followed by RC to reverse the momentum. Which can change the flow of the game.
On the other hand, j.C brings the game back to neutral. A place where Haku-men shines thanks to his strong pokes and passive meter gain. Nonetheless, j.C isn't ideal either. Haku-men struggles against zoners (Nu, Nine...) and mobile characters (Valkenhayn, Taokaka...). Going back to neutral against them can be unwise, since it will require catching them a second time. In that case, going for j.214A is a better option.
That's, at the very least, the theory. In practice, it also depends on the opponents and their strengths and weaknesses. For instance, against a DP-happy player, it is possible to heavily punish them after j.214A with the correct read.
To sum it up, j.214A is the better choice in situations where offense and rushdown strategies are preferred. j.C is better when going back to neutral is more appropriate.
Execution tips
How to do this route?
◦ j.214B > AD j.2C > 6A
A bit tricky, the AD has to be delayed a little and hit with j.2C at a precise height.
◦ 236B > IAD j.2C > 2B
The airdash has to be done as early as possible and the j.2C has to be delayed a little, if done too early Haku-men will land to late and there won’t be enough hitstun to hit with 2B.
◦ 236B > 6A > 6B > 2B
6A has to hit the opponent at a certain height, above 6B will whiff, below 2B won’t hit.
• 623AA > 6A > 6B > 5A > 9jc > j.B2A > 9jc > j.B2A > j.214A
- Works on (Easy): Ragna, Litchi, Arakune, Haku-men, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai.
- Delay 6A (Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel, Rachel, Taokaka, Tager, Makoto.
- Close range, delay 6A (Unstable): Platinum
- Doesn't work on: Carl, Celica.
• 623AA > 5B > 214A
Needs to delay 214A against Valkenhayn, Azrael, Kagura and Mai.
• OTG 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B2A > jc > j.2AC
A near universal timing at close range is 214A > Delay 8jc > AD > j.B > j.2A, it's a bit harder to do but it works on everyone except Kagura. To practice the timing, try that route on Litchi or Izanami.
• 236B > IAD j.2C > 2B: Is universal. • 236B > 6A > 6B > 2B: Is universal. • 236B > 6A > 6B > 5A > 5B: Is universal. • 236B > IAD j.2C > 2B > 214A > 66 > 5B: Is universal • 236B > 6A > 6B > 2B > 214A > 66 > 5B: Is universal • 623AA > 5B > hjc j.B2AC > jc > j.C: Is universal • [Crouching] 214A > 2C > hjc j.B2AC > jc > j.C: Is universal • [Corner] 6A > 6B > 5A > 5B > hjc j.B2AC > jc > j.C: Is universal
Corner:
• 6A > 6B > 5A > j.B2AC > Land > hjc > j.B2A:
- It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami.
- Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei
- Delay 5A, 8jc, j.B2AC as fast as possible on: Celica.
