BBCF2 Combo Guide: 2 Air Combo Enders 2 Bread and Butters 2
BBCF2 Combo Guide: 2 Air Combo Enders 2 Bread and Butters 2
Table of contents
Introduction                               2
Midscreen/Anywhere:                        7
   214A routes                             7
   623AA routes                            7
   236B routes                             8
   6B CH                                   9
   3C CH                                   9
       3C - Close range only:              9
       3C - Max range:                     9
   4C                                     10
   6C                                     10
   Throws                                 10
   Drives                                 11
   Special Starters                       12
   Anti-air                               12
   Air-to-air                             12
Midscreen to corner 13
Corner 13
Back to corner 15
OD Combos 16
Mugen                                     18
  Agito or J.C ?                          19
Additional resources 22
Changelog                                 22
Introduction
To avoid repeating similar combos multiple times, the starters are split into two groups:
S-starters: 5A > 5B , 2A > 2B, 2A, 5A
N-starters: 2B, 5B, 2C, 5C, 4C CH, J.B/J.C/J.2C > 2B/5B/5C...
In CF, 5C forces crouching.
For every combo starting with an S or N starter in this file, the damage and magatama gain
values will be based on 2B as a starter.
Moves in parentheses are optional, they can be used for hitconfirming or add damage in
some situations. They will be ignored in the damage calculation and meter gain.
Thanks to KirbyMorph for providing video samples for some of the combos here.
If you notice any mistake, would like to suggest something or would like any further
information, please feel free to contact me on Discord (The_undercover_beret#9482).
For the sake of simplicity, for the rest of the combo guide, the routes will mostly use the first
air combo ender.
If you are starting with Haku-men, it is heavily recommended that you practice them first.
Midscreen
(1) 2A > 2B > 623AA > 5B > jc > J.B2A > jc > J.2AC (1978, 0.7)
Simple launch into air combo, 5B whiffs after a 5C max range > 623AA.
Do it if you want to send your opponent to the other side of the screen. It's also possible to
end it with J.B2A > J.214A for okizeme.
(1) [Crouching] 2A > 2B > 214A > 2C > J.B2A > jc > J.2AC (2242, 0.75) - [video]
(1) 5C > 214A > 2C > jc > J.B2A > jc > J.2AC (3208, 0.9)
Another simple launch into, it does a bit more damage than the combo above, but requires
hitting the opponent crouched. Conveniently, in CF, 5C forces crouching, providing a easier
access to this route. However, it may require an hjc after 2C if the opponent is too far and 2C
whiffs after a 5C max range > 214A.
(2) 2B > 623AA > Delay 5B > 214A > Hop > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2884,
1.0) - [video]
It has the lowest damage but best corner carry and meter gain among the 2 magatama combos.
The main asset of this route is that it's always available. At 2B max range, 623AA > 5B remains
possible, whereas 2B > 236B will whiff on some characters.
(2) 2A > 2B > 236B > IAD J.2C > 5A > 5B > jc > J.B2A > jc > J.2AC (2565, 0.85)
(2) 2A > 2B > 236B > IAD J.2C > 2B > 5A > 5B > jc > J.B2A > jc > J.2AC (2669, 0.9)
Higher damage but slightly less corner carry than the combo above.
Hitting with J.2C > 2B is a little harder but more rewarding than 5A. Furthermore, hitting with 2B
is necessary for 3 and 4 magatamas combos, so it’s definitely worth learning.
(2) 2A > 2B > 236B > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2734, 1.0) - [video]
(2) 2A > 2B > 236B > 6A > 6B > 2B > 5A > J.B2A > jc > J.2AC (2743, 1.0) - [video]
Highest damage but least corner carry among the 2 magatamas combos.
Just like the previous route hitting with 2B is harder, but necessary for the more expensive
combos.
There isn’t much difference between the 236B > IAD J.2C route and 236B > 6A ones, so feel free
to use the one you are most familiar with.
(3) 2A > 2B > 623AA > 5B > TK J.214B > AD > J.2C > 2C > jc > J.B2A >jc > J.2AC (2721,
0.8)
Less practical than the 5B > 214A, since 5B > TK J.214B only works if you are close, but has the
best corner carry out of the 3 magatama combos.
This is also a very useful combo after a raw 623AA.
[Crouching] (3) 2B > 214A > 2C > TK J.214B > IAD J.2C > 6A > 6B > 5A > 5B > hjc > J.B2A > jc
> J.2AC (3790, 1.3) - [video]
Most damaging 3 magatama route with solid meter gain and corner carry. It works from a max
range 2B, but not further.
(0) Forward Throw > Walk forward > 2C > hjc > J.B2AC > jc > J.C (2499, 1.0)
Stable, near universal throw combo. It deals great damage for a 0-magatama combo. It
doesn’t work on Bullet.
(1) Forward Throw > Walk back > 2C > 623AA > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC
(2811, 1.4) - [video]
A bit more damage than the route above, its cost is offcast by a higher meter gain than the
0-magatamas route. It’s universal, but the timing is annoying on Mai, Naoto and Celica.
