Snap Back in a Bottle! The Hakushon Daima? thread!

New found interest in Hakushon Daima?. This’ll be fun =P

So Ryu/Morrigan would be the best assist for him since it gives him the 5B, 6C combo set-ups?

I was messing around with Chun-Li and she kind of gives him a braindead combo in the corner:
5A,5B,2B,5C, Assist,5B,5C,6C, Genie throw Super-did about 3/4 life on Ryu. . .

Ryu assist is too good anyway xD

Alot of people have been sleeping on him, but Daimao is a solid character. He does great damage when utilizing his grab super reset (which I elaborate upon if you read further), he has solid mix-up with j2+C as an almost instant overhead/crossup combined with the fact that all of his crouching moves hit low, all of which can be made safe on block if you use the right assists (Polymar especially), plus IAD C is beefy as all get out, AND he has great command grabs. Honestly his only weaknesses seem to be his lack of range and mobility, and even DP+C covered by an assist can allow him to close the gap in some situations.

Assorted Daimao Notes

Reset Combos
Daimao can reset his air grab super, which allows for hella damage, assuming you have atleast 1 bar. These are my favorite resets:

j2+C, 22C, DP Super(reset)

2A, 2B, 2C, 22C, DP Super(reset)

HCB+B, 6C, DP Super(reset)

*Note that you need a slight pause before inputting your commands for the super in the aforementioned combos. If you perform the commands too quickly then the super will combo and the damage will be scaled considerably.

QCF Super (It’s more than a great super to DHC out of)
If you wait until the animation on his QCF Super ends you can dash forward and perform a reset with the DP Super, provided that you timed and placed it properly (so much damage it’s not even right… and if you combine this with a baroque combo than GGPO):

Daimao as an assist
There aren’t any particularly devastating combos with Daimao assist. Daimao’s assist does, however, take up alot of space on the screen and can essentially smokescreen your mix-up. This could be potentially devastating with many characters, particularly Polymar and Morrigan.

Thats some really nice stuff, ill try to put some of it into practice.

You also have a free heal on that 22 + attack move if you place it properly.

Daimao is an amazing teammate, and has some sick combos off of just one bar (just as much as Polymar’s combo)… but I just can’t stand him anymore. You can’t combo anything from the air without perfect timing or using B (which isn’t a good move). He has short range, horrible IAD, slow movement, is fat as fuck, has no options to fight against ground pressure… and overall an incredibly mediocre character.

I really tried using him, but I just have to give up. Its impossible to land anything decent with this guy before you get destroyed.

After watching the match videos between Kubo and Gian I was inspired by how Kubo was utilizing the Ryu assist to open Gian up and I went to training mode to see how this might apply to other characters. In Daimao’s case I found some cheesy shit.

DP+C (or DP+B if your face-to-face with your opponent) immediately followed by Ryu’s assist (or other FB assists for that matter) can set-up some interesting cross-up situations for your opponent. Basically, depending on how you time and place it, your opponent is forced to differentiate between whether or not they need to block as they normally would, or as if they were going to be crossed-up. If you notice that your opponent takes the hit from the fireball, then you should have time to follow-up with a ground combo, such as 2A, 2B, 2C, 22C, grab super reset. If you notice that they block the fireball, then you should be able to play a bit of a mix-up game. The further beauty of this is that if your opponent attempts to jump out of the set-up, then your air-grab will bring them back to earth. All in all, it seems to create a situation where you can both close space and mix-your opponent up, but this could all be theory fighter considering that competition’s sparce where I’m at.

Also, I’m trying to understand what Karas can do to Daimao (or Ippatuman for that matter) if he’s sitting in the corner with bar. Karas’ IADs are slow enough that, assuming your execution’s solid enough, you should be able to eat away close to 16K of his health if he attempts to leave the floor, and, considering that your in the corner, his ground cross-up is rendered useless. Who cares about how badly he can pressure you when it becomes Karas running into a brick wall for the majority of the match. If he goes for his unblockable, jump straight up and 2+C, 22C him into a reset. Albeit, this is only threatening if your sitting on bar, but I can’t imagine why this wouldn’t be effective, barring a lack of execution on the Daimao players side.

Well…just hope the Karas doesn’t have a Polymar assist. Polymar + Unblockable is pretty scary.

I’ve been abusing this tactic since the game came out. So I can say that after a while of application, it does work. However, competition is pretty thin in my area too. So I guess you can’t take my word as completely valid yet either. lol But it’s pretty strong from what I’ve experienced.

NOTE {I call the f,d,df+attack move, superman}

It’s very sneaky and dirty at first. In order for it to continue that way, you have too master various timings. Especially ones where it looks like he will cross up, but doesn’t at the last second as the fireball hits. If you just use the same timing, but :snka:/:snkb: strength superman (so he doesn’t fly over) he lands with more than enough time for the opopnent to see it didn’t cross, and block safely. This is a bad thing if your whole gimmick is the crossup itself, waiting to see if the fireball hits or not. It will become just that, a gimmick. And your gimmick is over. But as Zach stated, you can do mixups when Hakushon lands. Mixing up the timing of the superman~Ryu fireball assist, and having a variety of mixups when landing from the superman, makes it an annoyance to the opponent.