Character specific
Character specific routes | Midscreen: 623AA > 6A > 6B > 5A > j.B | Midscreen: 623AA > 6A > 6B > 5A > 5B > j.B | Midscreen: 3C CH > 2B > 214A > IAD j.B > j.2A > 5C | Corner: 6A > 6B > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC | Corner: 6A > 6B > 5A > j.B2AC > 623AA > 6C > 5C | Corner: 214A > 2C > 9jc > j.C > 9jc > Delay j.2AC > Land > 9jc > j.C | Air ender: 214A > 2C > hjc > j.B2AC > 9jc > j.2AC | Air ender: 623AA > 5B > hjc > j.B2AC > Delay 9jc > j.2AC | Air ender: 6A > 6B > 5A > 5B > hjc > j.B2AC > Delay 9jc > j.2AC | Air ender: 214A > 2C > hjc > j.B2A > 9jc > j.B2AC | Air ender: 623AA > 5B > hjc > j.B2A > 9jc > j.B2AC | Air ender: 6A > 6B > 5A > 5B > hjc > j.B2A > 9jc > j.B2AC | Air ender: 214A > 2C > hjc > j.B2AC > 9jc > j.AA > j.214A | Air ender: 623AA > 5B > hjc > j.B2AC > 9jc > j.AA > j.214A | Air ender: 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.AA > j.214A | Air Ender: 2C > hjc j.B2AC > 9jc > j.B > j.214A | Additional notes: |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ragna | Yes | Yes | Easy | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No | *** |
Jin | Delay 6A | Delay 6A | Easy | Yes | Yes | Yes | No | No | No | Yes | Yes | Yes | Yes | No | No | No | *** |
Noel | Delay 6A | Delay 6A | Easy | Yes | Yes | Yes | No | No | No | No | No | Yes | Yes | No | No | No | *** |
Rachel | Delay 6A | No | Easy, at max range: 7hjc IAD j.B > Delay j.2A. | No | No | Yes | No | No | No | No | No | Yes | Yes | No | No | No | *** |
Taokaka | Delay 6A | No | Easy, 2B whiffs at max range. | Yes | Yes | Yes | No | No | No | No | Yes | Yes | Yes | Yes | Yes | No | *** |
Tager | Delay 6A | Delay 6A | 7hjc IAD j.B > Delay j.2A. | No | No | Difficult | No | No | No | No | No | Yes | Yes | Yes | Yes | No | *** |
Litchi | Yes | Yes | Easy, at max range: 7hjc IAD j.B > Delay j.2A. | Yes | Yes | Yes | No | No | No | Yes | Yes | Yes | Yes | Yes | Yes | No | *** |
Arakune | Yes | Yes | 9jc > IAD j.B > j.2A. At close range 9hjc or delay the 5C. 2B whiffs at max range. | Yes | Yes | Yes | No | No | No | No | Yes | Yes | Yes | No | No | No | *** |
Bang | Delay 6A | Delay 6A | Easy, at max range: 7hjc IAD j.B > Delay j.2A. | Yes | No | Yes | No | No | No | Yes | Yes | Yes | Yes | No | No | No | *** |
Carl | No | No | Easy | Delay 6B and/or 5A, j.B2AC as fast as possible. | No | Yes | No | No | No | No | Yes | Yes | No | No | No | No | *** |
Haku | Yes | No | Easy | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No | Yes | Yes | Yes | No | *** |
Nu | Yes | Yes | Easy, at max range: 7hjc IAD j.B > Delay j.2A. | Yes | Yes | Yes | No | No | No | No | Yes | Yes | Yes | Yes | Yes | No | *** |
Tsubaki | Yes | Yes | 9jc IAD > j.B > j.2A. 7hjc IAD j.B > Delay j.2A feels easier at some ranges. | Yes | Yes | Yes | No | No | No | No | No | Yes | Yes | Yes | Yes | No | *** |
Hazama | Yes | Yes | Easy | Yes | Yes | Yes | No | No | No | Yes | Yes | No | Yes | Yes | Yes | No | *** |
Mu | Yes | Yes | Easy | Yes | Yes | Yes | Yes | No | No | No | Yes | Yes | Yes | Yes | Yes | No | *** |
Makoto | Delay 6A | No | Easy, at max range: 7hjc IAD j.B > Delay j.2A. | Yes | Yes | Yes | No | No | No | No | Yes | Yes | No | No | No | No | *** |
Valkenhayn | Yes | Yes | 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C | No | No | Difficult | Yes | Yes | Yes | No | No | No | Yes | Yes | Yes | Yes | *** |
