View Full Version : Dam Doesnt anybody Play Haomaru?!!!!
Frito-Bandito
03-04-2004, 08:43 PM
Im looking for some combos or some strat im using a k-groove Hoamaru beacuse i think he plays best on this groove.
The only strat that i really have is Ducking short x3 Ducking Jab
Ducking medium Standing medium this suprisingly works very well and it also causes a little frustration and you can walk up and throw the person if you have them frustrated good enough
Hybrid Fury
03-05-2004, 11:12 AM
VS - Matches
Shotokans (Gouki,Ken,Ryu)
-------------------------
Most of them still rely on the fireball/dragon punch trap. With the
onset of rolling however, their game now includes some offense to
counter rolling. Haohmaru could leap over their fireball with your
Rissen Zan, but it is hard to time. You might time it early so you
land on the projectile, or too late so you eat a Dragon Punch or
worse. You can counter their fireballs up close using your HP, which
is an okay poke. Use his uppercut sparingly, even the LP, since it
has a long recovery time.
Yagami Iori
-----------
Arg. He is difficult to beat. As with Geese, don't jump in against
Iori or its Ya Otome or Jumping D even. Iori can combo you to death
up close, and his moves make him quite mobile. Even though he isn't
one of the faster characters, he can counter any of Haohmarus moves
that miss from any distance. Try to keep Iori within HP range but
not too close though, since Iori can tear Haohmaru up close.
Combos.....There is only one or two excluding the ones with supers.
Jump-in Fierce/ Low Short*2/ Standing Jab/ Uppercut.
(a fake set up) Jump-in Fierce/ Low Short*2/ Fake Fireball/ Standing Strong.
(mix up) {Jump-in fierce optional} Low Short*2/ Overhead/ {Jump-in Fierce/Roundhouse}/ Run-in/ Low Short*2/ Low Roundhouse or Grab. Hell of a mix up :)
Jump-in Fierce/Roundhouse/ Low Short*2/ Uppercut Super
Jump-in Fierce/Roundhouse/ Roundhouse/ Uppercut Super
Hope i helped a little bit bro.
Frito-Bandito
03-05-2004, 02:11 PM
I'll try to use some of these strats.
Thanks for the Mind game tactics i really like to use those mind game tricks because of the frustration factors.
Shin Ace
03-05-2004, 02:44 PM
my b&b against 60 stun characters.
jump in, j. HK, c. MK xx FP DP. Then as they wake up, F. FP. If the massive slice hit them, dizzy. F, HCF P. Those 2 sword attacks combo into over 10k damage, not to mention the first 5 hits or so.
I'm not 100% sure on the motion for the super.
Originally posted by Hybrid Fury
VS - Matches
Shotokans (Gouki,Ken,Ryu)
-------------------------
Most of them still rely on the fireball/dragon punch trap.... etc... etc...
What the heck?! Are you from Gamefaqs or something? :lol: :lol: :eek:
Hybrid Fury
03-05-2004, 08:25 PM
Oops!!! Sorry forgot to give props to tha guy that wrote that. It was a guy off gamefaqs. but the info on combos & b.s is mine. :D
Frito-Bandito
03-05-2004, 10:35 PM
Dam!! That combo must do some crazy damage!!
I'll have to try that later but i just whooped my bro really bad
I dont think he wants to play me right now.
8 matches to 0 :p
Hybrid Fury
03-06-2004, 09:07 AM
Oh yeah frito...here's that thing you requested
HoneyBBQGrundle
03-06-2004, 04:35 PM
Originally posted by Hybrid Fury
VS - Matches
Shotokans (Gouki,Ken,Ryu)
-------------------------
Most of them still rely on the fireball/dragon punch trap.
You can counter their fireballs up close using your HP, which
is an okay poke.
lmao. Did you even read what you copy/pasted?
Frito-Bandito
03-06-2004, 05:30 PM
Thanks for the SWEET ASS SWEET avatar hybrid fury :D
HEY YO its me, its me, its RDG (RUSH DOWN GOD) VDO here, just wanna say that I for 1 play Haohmaru P-groove Haohmaru to be excat. I find that with good enough timing and accuracy Haohmaru is 1 of my most deadliest characters I use, I reccomend using stong punch more than any button because it has incredible poke range (standing) also has very good priority while jumping in when peeps wanna try and beat you to the punch, it will override mostly anybodys jumpin attacks. Ducking strong punch is very good for peeps who wanna sit there all day (not a good career move) if you are really close do a c. strong followed by a c. jab, followed by another c. strong which put them at just enough distance to get gouged right in the eye with s. strong punch, and I garuntee if cuaght by enough of those strong punches they will begin to play stupid and careless and thats when you catch their azz with a standing fierce slash OOOOOOOOOOOUCH. From this piont they are either DAZED or DEAD trust me!