(2) Forward Throw > Hop J.214B > Delay AD > J.2C > 6A > 6B > 5A > 5B > J.B2A > jc >
J.2AC (3340, 1.3) - [video]
Harder than the other regular throw combos, but provides more corner carry than the other
throw combos and can be easily adjusted into a midscreen to corner combo. It’s also a great
way to practice J.214B into AD combos. The J.2C has to hit at a precise height, see the
“How do I do this route?” section for visual references if you are having a hard time doing.
If you are still finding it difficult, J.2C > 5B requires a less strict timing.
The 4 routes above are all practical. Using one over the others often comes down to player
preferences.
(1) Back Throw > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2754, 1.2) - [video]
(0) Air Throw > J.2C > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (3010, 1.1) - [video]
(1) Air Throw > J.B or J.2A > 5C > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC
(3018/3028, 1.1) - [video]
(0) Air Throw > 2B > 5A > 5B > J.B2A > jc > J.2AC (2408, 0.9) - [video]
The follow-up after an air throw depends on the height at which the throw is done. J.B and
J.2A are the most common ones, they are typically used after an IAD and can be done a
little higher or lower than that. J.2C is more situational since it requires the throw to be done
fairly high into the air. 2B is the rarest one, it’s only available as you are about to land.
(0) 6B CH > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2864, 1.2) - [video]
(2) 6B CH > 2B > 214A > IAD J.B > J.2A > 5C > 5C > 623AA > 5B > J.B2A > jc > J.2AC
(3708, 1.4) - [video]
(2) 3C CH > 2B > 214A > IAD J.B > J.2A > 5C > 5C > 623AA > 5B > J.B2A > jc > J.2AC
(4128, 1.5) - [video]
6B is invincible from frame 4 to moves with foot attributes (so most 2A/2B/3C).
3C is a very fast longe range sword move, it’s very unsafe on block so you should always
use this with caution and as little as necessary.
The 2B > 214A > IAD J.B > J.2A can be very finicky on some characters. Here is a list of the
easiest timings on all characters: Timing on everybody
While this route is difficult, it’s also the optimal one, so it’s recommended to practice it at
least for the characters the route works fairly well on.
If you find it too difficult, the 3C CH section contains more 2B > 214A routes.
(1) 5D/2D > 623AA > 5B > J.B2A > jc > J.2AC (2382, 1.6)
(2) 5D/2D > 236B > 2C > J.B2A > jc > J.2AC (2801, 1.6)
(2) 6D > 623A > 623AA > 5B > J.B2A > jc > J.2AC (2426, 1.7)
(1) J.D > J.2A > jc > J.2AC (1849, 1.3)
(3) J.D > J.214C > 2C > J.B2A > jc > J.2AC (3153, 1.3)
(3) 214D > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (3307, 1.2) - [video]
Drives are short starters, as such the combos after them are limited. The routes above are
the easiest and/or most meter efficient.
(0) AA 5A > 5B > J.B2A > jc > J.2AC (1586, 0.5) - [video]
(2) AA 5A > 5B > TK J.214B > Delay AD J.2C > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC
(2974, 1.1)
(0) AA 2C > hjc > J.B2A > jc > J.2AC (2169, 0.7) - [video]
(3) AA 2C > hjc > J.B2A > jc > J.B2A > J.214C > Falling J.2C > 5A > 5B > J.B2A >jc > J.2AC
(3683, 0.9)
5A and 2C are your two-key anti-airs. 5A has a decent vertical hitbox and only has 5 frames
of start-up. 2C is invincible to air moves and boasts a great vertical and horizontal hitbox,
however the invincibility kicks in late and the move is heavily punishable on whiff. So use
them, according to the situation.
For more details here is the beginner guide section about AA.
Guides on Haku’s anti-airs
(1) AtA J.B/J.2A CH > 5C > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2825/2880,
1.0)
(0) AtA J.2C > 5A > 5B > J.B2A > jc > J.2AC (2383, 0.8)
Both J.B and J.2A have amazing hitboxes. You don’t necessarily need the CH if you are low
enough, but it’s pretty rare.
J.2C is slow and is easy to anti-air, but as an even bigger hitbox than J.B and J.2A. Due to
its recovery it most of the time only combo into 5A on air hit.
For more details here is the beginner guide section about AA.
Guides on Haku’s air-to-air
Corner
(1) 2A > 2B > 623AA > 6A > 6B > 5A > 5B > 9hjc > J.B2AC > 9jc > J.2AC > J.214A (2595,
1.1)
Basic 1 magatama route in the corner, ending with J.214A is recommended since knocking down
in the corner is highly beneficial and the meter gained in the combo circumvent the cost.
(1) 2A > 2B > 623AA > 6A > 6B > 5A > J.B2AC > Land > 9jc > J.2AC > 9jc > J.2AC > J.214A
(2712, 1.2)
Slightly better combo than the route above, but is character specific.
It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami.
Delay 6B and/or 5A, J.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei
Delay 5A, 8jc, J.B2AC as fast as possible on: Celica.
(2) 2A > 2B > 236B > IAD J.2A > J.C > 5C > 6A > 6B (2617, 0.9)
Basic 2 magatama combo into 6B knockdown. 6B is overall Haku-men’s best knockdown and
unlike J.214A it doesn’t require an additional magatama. A staple combo.
