wtf?

does anyone know how to do Haohmaru’s 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. It’s so friggin’ fast and does SOOO much damage… grrr…

But I can’t 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 don’t really know if that had anything to do with it or not.

If he was playing an EX groove, he might have set it so that every character has a hunter chain like Morrigan. I’ve done thins at home… comboing into stand fierce is waaaaay too good. :lol:

<-- newbie

What’s an EX groove, custom? I’ve seen a few people using them but don’t have the option myself. I haven’t 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.

That’s pretty good man! Hard to time, but I’ll get someone with it sooner or later. Haha.

yo. did anyone notice the difference on his dragon punch on the xbxo eo version?

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.

I’ve seen what Haohmaru can do to those characters that aren’t top tier, and I’ve 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/jd’d 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 in…he just doesn’t have enough to keep pressure on an opponent close in… his best damage 2in1 is s.RH into F.SRK…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 it’s so fast and must be blocked high.

i’m still new at Haoh but here’s just my opinions…
goodpokes: s.MP, or s,FP of course!
anitair: cr.FP or SRK i guess…
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 y’all.

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 it’s still pretty tough. I would doubt it’d be easy to do on live.

I still use him on N. Recently i’ve 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 Sagat–dam true. He is also good against Bison’s and Honda’s. The standing fierce has anti air probabilites that are unblockable.

Another one of his best anti-airs and a decent poke is s.forward. Believe me, I’ve taken Blanka out of his jumpins with this. I play him in C to buffer c.fierce or c.strong into lvl2 superXXlvl1 or srk. He’s actually the backbone of my team.

he is very good against rolento…

Why is no one mentioning his excellent J. Fierce?
Anyway, I just recently picked up haohmaru for a K-groove team i working on, and so far I’m liking what he could do. Although he has very litlle combos, the one he does have take massive damage.

His BB to me:

jab, DP - tricky to connect just from hitting the jab

or Forward DP - this one is much easier to connect to the dp if you just randomly throw it out there. unfortunately it’s nowhere near as fast.

Dizzy Combo- J. FP, MK, DP - just don’t do S. FP, this takes off much more.

trapped in the corner with K, is to alternate using jumping fierce and jumping JDing. of course you can never tell when they are going to attack, But it’s still very good at keeping the opponent off you. At the very least you can do J. FP right at the end of the jump to avoid being thrown and take away mad guard damage with one of his pokestrings. In case they jump use jumping mp some. it’s really good air to air.

I hate when people say rushdown haohmaru is bad, this is far from the truth. Run, LP is a really good poke, and will eat out almost anything. Run Fire smasher(or what ever that one slash super is called) is a good little trick against players that abuse rising dp too much. Then, you can run straight into his decent poke string which take off a hell of alot of guard meter. Against fire ball abusers, Run qcb+p will go right over nearly every fireball. If you chose N, it seems better if you could Run, and then RC into it. I wouln’t ever try the FP version though because it comes out way too slow. Run Strong is good against chars wih long range pokes.

Range 0: Next to the opponent
Range 1: 1 character away
Range 2: 2 or more characters away

Poke strings:
Some of these are obviously not smart to do against people who have lvl 3 super. Those will have a * right next to them. Doing strong after anything can result in being dped or supered if they do it quick enough.

Range 0
D. LK, LK, LK, jab
D. LK, LK, LK, jab, qcb+jab*
D. LK, LK, LK, LK, jab, S. strong* - since your in range 2 this will stop alot of attacks. Just becareful of people with quick hands.

Tornado faking
D. LK, LK, LK, LK, jab, S. strong qcf+k - this will do a few things.

  1. Stall the opponent and make him open for a poke(s.FP, s.Strong), and eventually you can trhow the real tornado in there. without them expecting it. If you manage that, follow up with a fire smasher.

  2. make the opponent jump so you can anti-air with mk or D.FP

  3. make the opponent roll so you can fuck them up with S. FP or throw.

4.Make the opponent jump straight up so you can nail them with S. FP

I’d also try the fire smasher(if your raged) just for the hell of it. You could nail them if they do 2 out of the 4 things(rolling or jumping straight up).

Range 1
S. jab, strong
S. jab, strong, FP
S. strong x2
S. Str, D. Str
S. Str, D. RH - In th right range haohmaru will be pushed away from most attacks.

While I’m at it heres some anti blanka and misc character stuff . It’s probably no good because i’m just thinking of it now, but it’s better than nothing at all.

  • Don’t even try poke into qcb p against characters with a fast charge super(Blanka, Bison). Most of the time they are turtling, charging back waiting for you to make some kind of mistake.

  • Don’t think blanka can just get away with an abrupt blanka ball, punish him with S. FP immediatley.

  • Anti air blanka HK with S. MK

  • S. Jab from range 1 will put an end to most all of blankas attacks.

  • S. Strong from range 2 will do the same thing(use with pokes for best results).

  • please don’t do FP out of nowhere. it’ really fucking :lame: not to mention it’s horribly slow. Never do it at all on a bison with a lvl 3, poking or not. You’ll be really sorry.

I gotta go right(school) now, but I’ll write some more later.
I’ll add some more anti-blanka stuff tommorow.
If this sucks or you like some of this, please tell me. nothings worse than writing and getting absolutely no feedback.

