HNK - Combos & Strategy for Raoh/Juda

Well, there was a combo section for Kenshiro so. These are some of the most useful combos I know of right now, some are fairly advanced, some are more basic. I also have jotted down some things to be aware of and some strategy. Please Note: several changes were made from the arcade version of Hokuto no Ken to the PS2 version. All the information listed here pertains to the PS2 version only. Raoh Raoh’s crouching P combo is his most useful combo overall obviously since it comes off his fastest ground normal, ducking jab. You will probably land this normal more often than any other. I believe it is 6 frames. crouching P >> crouching P >> crouching K >> far-standing HK >> kara/glitch-cancel banishing strike (HP+HK) {option 1 & the best thing to do} / SRK HP (after far-standing HK) >> boost cancel graveshoot (P+HP) on hits 1-3 off the SRK HP {option 2 if you wanna waste 1 boost stock} / HCF HK after 4th hit of SRK HP {option 3 if you wanna waste a super}.[INDENT]Ok here’s the thing. You technically always wanna do the kara-cancel banishing strike after the far-standing HK. It leads to the longest, most damaging combos because of the way the combo starts, has just as much range as the SRK HP after the far-standing HK, and is totally free (you can do it with 0% boost and 0% aura). However, it will take you a while to truly master this combo. So you may want to start out getting down the more simple combos such as the graveshoot combo first, you don’t want to bite off more than you can chew. Because the infinite sai loop combo is so long, I will just post a link where it is basically executed to perfection. You can modify a few hits here and there but what you see in that vid is generally his strongest combo. The entire combo will take 100% if you maximize each section of it, and will also do 3 stars before sending them to the wall the last time at the very end (even though you don’t need the Instant Kill if you have a 100% right, but maybe you just wanna be stylish, or decrease the margin for error lol).[/INDENT]To get the banishing strike off the far-standing HK, you kara-cancel Raoh’s crouching HK. The timing isn’t that hard, I just hold the stick in the down-forward position after the far-standing HK and hit HP+HK twice (don’t hit it too fast, IE as soon as you can press HP+HK twice, as the crouching HK’s animation would not have even begun yet to be cancelled, and you will just get a sweep for the 2nd input of HP+HK. Don’t do it too slow or the banishing strike won’t combo off the far-standing HK. It is actually quite easy once you learn the timing).The best way for Raoh to build aura though is his SRK HP. Even if the move is guarded (actually, you will get more meter if the move is guarded than if you hit it lol), Raoh will still get roughly 40% of an aura level from it. It is also safe on guard unless they boost cancel in with a crouching jab/short at the first available frame. Also great as an anti-air once out (but not when they are right on top of you), takes a star on counter hit, and does great chip damage. For these reasons I suggest trying to incorporate this special into your game whenever there’s a window for it. Just don’t over-abuse it/make it predictable. For glitch-cancel banishing strike combo [media=youtube]01JVuKiWpz0"[/media] If you have any questions about anything in this combo, just post up and I will explain what is going on. You don’t have to do every attack he did/the # of times he did the attack exactly like that, but that is typically how you link each section of the sai loop correctly to get the most hits, and to build the most boost/aura towards the end of the combo where you will actually use it (when it’s not free, IE off the banishing strike + hold forward, then boost again before the meter drains all the way) to deal the last few points of damage to kill them, after all that scaling. For graveshoot combo After graveshoot, jumping HP x4 >> air sai (QCB HK in the air) [1 star] After sai connects on the ground (basically look for the frame of animation where Raoh’s hand comes off the sai - you have 2 frames to link crouching P), crouching P >> standing/crouching K >> close-standing HP >> banishing strike [1 star] >> ground sai against the wall (QCB HK on the ground) [1 star].There will be pushout after the first hit against the wall, so this is the reason for doing ground sai by itself (unless you wanna do crouching HP jump cancel >> boost