(2) 2B > 236B > IAD J.2A > J.C > 5C > 6A > 6B > 5A > 5B > 9hjc > J.B2AC > 9jc > J.2AC >
J.214A (3781, 1.4)
Only works with one hit before 236B but deals massive damage and has high meter gain for it’s
cost. For more than 2 hits, before 236B, 5C > 2C can be done, but a lot of this combo’s value is
lost.
(2) 2B > 236B > IAD J.2A > J.C > 5C > 6A > 6B > 5A > J.B2AC > Land > 9jc > J.2AC > 9jc >
J.2AC > J.214A (3884, 1.4)
The 2 magatama character specific variant, like above it only works with one hit before 236B, but
is even more powerful.
Midscreen/Anywhere:
214A routes
(1) N-starter > 214A > 5B > 2A > 3C (1922, 0.5) - [video]
(1) N-starter > 214A > 2A > 6A > 6B (1864, 0.6)
(2) S-starter > 214A > 5B > 623AA > 5B > J.B2A > jc > J.2AC (2686, 0.9)
(3) [Crouching] N-starter > 214A > 2C > TK J.214B > AD J.2C > 6A > 6B > 5A > 5B > J.B2A
> jc > J.2AC (3790, 1.3) - [video] - Close range only.
(3) [Crouching] N-starter > 214A > 2C > 9jc > J.2C > J.214B > Delay AD J.2C > 6A > 6B >
5A > 5B > J.B2A > jc > J.2AC (4048, 1.3) - [video]
(4) S-starter > 214A > 41236C > 6A > 6B > 5A > 5B > JB2A > jc > J.2AC (3615, 1.0)
623AA routes
(1) S-starter > (214A > 5B) > 623AA > 5B > J.B2A > jc > J.2AC (2187, 0.7) - [video]
(2) S-starter > 623AA > 6A > 6B > 5A > J.B2A > jc > J.B2A > J.214A (2578, 0.95) - Close
range only - [video]
Works on (Easy): Ragna, Litchi, Arakune, Haku-men, Nu, Tsubaki, Hazama, Mu,
Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda,
Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai.
Delay 6A (Hard, 6B/J.B whiffs otherwise): Jin, Bang, Noel, Rachel, Taokaka, Tager, Makoto.
Doesn't work on: Carl, Platinum, Celica.
(3) S-starter > 623AA > 5B > TK J.214B > Delay AD J.2C > 2C > JB2A > jc > J.2AC (3022,
1.0) - Close range only - [video]
(2) N-starter > (214A > 5B) > 623AA > 5B > 214A > Hop > 6A > 6B > 5A > 5B > JB2A > jc >
J.2AC (2884, 1.0) - [video]
(3) N-starter > (214A > 5B) > 623AA > 5B > 214A > IAD J.B > J.2A > 5C > 5C > 623AA > 5B
> JB2A > jc > J.2AC (2998, 1.1) - [video]
(3) N-starter > (214A > 5B) > 623AA > 5B > TK J.214B > Delay AD J.2C > 6A > 6B > 5A >
5B > J.B2A > jc > J.2AC (3298, 1.4) - Close range only - [video]
(2) 5C (max range) > 623AA > Delay 214A > Hop > 6A > 6B > 5A > 5B > JB2A > jc > J.2AC
(3588, 1.2)
Also works with 4C CH.
236B routes
Routes in which 214A can't be added can only be done with one move before 236B at best.
(2) S-starter > (214A) > 236B > J.2C > 5A > 5B > J.B2A > jc > J.2AC (2849, 0.8) - [video]
(2) S-starter > (214A) > 236B > IAD J.2C > 2B > 5A > 5B > JB2A > jc > J.2AC (2966, 0.9) -
[video] - Requires an hjc after 5B on: Arakune, Carl, Makoto.
(2) S-starter > (214A) > 236B > Delay J.2C > 5A > 6A > 6B > 5A > 5B > JB2A > jc > J.2AC
(3171, 1.2)- Works on: Haku-men, Kokonoe, Naoto
(3) S-starter > (214A) > 236B > IAD J.2C > 2B > 214A > Hop > 5B > JB2A > jc > J.2AC
(3267, 1.0) - [video]
(3) S-starter > (214A) > 236B > IAD J.2C > 2B > 214A > Hop > 5B > 5A > 5B > JB2A > jc >
J.2AC (3302, 1.05) - [video] - 214A can only be added after a N-Starter.
(3) S-starter > (214A) > 236B > IAD J.2C > 2B > 214A > IAD J.B > J.2A > 2C > hjc > J.2A >
jc > J.2AC (3399, 1.0)
(3) N-starter > 236B > IAD J.2C > 2B > 214A > Hop > 6A > 6B > 5A > 5B > JB2A > jc >
J.2AC (3593, 1.1) - [video]- Work on: Ragna, Arakune, Tsubaki, Valkenhayn, Relius, Bullet,
Azrael, Celica, Naoto
(4) N-starter > (214A)* > 236B > IAD J.2C > 2B > 214A > IAD J.B > J.2A > 5C > 5C > 623AA
> 5B > J.B2A > jc > J.2AC (3838, 1.3) - *214A can only be added by removing a 5C.
(2) S-starter > (214A) > 236B > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (3038, 1.0) - [video]
(2) S-starter > (214A) > 236B > 6A > 6B > 2B > 5A > J.B2A > jc > J.2AC (3049, 1.0) - [video]
- Harder than the combo above.
