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! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ||
|- | |- | ||
| | | cr.LK, cr.LK xx HP Kougetsu Zan || Close || 2200 || 22 || Easy || Point blankk BnB, make sure you don't negative edge the feint. | ||
|- | |- | ||
| | | cr.LK, cr.LK, cr.LK, cr.LP || Close || 1300 || 13 || Very Easy || Haohmaru's basic series of pokes, sequence length can be adjusted if a little farther away from point blank. | ||
|- | |||
| j.HP, cl.MK xx Kougetsu Zan || Jump-in || 4000 || 40 || Very Easy || Your meterless jump in combo. | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Non-Groove Specific Super Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
| cr.LK, cr.LK xx Tenha Fuujin Zan || Close || 2906 || 6 || Easy || A metered version of his point blank BnB, great low confirm to super, but it sometimes misses if not done point blank. | |||
|- | |||
| j.HP, cl. MK xx Tenha Fuujin Zan || Jump-in || 4708 || 24 || Very Easy || Your jump in combo, ending with a super. | |||
|} | |} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Lvl.2 C-Groove Super Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
| cr.LK, cr.LK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx HP Kougetsu Zan || Close || 4843 || 35 || Medium || A pretty flashy lvl.2 combo, using the hitstun from the grounded uppercuts to cancel into a quick feint. This gives you time to link into a close HK and combo into either an HP DP or a super. | |||
|- | |||
| j.HP, cl.MK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx HP Kougetsu Zan || Jump-in || 6656 || 53 || Medium || Your jump in combo, ending with a super. | |||
|- | |||
| cr.LK, cr.LK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx Lvl.1 Tenha Fuujin Zan || Close || 6056 || 19 || Medium || The short short variation ending with a lvl.1 super. | |||
|- | |||
| j.HP, cl.MK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx HP Tenha Fuujin Zan || Jump-in || 7946 || 37 || Medium || The jump-in variation ending with a lvl.1 super. | |||
|} | |||
Unfortunately, I have to note that Haohmaru's level 2 combos do less damage than if you let the level 2 super go if you have 2 bars, or choosing to do a level 3 super instead of going from level 2 > level 1, which sucks since I think his level 2 combos look cool. The damage gap is roughly 300, which isn't much but if you care about the damage that you deal and not the look of the combo I suggest not going for these cancels, but they look too cool to pass up on. | |||
== Custom Combos == | == Custom Combos == | ||
[https://docs.google.com/presentation/d/1-A9yzodTZxZ4zLPPgRSvF3zJpOj6qxLRmYIWKJeIvRA/edit Haohmaru's Custom Combo Slide by GunterJPN | [https://docs.google.com/presentation/d/1-A9yzodTZxZ4zLPPgRSvF3zJpOj6qxLRmYIWKJeIvRA/edit Haohmaru's Custom Combo Slide by GunterJPN | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Grounded Custom Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
| (Activate) 2LK xx 2HP (x3) xx 5HP (xn) xx Tenha Fuujin Zan || Close || 6720 || 0 || Medium || The "easy" CC. One of CvS2's one button CCs, where you can basically spam 5HP and it will move you forwards. However, when you combo into super, make sure it is from far HP, as you will move forwards enough to have it combo. Doing it from close HP will have it fall out most times. | |||
|- | |||
| (Activate) 2LK xx 2HP (x3) xx 5HP (x5) xx 5MK (x11) xx 5HK xx Tenha Fuujin Zan || Close || 7168 || 0 || Medium || The optimal variant of Haoh's custom. Since spamming 5HP is too slow and gets scaled horribly, so spamming 5MK gets more damage. For crouchers, use the below variation of this combo. | |||
|- | |||
| (Activate) 2LK xx 2HP (x3) xx 5HP (x5) xx HP Kougetsu Zan xx 5MK (x9) xx 5HK xx Tenha Fuujin Zan || Close || 7068 || 0 || Pretty Hard || This variant of the CC does less damage, but it will hit all crouchers. Since HP Kougetsu Zan forces stand, you can quickly input DP and then spam MKs afterwards. Make sure to combo into DP from far HP so the distance moved forwards allows the move to connect properly. | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Anti-Air Custom Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
| (Activate) LP Kougetsu Zan xx 2HP xx Roll (repeat 5 times) xx 5LP, Tenha Fuujin Zan || Midscreen || 5320 || 0 || Pretty Hard || A pretty simple anti-air custom, using a repetition of LP DP into 2HP into roll 5 times and then confirming into a super. | |||
|- | |||
| (Activate) LP Kougetsu Zan xx 2HK / Roll (repeat 7 times), Tenha Fuujin Zan || Midscreen || 5584 || 0 || Pretty Hard || A variant of the DP loops, this time cancelling the DP into a roll or a whiffed slide kick. It does slightly more damage due to using a pretty high damage move that won't get scaled due to it only being 7 hits, just a little bit before the scaling really kicks in. | |||
|- | |||
| (Activate) LP Kougetsu Zan xx 2LK, sj.HP xx j.HP, sj.HP xx j.HP (x2), sj.HP xx j.HP, LP Kougetsuzan xx 2LK, j.LP (x3), 5LP xx Tenha Fuujin Zan || Close || 6880 || 0 || Hard || The most damaging of the anti-air CCs, but is also the hardest. It involves a very tight cancel from DP to a whiffed 2LK then immediately doing a super jump HP. This timing is strict. However, this is the best and optimal anti-air CC. | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Blocked Custom Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