HAOHMARU IS DEFINETELY A FORCE!
Frito-Bandito
03-21-2004, 06:16 PM
Its good to see that there is somebody that thinks Hoamaru is a pimp ass character. Thanks for all the Strats. :D
RedSamurai89
03-24-2004, 07:18 PM
just wanna say that I for 1 play Haohmaru P-groove Haohmaru to be excat. I find that with good enough timing and accuracy Haohmaru is 1 of my most deadliest characters I use, I reccomend using stong punch more than any button because it has incredible poke range (standing) also has very good priority while jumping in when peeps wanna try and beat you to the punch, it will override mostly anybodys jumpin attacks. Ducking strong punch is very good for peeps who wanna sit there all day (not a good career move) if you are really close do a c. strong followed by a c. jab, followed by another c. strong which put them at just enough distance to get gouged right in the eye with s. strong punch, and I garuntee if cuaght by enough of those strong punches they will begin to play stupid and careless and thats when you catch their azz with a standing fierce slash OOOOOOOOOOOUCH. From this piont they are either DAZED or DEAD trust me!
HAOHMARU IS DEFINETELY A FORCE!
Hey VDO I tried using him in P groove and let me tell u something,
he kicks serious azz, man! I tried what you said "the strong punch and then the fierce slash" thing and it works well. But I use him in N groove though, which is pretty good. So I'll start training w/ Haohmaru in P groove. Thx man
tomlcsc
03-25-2004, 01:58 PM
I got a friend who has an insane K-Haohmaru. Like seriously...I dont see how he pulls it off. I'll try and get him to help you out. expect a reply in a couple of days
-Tom
Frito-Bandito
03-25-2004, 06:12 PM
Originally posted by tomlcsc
I got a friend who has an insane K-Haohmaru. Like seriously...I dont see how he pulls it off. I'll try and get him to help you out. expect a reply in a couple of days
-Tom
Hey thanks man ive been thinking of droping Hoamaru for a while because he got his ass owned at the Texas Showdown tournament....but alot of you people are giving me insparation again not to drop him and thank you tomlcsc i hope he really has some good strats
Thanks again!!!:D
PimpedoutGeese
04-06-2004, 10:07 AM
I actually started to play with K Haohmaru yesterday... picked him up pretty quick, not saying he is an easy character.
Little stuff I found out playing with him for a day.
Your all right, S. Mp I found one of the best pokes.
C. HP when they jump in on certain characters, if timed right.
I found that if you play K you really dont need his supers to win a match with JD, but I really dont combo in supers with him anyways.
P groove haohmaru I definatly will try, will parry, F. HP in close work?
Maybe roll canceled overhead with LP, other than that Roll cancel probably wont help other than roll canceled Dp on jump ins.
Dont know anything with A. But I do need a little better K Groove strategy. Any help anyone, some more B&bs and what should I do, besides throw, after a JD? Slash? Not too sure.
Any help appreciated.
Frito-Bandito
04-06-2004, 06:19 PM
I myself used to play K-groove Haomaru but i switched to A-groove but like you said you really dont need speacials to win with k Haomaru..
What i do is i rush them down with Ducking Lkx3 then ducking Jp and then ducking Mp..
I you can keep this pressure on them you will bait a roll if they are using any of the roll grooves...you can also mix standing Mp into it but if you loose your momentimum you have a good chance of loosing the match...
You can also use his crossup with Mk to apply some extra pressure and use his little jumping crush slash thing when you apply the pressure with the Lk's and Jp's.
As for BnB he really just has jump in Hp ducking Lk then the cresent slash...
Well i hope this helped you out any :)
Haohmaru's c.MKs, c.LKs, and kick throw are really, really good.
-c.MK, dash, kick throw
-c.LK, c.LK, dash, kick throw
Bnb combos:
-c.LK, s.LP xx dp+HP
-c.LK, c.LK xx super
C-groove:
-level 2 super, qcf+K, far s.HP (ouch)
Do far s.HP if Sakura is whiffing dive kicks. You'll dizzy her in about 2 hits.
j.HP is a really good space control move. Just jump up and down j.HP can keep an opponent out.
FluffyXXL
04-07-2004, 11:03 PM
Originally posted by kcxj
Bnb combos:
-c.LK, s.LP xx dp+HP
Use MP instead of HP. On normal sized characters (i.e. not thin characters) you can get a cross-up MK for free against non-safe fall grooves. It's excellent against C-groove and sets up the C.short dashing games.