(3) S-starter > (214A) > 236B > 6A > 6B > 2B > 214A > Hop > 5B > J.B2A > jc > J.2AC
(3446, 1.1) - [video]
(3) S-starter > (214A) > 236B > 6A > 6B > 2B > 214A > IAD J.B > J.2A > 2C > hjc > J.2A > jc
> J.2AC (3578, 1.1)
(4) N-starter > 236B > 6A > 6B > 2B > 214A > IAD J.B > J.2A > 5C > 623AA > 5B > JB2A >
jc > J.2AC (3844, 1.4)
(2) S-starter > (214A) > 236B > IAD J.B > J.2A > 2C > hjc > J.B2A > 8jc > J.C (2780, 1.0)
(3) S-starter > (214A) > 236B > IAD J.B > J.2A > 5C > 2C > 623AA > 6A > 6B (3079, 1.1)
(3) S-starter > (214A) > 236B > IAD J.B > J.2A > 5C > 5C > 623AA > 5B > JB2A > jc >
J.2AC (3362, 1.0)
(3) N-starter > 236B > IAD J.B > J.2A > 5C > 623A > 6A > 6B > 5A > 5B > JB2A > jc >
J.2AC (3397, 1.1)
6B CH
6B is a short starter now, which means combos from it must be done as quickly as possible
before the opponent techs.
(0) 6B CH > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2864, 1.2) - [video]
(2) 6B CH > 2B > 214A > IAD J.B > J.2A > 5C > 5C > 623AA > 5B > J.B2A > jc > J.2AC
(3708, 1.4) - [video]
3C CH
(0) 3C CH > 2B > 5A > 5B > jc > J.B2A > jc > J.2AC (2826, 1.0) - 5B needs to be removed if
too far away.
(0) 3C CH > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (3398, 1.2) - Close range only - [video]
(2) 3C CH > 6A > 6B > 5A > 5B > TK J.214B > AD > J.2C > 2C > hjc > J.B2A > jc > J.2AC
(4267, 1.5)
3C - Max range:
(2) 3C CH > 2B > 214A > IAD J.B > J.2A > 5C > 5C > 623AA > 5B > J.B2A > jc > J.2AC
(4128, 1.5) - [video]
This route is overall the best 3C combo available, it has great corner carry and works even
at max range. Sadly, the timing for AD J.B > J.2A can be finicky, since it has to be adjusted
depending the character and the distance.
Timing on everybody
The combos below are alternative routes, easier but not as efficient:
(1) 3C CH > 2B > 214A > Hop > 5B > J.B2A > jc > J.2AC (3273, 1.0)
(1) 3C CH > 2B > 214A > IAD J.B > J.2A > 2C > hjc > J.2A > jc > J.2AC (3472, 1.1)
(2) 3C CH > 2B > 214A > Hop > 2B/5B > 623AA > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC
(3796/3828, 1.5)
(2) 3C CH > 2B > 214A > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (3763, 1.3)
(2) 3C CH > 2B > 623AA > 5B > 214A > Hop > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC
(3697, 1.5)
(3) 3C CH > 2B > 214A > IAD J.B > J.2A > J.214B > AD > J.2C > 2C > hjc > J.B2A > jc >
J.2AC (4267, 1.2)
4C
(1) 6C FC > (5C) > 214A > 2C > J.B2A > jc > J.2AC (3803, 1.0) - [video]
(2) 6C FC > Hop J.214B > Delay AD J.2C > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (5114,
1.4)
(2) 6C FC > (214A) or (5C) or > (5C > 214A) > 236B > IAD J.2C > 5A > 6A > 6B > 5A > 5B >
JB2A > jc > J.2AC (4611, 1.1) - [video]
Throws
(1) Forward Throw > 2C > hjc > J.B2A > jc > J.2C > J.214A (2529, 0.9) - [video]
(1) Forward Throw > 5C > 623AA > 5B > J.B2A > jc > J.B2A > J.214A (2710, 1.0)
(1) Forward Throw > Walk back > 2C > 623AA > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC
(2811, 1.4) - [video] - Universal, delay the 623AA: Naoto, Mai, Naoto.
(2) Forward Throw > Hop J.214B > Delay AD J.2C > 6A > 6B > 5A > 5B > J.B2A > jc >
J.2AC (3340, 1.3) - [video]
(1) Back Throw > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2754, 1.2) - [video]
(1) Back Throw > Delay 214A > Hop > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2935, 1.3) -
[video]
(3) Back Throw > 623A > 6A > 6B > 5A > 5B > TK J.214B > AD > J.2C > 2C > jc > J.B2A >
jc > J.2AC (3273, 1.4)
Following an Airthrow, it's possible to go for either J.B/J.2A/Land 2A (IAD-like height, most
common), J.2C (After a hjc), 2A/2B (Close to the ground).