cancel jumping K >> air sai. But that is going into the more advanced combo you saw in the vid, so I thought I might try to list a more simple combo for you). The sai will take a 3rd star for this combo, and does decent damage as a finisher. You could also replace ground sai with Raoh’s anti-air cape grab super (QCB x2 w/P), which will also take a 3rd star and does a bit more damage than the ground sai, but the damage will be scaled for the super significantly. Or you could always of course replace whatever you did against the wall with the IK, provided you’ve taken all 7 stars from your opponent. For HCF HK follow-up combo After HCF HK follow-up, do **jumping P >> 1st hit of jumping HK >> air sai.**Then just do the same standard chain after the sai connects on the ground - **crouching P >> standing/crouching K >> close-standing HP >> banishing strike [1 star] **>> with the same follow-up - ground sai/cape super[1 star]/IK.[LIST]
[]Other Combos & Strategic Information
[/LIST] Raoh’s jumping K (short) is a very good cross-up and his best air-to-ground normal overall. It is fairly easy to combo crouching P afterwards, allowing you to go into one of his extensive combos. However, you may want to do only 1 crouching P instead of 2, depending on how close you are to the opponent (to ensure that none of the following hits whiff during the combo).You can also end the ground chain you do after the sai connects on the ground with graveshoot instead of banishing strike (and if you want even more damage, do far-standing HP after the close-standing HP >> close-standing HK >> graveshoot on the 1st or 2nd hit of the close-standing HK), and instantly jump cancel into **jumping P >> air sai **again for another sai loop. The timing on the attack after the jump cancel is very strict however, so be aware of that. You could also just go straight into the air sai after the jump cancel rather than doing jumping P before it, but it works more easily for me by doing jumping P first because jumping P’s startup is 3 or 4 frames I think, whereas the air sai’s is like 8 or 9. I don’t believe you can do this twice, because they are so low to the ground after the 1st sai loop, that you can’t possibly juggle them again, even if you tiger knee the jump cancel with the attack on the first available frame. Off of Raoh’s towards+HP throw, you can boost cancel graveshoot >> jumping HP x2 >> air sai [1 star]. Or you can do the cape super after the boost cancel instead of the graveshoot. Off of Raoh’s overhead (towards+K), you can boost cancel graveshoot and do the standard graveshoot combo (jumping HP x4 >> air sai), or do the HCF HK follow-up into jumping P >> 1st hit of jumping HK >> air sai. Off of Raoh’s sweep (crouching HK), you can chain his graveshoot and do the HP x4 >> air sai combo.All of the combos listed here will work on every character. You can only hit Thouther with 3 jumping HP’s before doing the air sai after a graveshoot, but you can get 4 on everyone else. Raoh’s ‘invincible’ super (QCB x2 w/K) allows him to parry an attack up to 7 times by tapping forward for high attacks, or down for low attacks. Raoh will then teleport behind his opponent, leaving them in their attack animation. It is important to be aware of approximately how much recovery an attack will have, so that you can respond with an attack fast enough to hit them before they can guard. Typically, if the move has enough recovery, you can do a graveshoot for free, or if it has less recovery, crouching P would be a better option. After activation, you will see a little purple ball of flame above the boost bar. It will last until the match is over (IE if you used the super in round 1, it will remain until the final round of the match), or until you have successfully parried an attack 7 times. Raoh’s cape super (QCB x2 w/ P) is invincible to air attacks and cannot be aura-guarded. It DOES NOT hit on a grounded opponent (can be used in wall combos since they are considered to be airborne). Will do a star normally and 2 stars on counter hit. By far Raoh’s best anti-air, especially when someone is right on top of you. Raoh can store up to 3 power-ups (power-up with QCB P). There will be a little orange ball of flame above the boost bar for each power-up. A power-up will enhance Raoh’s specials and make some normals unblockable if you hold the button down. Enhanced specials after a power-up [LIST]
[