Impressive

Good shit shinobi, the only thing is, im trying to relearn him in
A-groove cause I used to use him in that groove, but I got my ass wooped bad all the time back then…

But now im a lot wiser to the game and strategizing is easier for me especially with shoryuken helping out with what will and wont work, thank god for those out there that can honestly say “Your f$cking up man, you gotta do it like this…”

Anyway his custom takes more than joes and thats why im trying to learn him again, im looking to replace joe in a sense, even though I usually win because of him…
(invincible tiger kick start up is too good)

But since he has a anti blanka ball custom it makes him more of a threat to blanka, slightly. (Then again so does joe)
Joe can probally handle Blanka a lot better than haohmaru too IMO but who knows?)

But Haoh’s ground CC does like 8000+, where joe’s does only 7200 or so, and joes anti air cc takes more than haoh’s…

I dont know, its what ever vibrates your butcheeks…

But haohmaru’s anti air CC is nice anyway with a pretty good amount of DMG, I’ve been able to get about 7000 without a counter, so maybe hes not so bad…
I just think that joe might be an all around better character…IMO
:slight_smile:

there is only one true way to use Haohmaru: level 4, K groove. not using him this way is the reason that people around the world do not fear him for the unstoppable force that he is.

for those who cannot easily murder anyone and everyone you play in this manner, stop playing for a momment and go re-read A Book of Five Rings. (Haohmaru was originally designed after Musashi, afterall!) if you find yourself losing, or not winning easily, refer to Musashi’s work, and you will find the reason. correct it, then go murder anyone and everyone who attempts to play against you.

A combo that i can think of is in C groove.Jump in feirce punch connect with cr.feirce punch to level 2 slash of supreme judgment cancel with a fake cyclone to standing feirce kick to level 1 supreme judgment

Haohmaru is not a combo character, I would basically say that it would be a waste of time trying to learn damaging combos for him. I played him for a couple years, but then I stopped because I got to bored playing the poking game all the time, then chainging that to a rush down sometime during the fight. I use K-Groove by the way. I started back up a couple of months ago though.

I never really thought Haohmaru’s short jump feirce was all that great. In almost all the situations that will arise in a mix-up game, they recover before Haohmaru does. At least that is what always happens to me and I hate it. I just use his qcb+lp as an overhead. Also, in a poking game, I use s. rh every once in a while, it looks like Haohmaru can be hit during his recovery, but there is a pretty big hit stun when they either block it or get hit by it.

I also don’t use s. strong all the time, I use it alot, but anybody with a roll can guess when you are goint to use it and get a free combo or throw on you. The recovery is actually pretty slow. This can be fixed by delaying your attacks and prompting them to roll so you can thorw or whatever. Pretty much goes without saying.

Haohmaru pretty much has an easy time aginst Blanks because a JD’d blanka ball turns into a free s. fp. With Sagat, I use Sagat’s insane reach against him. If you time it right, you can hit Sagat from half screen away with a s. fp when he goes for a standing tiger shot, hitting a fp is a really good demoralizer. You can also use s. fp as and anti-air if your opponet is stupid enough to jump at you from close to full screen.

Haohmaru’s speicals pretty much suck, the only one I use is qcb+lp, and I use that sparingly. His dp has a slow start up and really bad recovery when compared to a shoryuken. So for anti-airs, c. fp is prett much a given. But I always end up trading with the opponet. My Haohmaru always ends up fighting a Sagat, Vega, or Yama, so it’s not totally surprising. Other than that, I try to meet them in the air with a j. rh., I like it better than the j. fp.

Rush down tatics have already been posted, so I got nothing really more to say about that.

i’m going to get flamed on this but haohmaru is the most brutally efficient toon in this game. i have made people swear off sf for life with this guy. understand he is not ryu, and learn him from the ground up. he’s best understood as a character for those who are calculating and aggressive. he is about conservation of movement, and a lack of flash. better for you if you try NOT to use his supers, and focus on his timing. after the initial lag frames of his bigger attacks, they are lightning fast and powerful, and can quickly stun an opponent. flame of the conqueror is one of the most powerful supers in game, and 2 standard, properly ranged hard slashes from him can come close to the damage of his most powerful attack.

i use c groove. i dodge, throw, and slash. i wish it was online for ps2, i’d love some fresh matches :slight_smile:

*"there is only one true way to use Haohmaru: level 4, K groove. not using him this way is the reason that people around the world do not fear him for the unstoppable force that he is.

for those who cannot easily murder anyone and everyone you play in this manner, stop playing for a momment and go re-read A Book of Five Rings. (Haohmaru was originally designed after Musashi, afterall!) if you find yourself losing, or not winning easily, refer to Musashi’s work, and you will find the reason. correct it, then go murder anyone and everyone who attempts to play against you."*

this is correct. i’ve studied various styles of swordplay, and his style is indeed patterned closely to traditional katana theory. i like to think of him like you would a real sword fight. i use as few moves as possible, to inflict maximum damage, while taking as little as i can, focusing on the draw. i try to aim for the lowest number of slashes to achieve victory. when the need arises i have a full range of moves to chose from, but using the basics is what he’s about

slash stunning an opponent into submission is fun too, lol. they key element to haohmarus force isn’t usually addressed though. he is a FORCE, not a character. he’s like gravity in the right hands. inescapable and always inflicting pain to the careless. this aspect of his play is useful in getting your opponent to give up in his mind, so that if you do lose haohmaru, he has already given up, or at least taken a serious confidence hit, or if he comes back, he does so in fear or anger, both of which hampers the average player. if you destroy their mind, you destroy their toon. this is where he exceeds.