Anyway, my advice is to know the match-ups, especially the good ones and bad ones. Haohmaru does really really good against Chun and Bison. Chun has zero game against you, as you can poker her from afar and counter-poke when she whiffs. She can't get close enough to cross you up, and every jump in she does you beat with LP-DP (seriously, this works). She can just never whiff C.Strong as you can S.Fierce it if you're looking for it. Also, her only decent poke against you will be S.Strong, which is way hard to combo into super on reaction. You're basically challenging her to be 10x better than you are. Also, you duck under SBK. If she SBKs, just do a slide. If she did a LK SBK, you'll hit here. if she did MK or HK, you can throw right after as you'll recover and be right next to her. If you're in A-groove (by far, his best groove) you can go into custom easily here.
Against Bison, you have the same advantages as you did against Chun Li. Your pokes have longer range and C/S.LP is really good. You also have the LP-DP against his jump ins. Seriously, his jab DP is great against Bison and Chun because their high jump arc allows enough time for you DP to actually come out. RCs can be difficult to deal with though. Bison is big enough to cross up however, so dash-in throw games and cross-ups work quite well.
Rokiseph
04-19-2004, 06:02 AM
Hmm
I haven't been here for quite a while.
Ok.
Here's how I use haoh.
1. Zone my Way so that I'm close enough for a MP.
2. Short Jump Heavy Slash. If blocked, press Down Back as you land for a possible JD. React to whatever is thrown at you with appropriate move.
If hit, do overhead Special, Gougetsuzan doesn't always hit.
If the Overhead hits, walk up right next to them if they have no reliable wake ups.C.LK do mess with them before they get up, and suddenly short jump straight up and HP just as they get up. . If hit land and down back to JD whatever is thrown at you because even if you hit, sometimes you can be hit back before you land 0_o... Treat it as a Rage Gainer if you get hit, always think positive.
If the Overhead is Blocked, press down back in case of retaliation. Within that split second if you see no retaliation walk up and C.LK X3 C.LP and MP and MP. oR just LP if you want.
Mix the above paragraph with Walk up HK (NOT HP) throws. The opponent gets up really fast from this. Depending on how well you know your opponent, you can throw him again if he doesn't expect it, or Short Jump straight UP HP again to repeat the above.
You can mess it up enough to actually do a HK throw 3 times in a row from someone who isn't used to the timing. THe obvious is of course, if they're used to it, don't do it. But try it once in a while.
A scene that I experience often goes like this
HK Throw
Pause
HK Throw when opponent gets up too fast.
Pause, C.LK whiff
Short Jump up HS
Land C.LP
I know I say to JD in case, but I do it anyway sometimes. it's just...flexible what you want to do.
-----
When someone is down, short jump MK behind them for a cross up into Tenpafuuzinzan. Do this rarely so opponents don't expect it. Usually when you are raged, you go for guard breaks.
Of course, haohmaru is a Guard Breaker
In a games, my ratio of Throwing out S.LK S.LP S.MP and S.HPs are about 20 : 10 : 6 : 3
That doesn't mean I throw out 3 HPs per game, I throw out more than that. I throw some of them when they are barely OUT of range of the opponent. This way you make THEM register how far away you are. It also makes them think twice into walking just within range in case you randomly throw in another. Some people will of course carefully walk in within range, if they do that, DON'T HP them. Walk forward and throw a LP. People who are used to me try to bait even an MP from me. Then they roll. If they don't react to the S.LP walk forwards instead of raecting with anything else.
Do you expect them to roll? If not, Short Jump HP again and get close again.
WHAT TO DO WITH PEOPLE WHO HAVE WAKE UP MOVES.
Since it's FIXED and you will know when the move will come up, when you are next to a downed character, jump straight up (not short Jump) so taht you can slash their head as they get up. The thing here is, tap back in the air to JD IF they try to Anti Air you. If they do, be sure to continue JDing if it's a multi hit move (Like Infernal Sagat), if they don't, Slash away.
I don't do this of course...why? Because I'm crazy. I ALWAYS short jump HS because unless they have a Level 3 up their sleeves, nothing is going to bother me since I usually trade.
Somethings to note, Remember Haoh has his S.HK. I mainly use it to Break People's Guards. It's a useful Heavy Attack That moves you forward as you break their guard, compared to S.HP. It's Halfway between the usefulness of a S.MP and S.HP When breaking a guard, so use it if you're Too close to MP or HP. I know taht sentence seems weird, but try it and you'll know why.
Hey. This is what I do. I don't expect it to work for you because we all have different thoughts on K groove. I am one of those who advocate JDing everything. Some people don't. but you can try it anyway. Anyway that's just the basics for Haoh, you have to find out the rest yourself because no opponent is the same.