(1) Air Throw > J.B or J.2A > 5C > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC
(3018/3028, 1.1) - [video]
(0) Air Throw > J.2C > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (3010, 1.1) - [video]
(1) Air Throw > J.2C > 5C > 623AA > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (3191, 1.1) -
[video]
(2) Air Throw > J.2C > 2C > TK J.214B > Delay AD J.2C > 2C > hjc > J.B2A > jc > J.2AC
(3334, 1.0)
(0) Air Throw > 2A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2592, 1.1) - [video]
(0) Air Throw > 2B > 5A > 5B > J.B2A > jc > J.2AC (2408, 0.9) - [video]
Drives
(1) 5D/2D > 623AA > 5B > J.B2A > jc > J.2AC (2382, 1.6)
(2) 5D/2D > 236B > 2C > J.B2A > jc > J.2AC (2801, 1.6) - Easy
(2) 5D/2D > 623AA > 5B > 214A > Hop > 5B > J.B2A > jc > J.2AC (2702, 1.7) - Hard
(3) 5D/2D > 41236C > 2C > J.B2A > jc > J.2AC (3140, 1.5)
(1) 6D > 623A > 2C > hjc > J.B2AC > jc > J.C (2440, 1.7) - a hjc is required or J.B will whiff,
623A has to be done very early.
(2) 6D > 623A > 2C > 623AA > 2C > J.B2A > jc > J.2AC (2622, 1.7) - Unstable
(2) 6D > 623A > 623AA > 5B > J.B2A > jc > J.2AC (2426, 1.7) - Stable
(2) 6D > Delay 623A~A > 214A > Hop > 5B > hjc > J.B2AC > 9jc > J.C (2970, 1.7)
(3) 6D > 214D > 623A > 2C > J.B2A > jc > J.2AC (3049, 1.6) - Stable
Special Starters
(1) 623AA CH > 5C > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (3301, 0.9) - [video]
(2) 623AA > 214A > Hop > 5A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2914, 1.0)
(2) 236B > IAD J.2C > 5A > 6A > 6B > 5A > 5B > JB2A > jc > J.2AC (3294, 1.0) - [video]
(3) 41236C > 6A > 6B > 5A > 5B > JB2A > jc > J.2AC (4031, 0.8) - [video]
(3) 214D > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (3307, 1.2) - [video]
(1) Hop J.214A CH > J.B > 2C > jc > J.B2A > jc > J.2AC (2367, 0.6) - Character specific
(1) Hop J.214A CH > 2B > 5A > jc > J.B2A > jc > J.2AC (2091, 0.5)
(1) J.214A CH > J.B > 5C > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2995, 1.0) -
[video]
(2) TK/Hop J.214B > Delay AD J.2C > 5B > J.B2A > jc > J.2AC (3238, 0.5) - [video]
(3) J.214C (Guard Crush) > Hop > 2C > jc > j.B2A > jc > j.2AC (1833, 0.2)
(4) J.214C (Guard Crush) > Hop > 5C > 214A > 2C > J.B2A > jc > J.2AC (2566, 0.5)
(5) 236236D FC > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (4269, 0.8) - [video]
Anti-air
(0) AA 5A > 5B > J.B2A > jc > J.2AC (1586, 0.5) - [video]
(2) AA 5A > 5B > TK J.214B > Delay AD J.2C > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC
(2974, 1.1)
(0) AA 2C > hjc > J.B2A > jc > J.2AC (2169, 0.7) - [video]
(0) AA 2C CH > Falling J.2C > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (3387, 1.4) - [video]
(2) AA 2C CH > Falling J.2C > 2C > TK J.214B > Delay AD J.2C > 6A > 6B > 5A > 5B >
JB2A > jc > J.2AC (4162, 1.6)
Air-to-air
(2) AA J.A > J.B > J.214B > Delay AD J.2C > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC
(2645, 1.0) - Only work close to the ground.
(3) AA J.A > J.B > J.214C > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2716, 0.8) - Work up
until the high point of a hjc. - [video]
(3) AA J.A > J.B > J.214C > 2B > 5A > J.B2A > jc > J.2AC (2254, 0.5) - Work at any height. -
[video]
(1) AA J.B/J.2A CH > 5C > 623A > 6A > 6B > 5A > 5B > J.B2A > jc > J.2AC (2825/2880,
1.0)
(0) AA J.2C > 5A > 5B > J.B2A > jc > J.2AC (2383, 0.8)
Midscreen to corner
After an air hit 214A or a TK J.214B it’s possible to adjust the combo if the opponent reaches
the corner. This can lead to stronger combos or better okizeme.
… > Air hit 214A > IAD J.B > J.2A > 5C > 6A > 6B
… > TK J.214B > IAD J.C > 5C or 6C > 6A > 6B
Best okizeme and doesn’t require an additional magatama
… > Air hit 214A > IAD J.B > J.2A > 5C > 2C > J.B2A > jc > J.2AC > J.214A
… > TK J.214B > IAD J.C > 5C or 6C > 2C > J.B2A > jc > J.2AC > J.214A
High damage universal ender.
… > J.214B > IAD J.2C > 6A > 6B > 5A > J.B2AC > 9jc > J.2AC > jc > J.2AC > J.214A
… > Air hit 214A > Hop > 6A > 6B > 5A > J.B2AC > 9jc > J.2AC > jc > J.2AC > J.214A
High damage, character specific ender.
