Haohmaru capcom vs. snk2

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.