Frito-Bandito
04-19-2004, 08:32 PM
Is it possible to use Haomaru's Standing Hp as an AA?
I have done this a couple of times and it does really good damage but the thing is ive done it mostly on big charcters...but i have done it on some small characters also like Ken, Ryu, and i think once on Sak......
If anybody can give me any insight on this thanks......
Hopefully u can look in on this kcxj..ur like a guru on this game :D
Thank you!!!!!:D :D
randomsuper
04-19-2004, 09:42 PM
it works but the other player has to jump in at an angle where they won't land on top of you, but in front of you. it's specific to where the jump is coming from. don't do it against p groove!
Originally posted by Frito-Bandito
Hopefully u can look in on this kcxj..ur like a guru on this game :D
lol... you've got to be kidding me. It only shows I spend way too much of my time online that's all. You should really ask somebody who knows how to use Haohmaru. I've only played against him and remembered what my opponent did to me.
Jump back MP actually looks like the best Haoh anti-air from my experience. I get hit by that a lot when I try to bait my opponent into a using a poor recovering d.HP, but they're smart and just jump back MP instead.
Do the far s.HP when the other guy's just jumping up and down trying to bait you (ie. Sak whiffing dive kicks, Sagat jump up and down j.HK). Haoh s.HP only has 4 hit frames unfortunately, so it's not as meaty as it should be to make for a good far distance anti-air.
far s.HP 1800 +2/-12
11/4/42
57 frames total (almost a second long :( )
invincible at tip
PimpedoutGeese
04-27-2004, 06:47 AM
Hey if you guard break them with say, Lp or Mp, can you hit them with the HCB, F super? Also I think with EXTREME timing, like the second you see there feet jump... it could also be used as an anti air... but I may be dreaming there. Any good setups for this super. You guys have any good idea, even still I rarely use it.
Because even though QCFx2 is a great damaging super, its starting range is a little poopy, especially right when you guard break them with a S. Mp. Im so stuck on P throw... I really outta start using K throw. I use it in a blue moon.
Also I really dont use the kicks, I just rush run C. Lp, repeat. Then I'll break like after two or three and wait for the counter attack, like the Dp then thats where the meaty Slash comes in. Or sometimes I'll end it with S. Mp. Maybe I can rush with the Lp like I said above and then wait for the counter then HCB, f super.
A couple things I found out about that HCB, F super is that it'll usually trade with others if done at right time. I believe against C, S, and N groove it they try to chip you with lvl 1 super, mash out the super. There is more than plenty of enough time and there recover is dumbfounding. However again I may be dreamin. And at ratio 1, this super still takes a little bit under 3/4 on a level 2 on a counter hit.
Rokiseph
04-28-2004, 07:20 AM
Yes if you guard break them with a S.LP you can do the HCB.F + P Super. You can also do it if you cancel off some normal moves like C.HP into the Move, butttt......
It is best however to do it With a jump in Guard Crush, cos once you land...
PFWING...
BAM.
That's the beauty of short jump HP.
But for real damage, if you do Guard crush, try to Jump HP, Land C.HP into the other super. It does more damage.
Frito-Bandito
05-02-2004, 05:49 PM
Dam those quarter cirlce foward combos are crazy....well anyway to the point....
I was playing my brother one day against his annoying Terry and discovered that Hao's standing hard kick snuffed most of his stuff..It would go something like this......i would jump in Hp Ducking Lk x3 Lp the do the standing Hk he would always try and throw out a trip and it always seem to beat it...it also worked on terrys rising tackles......
well if anybody wants to correct me if im wrong please do....
Ryu & Ken
05-06-2004, 08:50 AM
keep using standing H.P if u r like me and can't be bothered to do anything else:lol:
Frito-Bandito
06-05-2004, 09:13 AM
Whats up everyone I was Playing Hoah the other day and i discoverd a set up for Hoah's S.HP...
Ok it goes something like this when im rushing down my oponent i do C.lkx2 C.jp C.mp S.mp...ok after u do that wait and if you see if there jumping in wait just a split second and throw out the Hp..u will either trade (and of course you will be in the favor) or they will take that massive damage.
Just be on ur toes to see if they are going to super jump cause if they do it wont work...but hey u can always use his DP to stop that to!!!!!
So pretty much you can keep applying the pressure or just wait for them to jump to get that HP.......
If something in here sounds wrong please correct me!!!!
Thank you!!!! :D :D
vBulletin® v3.8.0 Beta 2, Copyright ©2000-2008, Jelsoft Enterprises Ltd.