(2) S-starter > (214A > 5B) > 623AA > 5B > 214A > IAD J.B > J.2A > 5C > 6A > 6B (2673,
1.2)
(3) S-starter > 623AA > 5B > 214A > Hop > 6A > 6B > 5A > J.B2AC > 9jc > J.2AC > jc >
J.2AC > J.214A (3220, 1.3) - [video]
(2) S-starter > 236B > IAD J.B > J.2A > 5C > 6A > 6B (2764, 1.0)
(3) S-starter > 236B > IAD J.2C > 2B > 214A > IAD J.B > J.2A > 5C > 6A > 6B (3338, 1.2)
(3) S-starter > 236B > 6A > 6B > 2B > 214A > IAD J.B > J.2A > 5C > 6A > 6B (3557, 1.5)
(0) Airthrow > J.2A > 5C > 2B > 214A > IAD J.B > J.2A > 5C > 6A > 6B (3040, 1.2)
(3) 3C CH > 2B > 214A > IAD J.B > J.2A > J.214B > AD > J.C > 6C (level 2) > 6A > 6B
(4273, 1.5)
Corner
In the corner, Haku-men possesses two main combo enders.
… 5A > 5B > 9hjc J.B2AC > 9jc > J.2AC > J.214A
… 5A > J.B2AC > Land > 9jc > J.2AC > 9jc > J.2AC > J.214A
The former is simpler and easily works on most of the cast except Haku-men, Celica,
Kokonoe, Hazama and Terumi if the combo is too long. It can be fixed on Celica by doing
8hjc instead. For the other ones, you are better off doing the other route.
The latter deals more damage and has an higher meter gain. However, it works on less
character. It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki,
Naoto, Izanami.
Delay 6B and/or 5A, J.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei.
Delay 5A, 8jc, J.B2AC as fast as possible on: Celica.
 Beginning of the combo         … 5A > 5B > 9hjc J.B2AC >      5A > J.B2AC > Land > 9jc >
                                9jc > J.2AC > J.214A           J.2AC > 9jc > J.2AC >
                                                               J.214A
 (1) S-starter > 623AA > 6A > (2883, 1.1)                      (3015, 1.2)
 6B > ...
 (2) N-starter > 236B > IAD     (3781, 1.4)*                   (3884, 1.4)
 J.2A > J.C > 5C > 6A > 6B >
 …
 (1) Forward Throw > 623A >     (3412, 1.6)                    (3519, 1.7)
 6C(level 2) > 6A > 6B
 (0) Air Throw > J.C > 5C >     (3364, 1.4)*                   (3462, 1.4)
 6A > 6B
 (5) 6B > 632146C > 623A >     (4281, 1.5)*                   (4373, 1.5)
 6C > 6A > 6B > ...
And here some alternative routes to get a 6B knockdown. Which, overall, provides a better
okizeme than J.214A.
(1) N-starter > 623AA > 5B > 9jc > Delay J.2A > J.C > 5C > 6A > 6B (2586, 1.0) - [video]
Doesn't work on: Noel, Arakune, Makoto
(2) S-starter > 236B > IAD J.2A > J.C > 5C > 6A > 6B (2906, 0.9)
(3) S-starter > 236B > IAD J.2A > J.C > 5C > 2C > hjc > J.B2AC > jc > J.2AC > J.214A
(3555, 1.1)
(4) S-starter > (214A) > 236B > IAD J.2A > J.C > 5C > 2C > J.C > J.214B > AD or 9jc > J.C
> 5C > 6A > 6B (3904, 1.2)
(3) [Crouching] S-starter > 214A > 2C > J.C > J.214B > jc/AD > J.C > 5C > 6A > 6B (3505,
1.0) - [video]
(2) Forward Throw > 2C > J.C > J.214B > AD or 9jc > J.C > 5C > 6A > 6B (3129, 1.3)
(1) Air Throw > J.C > 6C(level 2) > 5C > 214A > 6A > 6B (3168, 1.1) - [video]
(5) 41236C > 6A > 6B > 5A > 5B > TK J.214B > AD > j.C > 6C(level 1) > 6A > 6B (4623, 1.0)
(6) 41236C(1) > 623A > 6C (level2) > 2C > TK J.214B > AD > j.C > 6C(level 1) > 6A > 6B
(5552, 1.2)
(2) 6B CH > 6C(level 2) > 2C > J.C > J.C > J.214B > jc/AD > J.C > 5C > 6A > 6B (4254, 1.6)
- [video]
(2) 3C CH > 6A > 6B > 5A > 5B > TK J.214B > AD > J.C > 5C > 6A > 6B (4085, 1.3) - [video]
(2) 6D > 5A > 5B > TK J.214B > AD > J.2C > 6A > 6B (3241, 1.7) - [video]
Back to corner
 Beginning of the combo          … 5A > 5B > 9hjc J.B2AC >       5A > J.B2AC > Land > 9jc >
                                 9jc > J.2AC > J.214A            J.2AC > 9jc > J.2AC >
                                                                 J.214A
 (3) S-starter > 236B > 623A     (3329, 1.0)                     (3467, 1.1)
 > 6A > 6B > ...
 (1) Back Throw > 623A > 6C      (3352, 1.6)*                    (3459, 1.7)
 > 6A > 6B > ...
 (3) 3C CH > 236B > 623A >       (4088, 1.3)                     (4230, 1.4)
 6A > 6B > ...