]Air Projectile (QCF HP in the air)[/LIST] The width of the projectile becomes MUCH larger, making the hit box much bigger. The damage is increased by 3 points (not significant really). There is no difference regarding stars; the move still requires that it be either a counter hit, or be hit after a graveshoot to take a star.[LIST]
[]Ground Projectile (QCF HP on the ground)[/LIST] The move hits 1 more time now. Full screen it will hit 3 times for 48 points of damage, and at about 2 character lengths inside from full screen, it will hit 4 times for 60 points of damage. The move’s startup is also reduced by 6 or 7 frames. The move must be a counter hit to take a star (just like the normal version). [LIST]
[
]SRK w/ HP[/LIST] The move now hits 7 times instead of 4. The last hit will take a star normally. Damage slightly increased. Same startup and recovery. [LIST]
[]SRK w/ P[/LIST] The move now has an additional hit on startup (which you really can’t see unless it connects) that has a lot of priority, and serves as a decent wake-up/anti-air, you just have to be fairly close to hit it. The initial hit is roughly 8 frames startup, whereas the original version’s startup is roughly 20 frames. If either of the hits are a counter hit, you can jump cancel into an air chain ending with the air sai. The move must be a counter hit to take a star (just like the normal version). [LIST]
[
]Ground Sai (QCB HK on the ground)[/LIST] The move will take 2 stars hit normally, and 3 on counter hit. Same startup and recovery, no damage increase. Unblockable normals after a power-up If you hold down the button: Close-standing HP acts like a heavy strike. Far-standing HP & jumping HP act like a charged banishing strike (if guarded, they will be pushed into the wall. I don’t think you can shake these). Crouching HK will pop them up in the air above you. You can do a graveshoot as they get lower to the ground, into the {jumping HP x4 >> air sai} combo. All the attacks also have a certain level of auto-guard, but I’m not exactly sure how many hits each move can take before its animation is canceled. I haven’t tested that yet :wasted: Raoh’s rush super (QCB x2 w/ HP) is totally invincible on startup, and up to the point where he just begins to rush forward. The problem is that it has immense startup (like 41 frames or something), so it’s possible for your opponent to guard it even if you time it to their heavy attack on wake-up. Use it wisely, only for punishment on moves you KNOW have enough recovery, so that you can actually connect with it. Will do 2 stars normally and 3 on counter hit. Overall though, Raoh’s worst use of super meter IMO, because of the immense startup and the risk of it just getting blocked, and therefore wasted. But outside of his combos, it’s the best way for Raoh to take stars off of a single opening. Raoh’s Instant Kill or ‘IK’ (QCF HP+HK when all 7 stars have been taken) can actually be used as an anti-air, because it has auto-guard on it and will freeze the screen before they hit the ground, and hit them out of their animation. lol Raoh has a special infinite on Rei. However, Rei must be crouching in order to do it. Close-standing HK, canceled into the ground sai on either the 1st or 2nd hit at the end of a ground sai combo against a crouching Rei is an infinite. You will need 1 boost though to combo the ground sai, since typically any other normal you may hit will not yield enough hit stun to link it (although, you could of course just do crouching P >> standing/crouching K >> close-standing HK, and break the ground sai on the 1st hit of that, but you will need to be almost right next to Rei). The sai by itself is generally too slow to try and use as an attack, although it must be guarded low.Most useful ways of doing the infinite: crouching P combo into far-standing HK (or just far-standing HK by itself) >> boost cancel to close-standing HK off of the far-standing HK >> ground sai after the 1st hit of the close-standing HK OR overhead (towards+K) >> boost cancel close-standing HK >> ground sai after 1st hit of close-standing HK. Then once you connect the ground sai on a crouching Rei, do crouching P (you can do up to 10 of these for easier damage, since everything will start to scale) >> standing/crouching K >> close-standing HK >> ground sai after 1st or 2nd hit of the close-standing HK. Just rinse and repeat until dead. … …And I think that’s most of the more useful info that I know of concerning Raoh. Hope you found my information on him useful. Now on to Juda.