Platinum | Delay 6A, unstable | No | Easy | Yes | Yes | Yes | No | No | No | Yes | Yes | Yes | Yes | No | No | No | *** |
Relius | Yes | Yes | 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C | Yes | Yes | Yes | Yes | Yes | Yes | No | No | Yes | Yes | Yes | Yes | No | *** |
Izayoi | Yes | Yes | 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C | No | No | Difficult | No | No | No | No | No | Yes | Yes | No | Yes | No | *** |
Amane | Yes | Yes | 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C | No | No | Yes | No | No | No | No | No | Yes | Yes | No | No | No | *** |
Bullet | Yes | Yes | 7hjc IAD j.B > j.2A. (Hard), 2B whiffs at max range. | No | No | No | No | No | No | No | No | No | Yes | No | No | No | *** |
Azrael | Yes | Yes | 9jc > IAD j.B > j.2A. Delaying the 5C makes it more stable. | Delay 6B and/or 5A, j.B2AC as fast as possible. | Delay 6B and/or 5A, j.B2AC as fast as possible. | Yes | Yes | Yes | Yes | No | No | Yes | Yes | Yes | Yes | No | *** |
Kagura | Yes | Yes | 9jc > IAD j.B > j.2A, doesn't work at max range. | Yes | Yes | Yes | No | No | No | No | No | Yes | Yes | Yes | Yes | No | *** |
Kokonoe | Yes | Yes | Easy | Yes | Yes | Yes | No | No | No | No | Yes | No | Yes | Yes | Yes | No | *** |
Terumi | Yes | Yes | Easy | Yes | Yes | Yes | No | No | No | Yes | Yes | No | Yes | Yes | Yes | No | *** |
Celica | No | No | 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C | Delay 5A, 8jc, j.B2AC as fast as possible. | Delay 5A, 8jc, j.B2AC as fast as possible. | Yes | Yes | No | No | No | No | No | Yes | No | No | No | *** |
Lambda | Yes | Yes | Easy, at max range: 7hjc IAD j.B > Delay j.2A. | Yes | Yes | Yes | No | No | No | No | Yes | Yes | Yes | Yes | Yes | No | *** |
Hibiki | Yes | Yes | 7hjc/7jc IAD j.B > j.2A. | No | No | Difficult | No | No | No | No | No | No | Yes | No | No | No | *** |
Nine | Yes | Yes | 9jc > IAD j.B > j.2A. Near max range: 7hjc IAD j.B > Delay j.2A. 2B whiffs at max at range | Yes | Yes | Yes | No | No | No | No | Yes | Yes | Yes | Yes | Yes | No | 236B > 6A > 6B > 2B is guaranteed on her. There is even a unique route on her: Grounded 623AA > 6A > 6B > 2B [video](https://youtu.be/RvD2NOdewlQ) |
Naoto | Yes | Yes | 9jc > IAD j.B > j.2A > Delay 5C. | No | No | Difficult | Yes | Yes | Yes | No | No | No | Yes | Yes | No | No | *** |
Izanami | Yes | Yes | 9jc > IAD j.B > j.2A > Delay 5C. | No | No | No | No | No | No | No | No | No | No | No | No | No | Very annoying to combo on her. |
Susanoo | Yes | Yes | Easy | Delay 6B and/or 5A, j.B2AC as fast as possible. | Delay 6B and/or 5A, j.B2AC as fast as possible. | Yes | Yes | Yes | Yes | No | No | Yes | Yes | Yes | Yes | No | *** |
Es | Yes | Yes | 9jc > IAD j.B > j.2A. 2B whiffs at max range | Yes | Yes | Yes | No | No | No | No | No | Yes | Yes | No | No | No | *** |
Mai | Yes | Yes | 9jc > IAD j.B > j.2A > Delay 5C. | Delay 6B and/or 5A, j.B2AC as fast as possible. | Delay 6B and/or 5A, j.B2AC as fast as possible. | Yes | Yes | Yes | Yes | No | No | Yes | Yes | No | No | No | *** |
Jubei | Delay 6A. If able, do 214A > 2C, it's guaranteed on him. | No | 9jc > IAD j.B > j.2A > Delay 5C. | Delay 6B and/or 5A, j.B2AC as fast as possible . | Delay 6B and/or 5A, j.B2AC as fast as possible . | Yes | No | No | No | No | No | Yes | Yes | No | No | No | Since Jubei is always considered crouched. 214A > 2C is guaranteed on him. |
Video Examples
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State