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.
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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.
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make the opponent jump so you can anti-air with mk or D.FP
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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.
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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.
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Don’t think blanka can just get away with an abrupt blanka ball, punish him with S. FP immediatley.
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Anti air blanka HK with S. MK
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S. Jab from range 1 will put an end to most all of blankas attacks.
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S. Strong from range 2 will do the same thing(use with pokes for best results).
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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.