BBCF/Hakumen/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


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


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