Hakumen has so many different combos that can be performed with the same starter, and even utilizing the same amount of Magatama. The purpose of this topic is to eliminate the combos you don't need so that you may maximize damage, improve execution, and focus more on strategy and less on remembering combos.
See the links at the bottom of the page if you don't know Hakumen well, or need help reading my guide.Simple Combos/Gatlings6a-3c [1164]
6a-6b [1127] slightly more magatama and wakeup options than above
CH5a-6a-6b [1091]
4c-gurren-3c [1394]
Mid-screen0MT AA5a-5b-(s)jb-j2a-AD-jb-j2a-jc [1731]
CHAA5a-2c-sjb-j2a-AD-jb-j2a-jc [1964]
CH3c-2b-5a-(s)j2a-AD-jb-j2a-jc [2441]
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1MTCH3c-2b-gurren-66-2c-jb-j2a-AD-jb-ja-2c-j2a-AD-j2a-jc [3229]
back throw-gurren-66-2c-jb-j2a-AD-jb-j2a-jc [2730]
forward throw-gurren-66-5a-5b-jb-j2a-AD-j2a-jc [2506]
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2MT starter-renka2-IAD-j2c-5a-sjb-j2a-AD-jb-j2a-jc [3428 with 5c as starter]
starter-gurren-enma-j2c-2c-j2a-jb-j2a-jc [2013 with 4c starter]
only use this combo if enma or 4c tip is your starter. The above 2MT is better with all other starters.DC hotaru-IAD-j2c-2c-(s)j2a-AD-j2a-jc [2981]
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3MTstarter-renka1-kishuu-(66)-2c-(s)jb-j2a-AD-jb-ja-2c-sj2a-AD-j2a-jc [4465 with 5c starter]
extra important midscreen combo string!starter-renka1-kishuu-2c-jb-j2-AD-ja-jb-5c-2c-jb-j2a-air dash-j2a-jc [3797 with 5b starter]5c-renka1-kishuu-66-2c-sjb-j2a-AD-jb-ja-5c-2c-sjb-j2a-AD-jb-j2a-jc [4883 with 5c starter]
only works with either a 5c starter, or a counter hit.DC tsubaki-IAD-j2c-2c-sjb-j2a-AD-jb-j2a-jc [4177]
Corner0MT forward throw-6a-2c-(s)j2a-j2c-2c-(s)j2a-j2a-AD-j2a-jc-5c-3c [3185]
forward throw-6a-6c-2c-jb-j2a-jc-j2a-AD-j2a-jc-5c-3c [3278]
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2MTstarter-renka-6a(delay)-
2c-(s)j2a-j2c-2c-(s)j2a-j2a-AD-j2a-jc-5c-3c [4085 with 5c starter]
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3MTstarter-renka1-kishuu-6c-
2c-sj2a-j2c-2c-sj2a-j2c-2c-sj2a-AD-j2a-jc-6a-5c-3c [6101 with 5C as starter]
air throw-tsubaki cancel-AD-jb-6c-6a-2c-sj2a-j2c-2c-sj2a-j2c-2c-sj2a-AD-j2a-jc-5c-3c [5592]
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5MT starter-renka1-kishuu-6c-6a-2c-tk hotaru-JC(9)-j2c(delay)-5c-
2c-sj2a-j2c-2c-sj2a-j2c-2c-sj2a-AD-j2a-jc-5c-3c [around 7.6k with 5c starter]
air throw-tsubaki cancel-AD-j2c-2c-tk hotaru-6c-6a-2c-sj2a-j2c-2c-sj2a-j2c-2c-sj2a-AD-j2a-jc-5c-3c [about 7000]
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8MT starter-renka1-kishuu-tsubaki-6c-66-2c-tk hotaru-JC(9)-j2c(delay)-5c-
2c-sj2a-j2c-2c-sj2a-j2a-AD-sj2a-jc-6a-5c-3c [8185 with 5c starter]
Corner to Corner (starts with hakumen inside the corner and carries opponent into the opposite corner)4MTstarter-renka1-kishuu-66-2c-JC-(s)jb-j2a-AD-jb-ja-5c-2c-gurren-66-2c-(s)jb-j2a-AD-j2a-jc-5c-3c [5286 with 5c starter]
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6MTstarter-renka1-kishuu-66-5c-gurren-kishuu-5c-kishuu-2c-(s)jb-j2a-AD-jb-ja-2c-(s)j2a-AD-j2a-jc-5c-3c [?]
Corner Reversal (starts with Hakumen inside the corner and ends with opponent inside the corner)0MT6d-IAD-jb-2c-(s)j2a-AD-j2a-j2a-jc-(66) [2393]
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2MTstarter-kishuu-enma-IAD-j2a-jc-IAD-j2a-j2c-2c-(s)j2a-j2a-AD-j2a-jc-5c-3c [?]
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3MTCH3c-2b-renka1-kishuu-2c-(s)jb-j2a-AD-j2a-jc-2c-(s)j2a-AD-j2a-jc-6a-5c-3c [4276]
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4MTCH3c-2b-renka1-kishuu-6c-gurren-2c-(s)j2a-j2c-2c-(s)j2a-j2a-jc-6a-5c-3c [?]
Drive Counter0MT 5D-2c-(s)jb-j2a-AD-jb-j2a-jc [2385]
2D-2c-jb-j2a-AD-jb-j2a-jc [?]
6D-j2c-2c-jb-j2a-AD-jb-j2a-jc [?]
things to check once I have ExtendTry each with every character and note irregularities
which combos can have 6a after jc
test 6a in corner combos
get damage for [?] combos
set each combo to same starter and list different damage values based on different starters
is 66 needed after tsubaki in 8mt corner combo?
can a second j2a be added to the end of the loop of the 3mt corner reversal?
check small pink combo in 3mt mid-screen section
can specific starter combos be done with weaker starters on CH?
add in magatama regeneration values
overall experimentation for adding damage for each combo
CS2 to Extend Notable ChangesMagatama gain is greatly increased
6a is now a true anti-air; has head invincibility starting with the 6th frame
6a pushes opponent slightly more. No more 5a-6a-5a mid-screen combos. (see MS section)
jb gives longer hitstun, making it a very powerful and useful move
jd now does 2000 damage, but is still un-comboable
ground throws are now comboable
6a is inserted into corner combos, generally after 6c's or after jc's.
most of midscreen combos with j2a are now proceeded by a jb, such as 2c-jb-j2a-AD-jb-j2a-jc
shippu has faster startup
4c is chargeable. Can cause wall bounce too at a certain charge (?)
corner carry potential is insane now. (Full screen carry with 4 magatama)
http://i1034.photobucket.com/albums/a426/Zach_Masta/hakumenguideodchsuxhc002.pnghttp://i1034.photobucket.com/albums/a426/Zach_Masta/hakumenguide003-3.png