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niko_one
02-07-2003, 08:16 PM
please don't get mad if i'm not supposed to post this here, but i can not find any info on haohmaru. maybe because he sucks? lol. but seriously, because he sucks?
it doesn't matter, i love playing this dummy. but the only 100% knockdown combo i have are either jump ins to middle kick, or pokes to middle kick to his dragon punch (j.F, sFK, F DP etc.).
does anyone know if there are any forms or some videos of web pages on haohmaru?
thanks if you can help.

_MJ_
02-07-2003, 08:24 PM
try gamefaqs.com buddy

niko_one
02-07-2003, 08:33 PM
thanks man, but that dude didn't know too much about him. actually he sucked and complained a lot about him.

GeoG2
02-07-2003, 08:41 PM
Originally posted by niko_one
thanks man, but that dude didn't know too much about him. actually he sucked and complained a lot about him.

Yeah...that's pretty much more than half of what the Gfaq population does, really...

SilentNinja
02-07-2003, 09:31 PM
Ratio 4 Haohmaru has a decent advantage against Blanka turtlers. Heavy Slashing, medium poke, crescent moon slashes.....

niko_one
02-07-2003, 09:40 PM
normal haohmaru's have advantage on blankas. turtle or no turtle. well, maybe i should keep with the decent. blanka's that jock the roll or jump ins get defeated easy with him. its the slide, poke string fierce blanka that is a pain for me sometimes.

SilentNinja
02-07-2003, 10:58 PM
Originally posted by niko_one
its the slide, poke string fierce blanka that is a pain for me sometimes.
But, Blanka's slide has sub par recovery. It only looks great to trap fireball executers. Ah, until I face alot of scrub blankas at the arcades and soon on the Xboxlive.;)

niko_one
02-08-2003, 04:55 AM
yeah thats going to be some funny shit xbox live. Very Sloppy players.

Mummy-B
02-09-2003, 06:06 AM
Anyone got any decent low hitting b&B with him? I got c.lk x2 or 3 -> c.lp which does shit damage.

Oh and short jump fierce is too good.

niko_one
02-09-2003, 06:57 AM
if your deep with the crouching shorts, combo into a jab, then off that his dragon punch. Or from crouching strong his double fireball super. Or from crouching forward his dragon punch. From his slide you can pop up and poke. Depending on the player, you can pop up from it and land his lv3 only if some one is not relitivly fast on sticking something out for retaliation.

FluffyXXL
02-09-2003, 11:01 AM
Originally posted by Mummy-B
Anyone got any decent low hitting b&B with him? I got c.lk x2 or 3 -> c.lp which does shit damage.

Oh and short jump fierce is too good.

C.Short -> S.Jab XX DP

As long as you're close, this works fairly well. I used to use this to set-up Sakura-esque SJ.Forward cross-ups, also working in his throw.

FluffyXXL
02-09-2003, 11:11 AM
Originally posted by niko_one
please don't get mad if i'm not supposed to post this here, but i can not find any info on haohmaru. maybe because he sucks? lol. but seriously, because he sucks?
it doesn't matter, i love playing this dummy. but the only 100% knockdown combo i have are either jump ins to middle kick, or pokes to middle kick to his dragon punch (j.F, sFK, F DP etc.).
does anyone know if there are any forms or some videos of web pages on haohmaru?
thanks if you can help.

There really isn't much on Haohmaru because there really isn't that much to him. A typical Haohmaru match goes like this:

You poke your opponent with long range attacks. If they can get in and rush your shit down, you die. If not, you win.

This is the same against every character. There's not much finesse to playing Haohmaru.

I will say, that depending of what groove you pick, you get different options on what you can do. I would say that A and P grooves are the best for him. A groove because he actually gets to use his meter, and his customs do more damage than his supers. I also like having a roll, because it gives him a way around other opponents pokes that will beat his. Example: Eagle. Eagle tries to work the same type of game that you do, but if you can roll throw a long poke and throw him, you can stick to him and work his guard bar down until you get to hit a S.Fierce.

P groove is good because once again, after a parry you can use his meter. And you can put the fear of god into your opponent after you parry an attack and hit far S.Fierce. His far S.Fierce is like a level one super on it's own.

Mummy-B
02-09-2003, 05:24 PM
Actually Fluffy, I find that K Groove works the best for him IMO. With Run and Short Jump, he can do alot of fucked up shit. Running up and poking with lp, short jump fierce - giving him the advantage of being able to be more aggressive lessens the vulnerability, i think, to being rushed down. On top of that, if you do get rushed down and get hit for it (or JD it) you get meter real quick to get them off of you. And NO ONE wants to fuck with a Haohmaru that has 35% attack bonus if he's at ANY ratio, which is also a given advantage.

Also, a neat trick I do with him is poking with c.mk and buffering in a tornado or a tornado fake. After you do the tornado once, it's so slow that it almost baits punishment the next time, and after the fake you can wait and have them whiff something and FREE LEVEL 1 SUPER them with stand fierce, reverse DP overhead them, short jump fierce into super, or do the buffer again just to fuck them up. Mind games.

niko_one
02-09-2003, 10:22 PM
i use him on n groove. but i use all my characters on n groove. his poking tactics work well relitivly up close. a run, a small jump, these help his slow ass out. the problem with k groove, is the turtleing people do when raged. but then people seem to turtle reardless. you know what i'm sayin', i can't play all 6 grooves. i found one that fits and i use the hell out of it.
His tornado's snuff supers easily, ecspecialy pop up ones.

Dangief
02-12-2003, 09:40 AM
I really like hoamaru because I've had the best success with him against Blankas and Sagats. His standing forward kick (he throws a side kick out while stepping forward) is AWESOME anti-air. I've taken Blanka out of his j.RH nearly every time. It is true though that he losses to rushdown... once he's in the corner he's pretty much dead. Damn Cammy and Vega!!!!

The trick I use, beyond normal poking games, is to try and get just in range of a nice big c.FP from my opponent then dash back out of the way, his backdash is short, but very fast, and if you can judge the distance you'll be counter hitting s.FP a lot more.

Dangief
02-12-2003, 09:46 AM
Originally posted by niko_one
the problem with k groove, is the turtleing people do when raged.

Let them turlte, you can guard crush them with 2 standing fierces and a roundhouse or standing strong or two. Just don't actually break the guard with fierce or you won't be able to punish with the Slash of Doom. So take it to them and they'll be running scares in no time.

kingofkod
02-12-2003, 03:58 PM
There is a b.s. way to combo into his FP slash. PIck C-groove and do his uppercut super, and before he leaves the ground cancel into the fake fireball and then slash them as they're falling. Lol it's dumb but it's just fun to do. I haven't landed it on anyone in a match because I don't play C-groove (or cvs2 in general really) but it does indeed work.

niko_one
02-12-2003, 08:24 PM
c groove feels to slow. makes me want to sigh and scratch my nuts a lot.

But good cancle though.

The standing fierce is bad ass. haohmaru is the character i move back and forth a lot. When people do super jumps, or small and regulars with big characters (geif,honda...), that mug hits everytime.
I use that fake fireball for the twich reaction, theres always a reaction. Most people jump.

kcxj
02-13-2003, 12:57 AM
(after reading gamefaqs.com cvs2 guides)

Has anybody else besides me noticed that whenever scrubby players talk about CvS2 characters, they always mention things like "unfortunately xxxx isn't as strong as he/she was in xxxx game... blah blah"? What's the point of saying Haohmaru was better in SS2 when the game is CvS2? (Both of those haoh faqs on gamefaqs are guilty of that unfortunately.. lol).

Geez, somebody really needs to clean up that place in my opinion. Aside from Jchen's systems faq, Gangringo's (as annoying as he is in real life.. j/k lol) Chun-li guide, and Rokiseph's hilarious Todo faq, I haven't found a useful thing on there about CvS2 yet. Aside from the numerous fan fics, fanboy background stories, and people telling stories about playing games with their friend Owen instead of actual strategy.

Anyway, sorry if this post has nothing to do with Haohmaru. I'm bored and felt like posting that's all :p .

niko_one
02-13-2003, 04:11 AM
no they complain a lot, thats about it. funny how people who probaly suck are writing strategy guides. man, you read that brady one for capcom vs. snk2? it was baaadddd.

FluffyXXL
02-13-2003, 07:32 PM
Originally posted by Mummy-B
Actually Fluffy, I find that K Groove works the best for him IMO. With Run and Short Jump, he can do alot of fucked up shit. Running up and poking with lp, short jump fierce - giving him the advantage of being able to be more aggressive lessens the vulnerability, i think, to being rushed down. On top of that, if you do get rushed down and get hit for it (or JD it) you get meter real quick to get them off of you. And NO ONE wants to fuck with a Haohmaru that has 35% attack bonus if he's at ANY ratio, which is also a given advantage.

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.

niko_one
02-16-2003, 12:39 AM
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 ;)

CapMaster
02-16-2003, 08:26 AM
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

niko_one
02-16-2003, 11:14 AM
i throw with all my characters. but then thats my only fail safe stragety.

indigosm
02-18-2003, 02:47 AM
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.

Dangief
02-18-2003, 05:59 AM
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:

pfunk
02-18-2003, 11:49 AM
<-- 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.

niko_one
02-18-2003, 01:19 PM
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.

Linchpin
02-18-2003, 03:15 PM
Originally posted by kingofkod
There is a b.s. way to combo into his FP slash. PIck C-groove and do his uppercut super, and before he leaves the ground cancel into the fake fireball and then slash them as they're falling. Lol it's dumb but it's just fun to do. I haven't landed it on anyone in a match because I don't play C-groove (or cvs2 in general really) but it does indeed work.

That's pretty good man! Hard to time, but I'll get someone with it sooner or later. Haha.

niko_one
02-20-2003, 06:00 AM
yo. did anyone notice the difference on his dragon punch on the xbxo eo version?

Larva18
02-20-2003, 11:29 AM
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.

Hellion
03-25-2003, 08:24 PM
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.

pfunk
03-26-2003, 08:32 AM
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?

Fei-Leung
03-26-2003, 07:33 PM
(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.

pfunk
03-27-2003, 07:03 AM
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.

niko_one
03-29-2003, 09:29 PM
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.

Dangief
03-30-2003, 11:07 AM
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.

Ratio1BeatDown
04-01-2003, 03:59 PM
he is very good against rolento...

shinobi00
10-22-2003, 08:16 AM
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.

Neo Odin
10-24-2003, 01:50 AM
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
:)

HitotsunoTachi
08-26-2004, 08:04 PM
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.

DaliPower
04-16-2006, 02:34 PM
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

Kaiden
04-22-2006, 01:10 PM
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.