| (Activate) 2LK xx 2HP (x3) xx 5HP (until end) || Midscreen || 0 || 0 || Very Easy || A blocked CC that is just the "easy" CC without the super. Since force stand moves don't work on block, you can't use the DP method to chip away at the guard with faster moves. This does no chip and takes away 50% of the guard bar, so unfortunately it's one of the more poor blocked CCs. | |||
|} | |||
{{Navbox-CvS2}} | {{Navbox-CvS2}} | ||
[[Category:Capcom vs SNK 2]] | [[Category:Capcom vs SNK 2]] | ||
[[Category:Haohmaru]] | [[Category:Haohmaru]] |
Latest revision as of 01:11, 6 October 2023
Combos
All health values tested using C-Groove Ratio 2 against a C-Groove Ratio 2 Ryu at full health
All combos are written in Numpad Notation, refer to this visual aide if you need help reading it.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.LK, cr.LK xx HP Kougetsu Zan | Close | 2200 | 22 | Easy | Point blankk BnB, make sure you don't negative edge the feint. |
cr.LK, cr.LK, cr.LK, cr.LP | Close | 1300 | 13 | Very Easy | Haohmaru's basic series of pokes, sequence length can be adjusted if a little farther away from point blank. |
j.HP, cl.MK xx Kougetsu Zan | Jump-in | 4000 | 40 | Very Easy | Your meterless jump in combo. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.LK, cr.LK xx Tenha Fuujin Zan | Close | 2906 | 6 | Easy | A metered version of his point blank BnB, great low confirm to super, but it sometimes misses if not done point blank. |
j.HP, cl. MK xx Tenha Fuujin Zan | Jump-in | 4708 | 24 | Very Easy | Your jump in combo, ending with a super. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.LK, cr.LK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx HP Kougetsu Zan | Close | 4843 | 35 | Medium | A pretty flashy lvl.2 combo, using the hitstun from the grounded uppercuts to cancel into a quick feint. This gives you time to link into a close HK and combo into either an HP DP or a super. |
j.HP, cl.MK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx HP Kougetsu Zan | Jump-in | 6656 | 53 | Medium | Your jump in combo, ending with a super. |
cr.LK, cr.LK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx Lvl.1 Tenha Fuujin Zan | Close | 6056 | 19 | Medium | The short short variation ending with a lvl.1 super. |
j.HP, cl.MK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx HP Tenha Fuujin Zan | Jump-in | 7946 | 37 | Medium | The jump-in variation ending with a lvl.1 super. |
Unfortunately, I have to note that Haohmaru's level 2 combos do less damage than if you let the level 2 super go if you have 2 bars, or choosing to do a level 3 super instead of going from level 2 > level 1, which sucks since I think his level 2 combos look cool. The damage gap is roughly 300, which isn't much but if you care about the damage that you deal and not the look of the combo I suggest not going for these cancels, but they look too cool to pass up on.
Custom Combos
[https://docs.google.com/presentation/d/1-A9yzodTZxZ4zLPPgRSvF3zJpOj6qxLRmYIWKJeIvRA/edit Haohmaru's Custom Combo Slide by GunterJPN
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(Activate) 2LK xx 2HP (x3) xx 5HP (xn) xx Tenha Fuujin Zan | Close | 6720 | 0 | Medium | The "easy" CC. One of CvS2's one button CCs, where you can basically spam 5HP and it will move you forwards. However, when you combo into super, make sure it is from far HP, as you will move forwards enough to have it combo. Doing it from close HP will have it fall out most times. |
(Activate) 2LK xx 2HP (x3) xx 5HP (x5) xx 5MK (x11) xx 5HK xx Tenha Fuujin Zan | Close | 7168 | 0 | Medium | The optimal variant of Haoh's custom. Since spamming 5HP is too slow and gets scaled horribly, so spamming 5MK gets more damage. For crouchers, use the below variation of this combo. |
(Activate) 2LK xx 2HP (x3) xx 5HP (x5) xx HP Kougetsu Zan xx 5MK (x9) xx 5HK xx Tenha Fuujin Zan | Close | 7068 | 0 | Pretty Hard | This variant of the CC does less damage, but it will hit all crouchers. Since HP Kougetsu Zan forces stand, you can quickly input DP and then spam MKs afterwards. Make sure to combo into DP from far HP so the distance moved forwards allows the move to connect properly. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(Activate) LP Kougetsu Zan xx 2HP xx Roll (repeat 5 times) xx 5LP, Tenha Fuujin Zan | Midscreen | 5320 | 0 | Pretty Hard | A pretty simple anti-air custom, using a repetition of LP DP into 2HP into roll 5 times and then confirming into a super. |
(Activate) LP Kougetsu Zan xx 2HK / Roll (repeat 7 times), Tenha Fuujin Zan | Midscreen | 5584 | 0 | Pretty Hard | A variant of the DP loops, this time cancelling the DP into a roll or a whiffed slide kick. It does slightly more damage due to using a pretty high damage move that won't get scaled due to it only being 7 hits, just a little bit before the scaling really kicks in. |
(Activate) LP Kougetsu Zan xx 2LK, sj.HP xx j.HP, sj.HP xx j.HP (x2), sj.HP xx j.HP, LP Kougetsuzan xx 2LK, j.LP (x3), 5LP xx Tenha Fuujin Zan | Close | 6880 | 0 | Hard | The most damaging of the anti-air CCs, but is also the hardest. It involves a very tight cancel from DP to a whiffed 2LK then immediately doing a super jump HP. This timing is strict. However, this is the best and optimal anti-air CC. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(Activate) 2LK xx 2HP (x3) xx 5HP (until end) | Midscreen | 0 | 0 | Very Easy | A blocked CC that is just the "easy" CC without the super. Since force stand moves don't work on block, you can't use the DP method to chip away at the guard with faster moves. This does no chip and takes away 50% of the guard bar, so unfortunately it's one of the more poor blocked CCs. |