There is a b.s. way to combo into his FP slash. PIck C-groove and do his uppercut super, and before he leaves the ground cancel into the fake fireball and then slash them as theyāre falling. Lol itās dumb but itās just fun to do. I havenāt landed it on anyone in a match because I donāt play C-groove (or cvs2 in general really) but it does indeed work.
c groove feels to slow. makes me want to sigh and scratch my nuts a lot.
But good cancle though.
The standing fierce is bad ass. haohmaru is the character i move back and forth a lot. When people do super jumps, or small and regulars with big characters (geif,hondaā¦), that mug hits everytime.
I use that fake fireball for the twich reaction, theres always a reaction. Most people jump.
(after reading gamefaqs.com cvs2 guides)
Has anybody else besides me noticed that whenever scrubby players talk about CvS2 characters, they always mention things like āunfortunately xxxx isnāt as strong as he/she was in xxxx game⦠blah blahā? Whatās the point of saying Haohmaru was better in SS2 when the game is CvS2? (Both of those haoh faqs on gamefaqs are guilty of that unfortunately⦠lol).
Geez, somebody really needs to clean up that place in my opinion. Aside from Jchenās systems faq, Gangringoās (as annoying as he is in real life⦠j/k lol) Chun-li guide, and Rokisephās hilarious Todo faq, I havenāt found a useful thing on there about CvS2 yet. Aside from the numerous fan fics, fanboy background stories, and people telling stories about playing games with their friend Owen instead of actual strategy.
Anyway, sorry if this post has nothing to do with Haohmaru. Iām bored and felt like posting thatās all
.
no they complain a lot, thats about it. funny how people who probaly suck are writing strategy guides. man, you read that brady one for capcom vs. snk2? it was baaadddd.
I understand short jump fierce being usable (although IMO itās slow), but I donāt see how Run improves his game at all. It only allows you to close distance that you donāt need to close. The whole idea behind playing Haoh is to poke from a range outside of your opponent and counter-poke them when they try to counter-poke you. You canāt rush down with any mind games up close that donāt involve throws(=not the safest thing). C.Short is your only close up combo opportunity, and it gets beat way too often. S.Jab is probably his fastest move, and while it combos into DP up close, itās incredibly difficult to do upon reaction.
As for raged Haohmaru, I think my original point stands. First off, he only has one useable super. The big slash one has only one use IMO, when your opponent small jumps with a character that has huge hops. Thatās the only time iāve been able to consistently hit it. When Haohmaruās getting rushed down, it doesnāt matter if heās raged or not, heās still gotta block way too much. Just defend helps a bit, but not enough to allow him to regain momentum once heās getting rushed.
i think its important that he maintains a run for rush. he has a mad poke game if you toggle with him in and out of range. and his other super is extremly easy to combo into, though weak by itself unless your oppenent is close to the corner. his swipe super hits from a good distance when anyone thorws some bullshit out. and his top down attack, hits a lot more than your giving it credit, and is safe if done and the right one used from the right distances.
but then again, maybe i suck 
Haohmaru is awesome. Especially in K groove. JD makes up for all his defense holes. Run and low jump give him the mobility his slow ass needs. Rage helps his pokes tremendously. Considering I throw a lot with Haohmaru (And I think everyone should) itās good to have that extra damage tacked on, eh? I play my Haohmaru using lots of crouching jabs and standing strong to poke, using standing fierce whenever I can connect it (Hit or block) and I run up to opponents using crouching shortx3, crouching jab to eat away at peopleās guard. Sometimes for a surprise, you can chain the jab at the end into the QCB+P move. To win with Haoh you have to be very patient and just have to poke away and eventually whittle the enemy down. Of course when you guard break, itās standing fierce time baby. Low jump fierce is beastly (As is pretty much jumping fierce in general) Apparently jow lump strong works too. I reccomend ticking a lot with Haohmaru. His throws have great range, do a lot of damage, and you can set up some nasty stuff with him afterwards.
Grooves? I say K is so much better then the others for him, but I think N would be second. I think he needs to be in a groove that has not just mobility but power bonuses too. Best to worst for him IMO: K,N,A,P,C,S
i throw with all my characters. but then thats my only fail safe stragety.
wtf?
does anyone know how to do Haohmaruās 2 hit combo where he chains from what appears to be a (close) standing medium punch to a (close) standing fierce?
I was playing against a guy just a little while ago on XBLIVE that kept doing that over and over. Itās so frigginā fast and does SOOO much damage⦠grrrā¦
But I canāt figure out how to do it at all⦠He was playing in an EX groove which looked to be a bit like K groove, but I donāt really know if that had anything to do with it or not.
Dangief
26
If he was playing an EX groove, he might have set it so that every character has a hunter chain like Morrigan. Iāve done thins at home⦠comboing into stand fierce is waaaaay too good. :lol:
<-- newbie
Whatās an EX groove, custom? Iāve seen a few people using them but donāt have the option myself. I havenāt dug too deeply into it yet but remember hearing something about groove editing.
the ex groove is where you get a limited amount of points to create your own personal groove. so you can have air block while still having a run with a ngroove guage. i think its pretty weak, but then again i play default on all options, even speed.
Thatās pretty good man! Hard to time, but Iāll get someone with it sooner or later. Haha.
yo. did anyone notice the difference on his dragon punch on the xbxo eo version?
Larva18
31
I LOVE Haomaru especially against Blankas and sagats. All u really need to be an effective Hao player is to master qp,mp and when to execute his crazy long range fierce punch. I choose N groove for Hao. Powered-up Hao and getting fierce punched by him takes crazy damage.
Iāve seen what Haohmaru can do to those characters that arenāt top tier, and Iāve been convinced to try him out ever since. Even against top tier characters, he can be a pain in the ass sometimes. His pokes are just too damn good.
kind of anti-hao, but anyone know offhand if his fierce punch is slow enough to be parried/jdād on reaction? is it feasable to do so on live as well?
(CvS2 oldie,
Haohmaru newbie)
Just played around with Haohmaru last night⦠personally i like him in P groove, IMHO, i find this helps out his defense abilities alot since his SRK is not too invincible. (but does have good range and 2nd hit usually hits.)
I mainly use him as a range character, not close inā¦he just doesnāt have enough to keep pressure on an opponent close in⦠his best damage 2in1 is s.RH into F.SRKā¦but how many times can u really use this? (luckily i pull this off after I Parry a jump-in hit). I find linking into a jab-OverheadSmash once inawhile can catch people off guard since itās so fast and must be blocked high.
iām still new at Haoh but hereās just my opinionsā¦
goodpokes: s.MP, or s,FP of course!
anitair: cr.FP or SRK i guessā¦
highest damag combo: j.FP, cr.FP, lvl3 SRKsuper !
i also find knocking people outta the air with j.RH to be decent cause it comes out fast and good reach.
anyways, have fun yāall.
Well to answer my own question, I tried it with parry. In training mode I could do it some of the time. With practice I could probably improve the percentage, but itās still pretty tough. I would doubt itād be easy to do on live.
I still use him on N. Recently iāve been using his slide, and instead of throwing when people roll, his standing and crouching strong is good to use for a super one off of it. Someone said he is good againt Blanka and Sagatādam true. He is also good against Bisonās and Hondaās. The standing fierce has anti air probabilites that are unblockable.