(1) 5D/2D > 623AA > 5B > hjc > J.B2AC > 9jc > J.2AC > (J.214A) (2573, 1.7)
(3) 6D > 623A > 623AA > 214A > Hop > 2C > J.B2A > jc > J.2AC (2643, 1.7)
OD Combos
The cornerstone of Haku's punishing game is his overdrive, it's one of the best one in the
game. It increases his meter gain meter through the roof allowing us to fully use his high-
damage special in combos for a short period. Haku is also the character who exploits EA at
the end of combos the best, since it knockdowns and still deal a high amount of damage with
AF.
Optimizing OD combos is tricky, as a wide range of routes are available and they heavily
depends on the length of your overdrive and the amount of magatama available at the start
the combo. However, most of the basic routes deal similar damage under the same
circumstances.
Starter > Succession of high damage specials > 5C or (6A > 6B > 5A) > Combo ender
The earlier the high damaging specials are done (41236C, J.214C, CT) the higher damage
they will deal, and there cost is offset by the amazing meter gain from the overdrive.
Most of the time, going for EA as the combo ender is the smarter move, as it triggers AF or
deal significant damage if it’s already active. Before that, a few inexpensive specials can be
used to extend the combo in order to deal more damage and add some corner carry.
The okizeme from EA is very poor, as it’s possible to roll safely afterward. In the corner, you
can force them to block with 2B after they forward roll.
Raw OD Time:
100 - 91% 4s
90 - 82% 4.5s
81 - 73% 5s
72 - 63% 5.5s
62 - 54% 6s
53 - 45% 6.5
44 - 35% 7s
34 - 0% 8s
Starter:
Extender:
[Crouched] 214A > 2C > TK J.214B > IAD J.2C > 5C > … (~2.1 seconds)
236B > 5C or (6A > 6B > 5A) > … (~1.2 / ~2.0 seconds)
[Corner] 41236C(1) > CT > 6C > 2C > J.C > J.214B > IAD J.C > 5C > … (~3.8 seconds)
[Corner] 41236C(1) > 623A > 6C(level 2) > 2C > J.C > TK J214B > IAD J.C > 5C (~3.3
seconds)
Ender:
… > 6A > 6B > 214D > (~1.2 seconds after 6A)
… > 5C or (6A > 6B > 5A) > EA (Any amount of OD left)
… > 5C > 623A > 5C > EA (~0.5 seconds after 5C)
… > 5C > 214A > 623A > 5C > EA (0.75 second after 5C)
… > 5C > 214D > EA (~0.9 second after 5C)
… > 5C > 623A > 5C > 214A > 623A > 5C > EA (~1.2 second after 5C)
… > 5C > 623A > 5C > 214A > 623A > 5C > 623A > 5C > EA (~1.4 second after 5C)
… > 5C or (6A > 6B > 5A) > 236B > 5C > EA (~1.0 second after 5C/5A)
… > 5C or (6A > 6B > 5A) > 236B > 5C > 214A > 623A > 5C > EA (~1.7 seconds after
5C/5A)
… > 5C or (6A > 6B > 5A) > 236B > 5C > 214D > EA (~2.0 seconds after 5C)
… > 5C or (6A > 6B > 5A) > 236B > 5C > 623A > 5C > 214A > 623A > 5C > EA (~2.2
seconds after 5C/5A)
… > 5C or (6A > 6B > 5A) > 236B > 5C > 623A > 5C > 214A > 623A > 5C > 623A > 5C > EA
(~2.7 seconds after 5C/5A)
… > 5C > 623A > 5C > 236B > 5C > 623A > 5C > 214A > 623A > 5C > 623A > 5C > EA
(~3.3 seconds after 5C)
… > 5C > 623A > 5C > 236B > 5C > 623A > 5C > 214A > 623A > 5C > 214D > EA (~3.8
seconds after 5C)
Other OD combos:
Notations:
(Meter needed at the start/Meter consumed) [Amount of life needed OR OD time left] Combo
(Damage) - [video]
Midscreen:
(0/2) [90%~82%] Forward Throw > ODc > Hop > 2C > 8jc > J.2C > J.214B > IAD J.2C > 5C
> EA (3364) - [video]
Corner:
(0/1) [100%~91%] Forward Throw > ODc > 6C(level 2) > 5C > 214A > EA (3184) - [video]
(0/1) [72%~63%] Forward Throw > ODc > 6C(level 2) > 5C > 214A > 6A > 6B > 5A > EA
(3495) - [video]
(0/1) [53%~45%] Forward Throw > ODc > 6C(level 2) > 5C > 214A > 5B > TK J.214B > AD
> J.C > 5C > EA (3879) - [video]
Back to corner:
(1/4) [100%]OD > 2B > 236B > 623A > 6C > 5C > 214A > 5B > J.214B > IAD J.C > 5C > EA
(4321)
Mugen
Aside from overdrive, Haku-men has at it’s powerful a costly yet effective comeback
mechanism: Mugen (214214B).
It requires 8 magatamas and for seconds, Haku-men will deplete until it reaches zero but
can use special and super without spending magatamas and it removes the same-move
proration on specials. This makes Mugen combos extremely deadly, capable of hitting in the
ten thousand with a good starter.
While it sounds godlike in theory, it suffers from several flaws. First of all, there are only a
few ways to combo into Mugen since it has a lot of recovery. Namely, 6A CH and a fully
charged 6C are the only ways to combo into Mugen.
As such it’s usually done outside of combos in neutral. UnfortunateLy, this means the
opponent can just run away from Haku-men while Mugen is active or punish it during the
start-up.