Even if the opponent does a basic attack and starts a chain as you land from the superman, the fireball will hit them out of the chain as the second hit starts up. Leaving, them open for you to counter attack with a combo.

Seeing that fireball behind Hakushon will make most opponents freeze, leaving you free to attack or go for another mixup. What you have to be careful of, is lvl 3 supers. With what seems to be more invincibility than a normal super, but more importantly, they have “cut scene” like animations. Those animations take ryu’s fireball out the picture. For example, you land before the fireball. You try to attack, Alex does lvl3 Hyper Bomb. He grabs you and the lvl3 hyperbomb “cut scene” like animation starts. Ryu’s fireball is now null and void since it’s not part of the cut scene obviously.

Here are just a few great ways to keep mixing it up, after a superman w/ryu fireball assist:

Geenie Bottle - (great for frozen opponents)

jump back, IAD > :snkc: or :snkb: - (maybe land into combo, go for another mixup)

Superman - (Yes, superman again. Grabs those people who try to jump away, as they leave the ground. They fear a geenie bottle, or just try to get out of dodge)

crouching :snka: [Low] - (into chain , or chain xx super, assuming connects)

**uf IMMEDIATELY d+:snkc: [HIGH/OVERHEAD] xx junk fall [d,d + attack] - (great for turtlers, or people expecting the low crouching :snka: into chain.

**In the air, d+:snkc: is a butt slam. It’s an aerial attack, so it’s obviously jumping attack/overhead, whatever you want to call it. If you jump and hit d+:snkc: immediately, it’s a fast overhead. Regardless of hit or not, he will stay stuck on the ground. Ryus fireball gives decent coverage, but depending on your timing, you can still be open. That’s why you cancel the animation into junk fall [d,d +attack] when his butt hits the ground. Sometimes when it hits, I rip a SUPER-superman. [f,d,df + 2 Attacks] His uf~d+:snkc: is faster than people expect. Again, make sure you are doing the d+:snkc: IMMEDIATELY. Distance is key. Your timing/set up has to leave you point blank before the butt overhead. Otherwise, your overhead isn’t as fast as it could be. This is because you will have to let him go forward in the air a bit to cover a step worth of distance before he attacks with d+:snkc:.

My team as of right now is Hakushon/Ryu, and Hakushon/Batsu. Still works with Batsu, but you have to go for a jumping aerial rave combo instead of a ground combo after the assist hits. (Batsu assist knocks them up)

I planned on making videos of this plus more, and having them up by mid Feb. Since it’s been brought up, I’ll see if I can get the vids up by this Sunday evening instead. My videos will show this stuff in action, plus a few more Hakushon/Ryu setups/mixups.

Jive Out!

^^^
Wish I would’ve noticed your post earlier. That’s some really good, in-depth stuff. I can’t wait for the video. I’ve toyed with the idea of picking up Daimao/Ryu, but Saki/Tekkaman’s been eating up my training mode hours.

Unfortunately, I have been really busy with work and stuff. But I still managed to find some time to get a recording here and there. I just didn’t have the time to get as much as I hoped, or the time to really upload anything today. I’m going to see about possibly getting some uploading done late tomorrow night.

Jive Out!

Wow, i just realized that the banana from his crouching :snkc: hits as a projectile. It goes for only 1 dmg. I’m gonna use it for a silly unserious keep away tactic hahaha:rofl:

You’ve got to be kidding me…

Heh… I’m a Roll main myself, but I want to say my condolences and sympathies to the Daimaoh players here, regardless.
Hey, Roll’s still low-tier…

Wow, Daimao just become official worst in the game.

I don’t know if I’d go that far. It reminds me of playing Guile in ST; every match-ups managable, until you’re opponent whips out the Dhalsim card. Then you pray that they fuck up, or you pull some sort of a miracle. Needless to say, yeah, this is a free win for Roll, but it doesn’t make the other 21 characters free wins, even in a team setting, because you always have someone to fall back on. Nonetheless, this is unadulterated bullshit.

Found interest in picking up Daimao for fun today. Mostly, I’ve been trying to get some resets on 623+2 attacks air grab super down (since I have a thing for characters with reset combos in this game ;P). So far, I was able to do resets easy in the corner, as well as midscreen with Batsu, Rock, and Casshern assist.

Solo reset combo(combo should carry over to corner): 2A, 5B (2 hits), 5C~Baroque, 6C, 623C, 2A, 2A, 2A, 5B (2 hits), 5C, 623+2 attacks (reset)

Poor guy. There are truly no Ultimate All-Stars unless Daimao is there!

Farewell Hakushon Daimaou. A tribute video is necessary.
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