***Juda*Juda’s crouching HP is his best normal overall. It has good range and speed/priority, making it an excellent poke when you aren’t right up on your opponent. Crouching P/K is also good for when you are closer to your opponent. Far-standing HP is also a good anti-air normal. Crouching HK has good range for a low, and is also pretty fast for a sweep. Those are really the only ground normals I would try to use outside of combos.Combos[LIST]
crouching P >> crouching K >> crouching HP >> crouching HK[/LIST]Basic ground chain off of Juda’s ducking jab. After the crouching HK connects on certain characters who have a larger hit box (Raoh, Heart, Shin, Kenshiro etc.), you can call the SRK helper version of Komaku (SRK P) to juggle them after the sweep. Then if you are close enough, you can follow that up with a short air chain such as jumping P >> jumping HP >> air dive attack (down + P or HP in the air). Also, when your opponent is in the corner, on the characters with larger hit boxes you can do graveshoot after the crouching HK at the end of that chain. Then typically off the graveshoot do **jumping P >> jumping K >> jumping HP >> jumping HK >> air dive [1 star].**The best thing to do though off of Juda’s crouching P, if you have 1 boost, is to boost cancel the banishing strike off of the crouching HP. Then there are 2 combos you can do from that, depending on whether you have a super or not. If you do have a super, always go for the combo that uses the super.[LIST]
[
]With super
[/LIST]After the crouching P >> crouching K >> crouching HP >> boost cancel banishing strike [1 star], do **close-standing HP >> close-standing HK >> far-standing HK >> SRK helper >> dash up slightly, jumping K >> jumping P >> jumping K >> jumping P >> poison helper >> finger point super [1 star] >> heavy strike [1 star].**After the last jumping P, immediately call out the poison helper version of Komaku (QCF P). Then as soon as Juda recovers from calling out Komaku, do his finger point super (QCB x2 w/ HP) [1 star], and it will catch them on the 2nd bounce off the ground. Although the super freezes the screen, Komaku will continue his animation, and as soon as the super finishes its hit animation, Komaku will jump on them and poison them, and there’s nothing they can do about it. Then while Komaku is on them, the best thing to do would probably just be a heavy strike (P+K) to get another star, since all hits will be scaled at that point. It may take a little bit of practice getting the timing down of calling out Komaku and then instantly ripping the super behind him, but it is by far the best thing to do against the wall if you have a super.[LIST]
Without a super[/LIST]After the crouching P >> crouching K >> crouching HP >> boost cancel banishing strike [1 star] chain, do close-standing HP >> close-standing HK >> far-standing HK >> SRK P >> dash up slightly, jumping K >> jumping P >> jumping K >> jumping P >> far-standing HP >> SRK P >> heavy strike [1 star] >> Tenshou Reppa (QCF HP).[LIST]
crouching HP >> boost cancel banishing strike [1 star][/LIST]You can get a little more off the wall if you just did crouching HP into the banishing strike, rather than crouching P >> crouching K before it. Here’s what I do after the wall bounce depending on whether I have a super or not: [LIST]
With super[/LIST] close-standing HP >> close-standing HK >> far-standing HK >> SRK helper >> immediate jumping P >> jumping HP (no delay) >> jumping K >> jumping P (delay) >> jumping K >> jumping P (delay) >> poison helper >> finger point super [1 star] >> heavy strike [1 star]/2nd finger point super/IK[LIST]
[
]Without a super
[/LIST]**close-standing HP >> close-standing HK >> far-standing HK >> SRK helper >> immediate jumping P >> jumping HP (no delay) >> jumping K >> jumping P (delay) >> jumping K >> jumping P (delay) >> far-standing HP >> SRK helper >> heavy strike [1 star] >> Tenshou Reppa.**There is another combo straight from the Japanese mook off of the banishing strike that will do 3 stars with no super/boost, but is a bit harder to do. Off the banishing strike: [LIST]
far-standing/crouching HP >> Dagar ground helper (reverse SRK w/ K) >> crouching P >> crouching/close-standing HP >> Komaku mine helper (reverse SRK w/ P) >> heavy strike [1 star] >> far-standing P >> jumping K (wall bound) >> jumping P (slight delay off the wall bound) >> jumping K (wall bound) >> jumping P (slight delay off the wall bound) >> (if you have no super but still want the combo to take 3 stars then >> far-standing HP >> SRK helper >> dash up graveshoot >> jump cancel air-dive attack [1 star]) Komaku poison helper >> finger point super [1 star] >> IK.[/LIST]NOTE: You cannot really do this combo if you did any attacks before the banishing strike, as they will be too low to the ground. So, you will need to hit banishing strike by itself normally to land this combo. However, the other combos previously listed will work regardless of whether you chained into the banishing strike, or just hit the banishing strike by itself.This combo is very pretty if you can pull it off in a real match. Dagar will come out of the ground and hit them after the crouching HP, then the heavy strike will connect on the way down, then the mine will explode after that, bouncing them off the wall again.Juda can hit a SRK helper (SRK w/ P) after the far-standing HP connects against an airborne opponent, or a banishing strike to get a star, although it will do roughly 10 points less damage (not including the air combo follow-up after the SRK P).After Juda’s towards + HP throw, you have time to hit close-standing HP >> graveshoot and do an air chain ending in the air dive attack to get a star, or just simplify it and take a star with a banishing strike.You can pretty much do the same follow-ups after Juda’s K+HK throw where Dagar comes out as you would from his towards + HP throw.Juda can chain graveshoot off his sweep just like Raoh, and do an air chain ending in the air dive attack to take a star.If you hit the poison helper, you have time to dash up and hit close-standing HP >> graveshoot. You can also add in a close-standing HK after the close-standing HP if you’re quick. Or you can just do a banishing strike if you’re lazy, and don’t care about the extra damage :lol: (the b-strike will not wall bound).If you do Dagar’s assist where he lunges forward (QCF K), you can run forward after calling him (even from full-screen), and if Dagar’s attack connects, it will yield enough hit stun to get a close-standing/far-standing HP >> graveshoot combo.If you hit Juda’s dam super when Juda is in the corner, and Komaku comes out and hits them and they pop up in the air, you can wait just a second and call Dagar (QCF K) as the dam is exploding on them mid-air, then dash up just a little bit and do graveshoot >> jump cancel air dive attack to take a star. Or you could just IK them after they get close to the ground/bounce off the ground.If you hit the finger point super (QCB x2 w/ HP) mid-screen (or in the corner), you can combo straight into Juda’s IK afterwards if you time it as soon as Juda recovers from the super…I think that’s about all of the more significant combos that I know of/am doing right now. I’ll add all of the strategic info I know on Juda a little later.

http://www.dustloop.com/forums/showpost.php?p=78968&postcount=33

Has the best combo list.

Advanced Juda Stuff

The PS2 version has some 623A modified due to particular characters.
Namely Rei, Kenshiro, Mr.Heart, you can do a simple setup.

  1. CD, 6 (autoboost), C, 623A, j.B, j.A, AC, j.2A, A, 421A, 2D >etc.
    -This is your basic White combo/Taji Trap setup which basically traps the opponent
    in the corner. From 2D, you can do 236B and a fully charged BS strike.
    -Timing is very strict after 623A; many times you have to j.B at the peak of the jump, and j.A right when you see them bounce off the wall.

Not so easy BS setup for the rest of the characters.

  1. CD, 6 (autoboost), C, D, f.D, 623A, j.B, j.B, AC, j.2A > etc.
    -After j.2A I usually just place a mine immediately and call Daggar.
    -This is particularly hard because of the timing of j.2A to make them rebounce.
    -You can do this if you need the taji trap setup… however there’s another thing you can do.

The Bukolo
Japanese term for boost-canceling out of a normal into 236A. This can be done without any boost gauge, thus making it a BS setup.

What White does:
3) CD, 6, 2C, 5D ~E~236A, 5A, 5D >etc.
-What you read after 5D is boost. You boost out of the recovery frames for D into 236A (poison grab), and keep them up with 5A, 5D while Komak does his thing.
-White will finish this 421B capture and go into a Dam combo (listed at dustloop thread)
-You can setup an infinite with this technique. How? After Komak does his thing, a grave shot (AC) will send them flying to the opposite wall.

My variation:
4) CD, 6, 5C ~E~236A, c.D, f.D >etc.
-This is easier for me because I can use up the boost from the BS faster and it works easier on some characters (can’t name them ATM)
-From f.D, I usually do 421B, dash on the other side, 5A pokes, j.B,j.A,j.B,j.A, j.2A. White has a great setup from it but Komak usually comes out even while Daggar still has your opponent in grab stun. (Working on this one)

Thanks for your input oyg. I enjoyed watching those vids on Youtube as well.

Any tips for the Bukolo im usuly just getting a boost dash with A or i get comac out with a boost but i miss the jabs afterward to keep him in the air for comac to grab, and i tried both version on DL (C D 236 5A+E and 2C 36D A+E)

…Wait what combo were you trying to do? I’m not that great w/ all the numbers (236 a etc.), I’m old school.

C+D f C D D qcf A+E (boost dash with poison comac) A D D comac hit blah blah blah
now either Comac doesnt come out and im boosting into A or comac comes out and im missing the boost dash A
i tried other variatons BS like C D comac or D D comac and it only comes once in awhile
and here is a small combo to contriubte the thread
C+D f C D D dpA jB jA A+C j2A A qcfA cC qcf C (comac grab) small dash rdpB dash to the other side A+C C C dagar hits jA jB jA jB jC qcb qcbA (im working on other finisher which is A A A boost A A C qcf qcf C)

Just do the fireball motion and hit A and boost at the SAME TIME. And thanks for the combo.

Tried that i think its probaly the time i do the move after the C D D

No, that’s how you boost cancel into an attack, trust me. It’s the easiest, most effective way. You could just be missing the timing somehow, but just make sure you hit a+e at the same exact time after the fireball motion.

Wait, I think I just figured out your problem. It will take longer to break the poison helper after the far-standing d than it would to boost. So it may be a slide-input thing.

got that bukolo down so im using now
2A 2B 2C CDE~6 C 236A+E A D D 412B dash crossover A+C C C (dagar hits) superjump jA jB jA jB jA jB jA jC land 236236C (this is the hardest part for me cause u need to the super ASAP for it to relaunch) super jump again jA jB jA jB jA jB jA and from there i need more work

anyone know how to the white bukolo where he does jB jB jC aftar comac grabs

Bukolo is realy important imo cause juda need it to get good combos from a chain to BS combo

You might want to holla @ oyg for some of those White combos. I’m not that familiar w/ what he does, I’ve only seen maybe 1 or 2 videos of him.

#6 with Cheese thanx for the info about Raoh but i still have 2 questions. I posted 1 of my questions previous but nobody answered because i was at the wrong place i think… 1st one is: if you watch the video link you gave us and pay attention from 0:20 what happens next to c.HP+boost then j.lk+boost i tried it but i fail every time i tried IAD forward then J.lk+boost then IAD back then j.lk+boost still no succes. Can you explain to me how its done properly in simple words? The second question is: pay attention from 0:26 i tried that to well with a nother combo set up but how do you do air-qcb+hk after i get behind the opponent after HP/HK then boost i think…is it speed or is there a special way to perform it properly?
help is very much appreciated thanx.

  1. Do crouching fierce and jump cancel, then hit jumping K and boost at the SAME time, then 2-in-1 the air sai from the jumping K.

  2. You need to actually hit the boost button to get behind them. NOT holding forward because it breaks later that way and it will be too late for you to get behind them. Then once you’re behind them, immediately jump cancel into air sai.

Thank you #6 with Cheese for your reply, il try your advise next time i practise.

No problem.

Just a minor correction, any time you link crouching LP after a connected Sai, it’s a 2-frame link, not 11 frame. If it were an 11-frame link, anybody could do it. =)

Where did you get that info Blake? Because the mook (according to Ed) says you have 11 frames…although I’ll admit it doesn’t feel that long…but still, it feels longer than 2 frames…

What does the mook say, that Sai gives +11 on hit? You still have to factor in the startup of the crouching A.

Just checked the scans of the mook frame data and Sai’s hit advantage isn’t even listed. Just block advantage (-2).

Well no, it just says that the sai is a “level 5” move. And Ed says that all level 5 moves yield +17 frames. Apparently it’s ‘standard’ or something I dunno, seems kinda janky to me though. But the startup on crouching P is 6, that’s where I got the 11.