Mugen is almost always combined with overdrive, as it is a lot stronger with it. OD freezes
Mugen’s meter depletion while it is active, making it last a long longer. On top of it, Mugen
combos become unburstable while OD is active.
Starter:
Loop:
In CF2, there are 2 major loops. They both provide high damage and great corner carry.
The more damaging one, but is slightly harder to do. Practicing it a lot on both side of the
screen is recommended as it is not necessarily easy and dropping it a match will hurt badly.
It takes more time than the other route, as such fewer loops are doable and it deals less
damage. Its selling point is it’s execution, this loop is extremely easy to do and is consistent.
Mugen combos are combos that must not be dropped, as the stakes are very high.
It’s mostly practical when you don’t need 10k to kill but only 6~8k or have a lot of OD time
left.
Combo ender:
In Mugen, supers do not cost anything either, which means that Shippu (632146C) is an
ideal combo ender if you are nearly out of Mugen as it will deal 1000 minimum damage
once, and 200 if used multiple times. However, OD Shippu and regular Shippu count as
different supers and will both deal 1000 damage each if used consecutively. As such you
want to do 632146C while you are nearly out of OD before following up with a regular
632146C.
Agito or J.C ?
Haku-men’s air combo enders are nicknamed "staircase" or "staircase of justice" by the
Haku-men community. J.C sends the opponent flying across the screen, while J.214A
knockdowns at the cost if one star.
Which does raise some questions, which one should I? How do I know which one to use?
Sadly, there is no definitive answer. Most of the time it's arguable and boils down to personal
preference.
Still, understanding the pros and cons of each route will help you make the right decision at
the right time.
Haku-men often recovers a bit more than one magatama per combo, enabling Agito most of
the time.
A priori knocking down the opponent seems more rewarding than having the opponent
fullscreen, which would make J.214A the better option.
However, while J.214A's cost doesn't look like much, it restricts the field of possibilities in
pressure/mix-ups afterward.
Moreover, the okizeme options after J.214A are very limited and won't work against the
shrewder players.
On top of it, your opponent could use OD or a reversal followed by RC to reverse the
momentum. Which can lose you the game if done at a critical time.
J.C, on the other hand, brings back the game to neutral. A place where Haku-men shines
thanks to his strong pokes and passive meter gain.
Nonetheless, J.C isn't ideal either. Haku-men struggles against zoners (Nu, Nine...) and
mobile characters (Valkenhayn, Taokaka...). Going back to neutral against them can be a
bad idea, since you'll have to work hard to catch them a second time. In that case, going for
Agito is a better option.
That's, at the very least, the theory. In reality, it also depends on the player you have in front
of you and their strengths and weaknesses. For instance, against a DP-happy player, even if
you are low on meter after a J.214A, you could go for a strong punish if you make the correct
read.
In one sentence, J.214A is better than J.C if you are more confident in our offense afterward
than your neutral and vice versa.
How do I do this route?
    ●   J.214B > AD J.2C > 6A
A bit tricky because you have to delay the AD a little and hit with J.2C at a precise height.
Correct timing
Too high
Too low
The airdash has to be done as early as possible and the J.2C has to be delayed a little, if
done too early Haku-men will land to late and there won’t be enough hitstun to hit with 2B.
Correct timing
Too early
6A has to hit the opponent at a certain height, above 6B will whiff, below 2B won’t hit.
Correct timing
Too high
Too low
● 623AA > 6A > 6B > 5A > 9jc > J.B2A > 9jc > J.B2A > J.214A
Works on (Easy): Ragna, Litchi, Arakune, Haku-men, Nu, Tsubaki, Hazama, Mu,
Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda,
Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai.
Delay 6A (Hard, 6B/J.B whiffs otherwise): Jin, Bang, Noel, Rachel, Taokaka, Tager, Makoto.
Close range, delay 6A: Unstable: Platinum:
Doesn't work on: Carl, Celica.
A near universal timing at close range is 214A > Delay 8jc > AD > J.B > J.2A, it's a bit harder
to do but it works on everyone except Kagura. To practice the timing, try that route on Litchi
or Izanami: https://youtu.be/1qUZNv1h2io?list=PLrJRxQ7BaNKJY5_LgvdgTO5uYI0_lCU9Q
Corner:
It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami.
Delay 6B and/or 5A, J.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei
Delay 5A, 8jc, J.B2AC as fast as possible on: Celica.
Additional resources
Haku-men discord: https://discord.gg/0wziknKTd04lv5MD
Changelog
09/15/2017:
09/09/2017:
- Fixed a few minor mistakes.
- Fixed and completed a few descriptions.
- Added a few practical routes (J.D > J.214C > 2C) and removed some impractical ones
( 623AA > 6A > 6B > 5A > 5B midscreen)
09/08/05:
09/07/2017:
- Fixed a few damage/heat gain.
- Fixed the character specific description of
(0) Forward Throw > Walk forward > 2C > hjc > J.B2AC > jc > J.C
It works on Izanami and Hibiki.
- Precised when 9hjc J.B2AC > 9jc > J.2AC > J.214A is possible on Haku-men, Hazama,
Terumi, Kokonoe, Celica in the corner.
- Added a few Throw > Overdrive combos in the Overdrive section.
09/05/2017: