Haohmaru capcom vs. snk2

I understand short jump fierce being usable (although IMO it’s slow), but I don’t see how Run improves his game at all. It only allows you to close distance that you don’t 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 can’t rush down with any mind games up close that don’t 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, it’s 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. That’s the only time i’ve been able to consistently hit it. When Haohmaru’s getting rushed down, it doesn’t matter if he’s raged or not, he’s still gotta block way too much. Just defend helps a bit, but not enough to allow him to regain momentum once he’s 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 :wink:

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) it’s 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 people’s 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, it’s 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 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: