Capcom vs SNK 2/Haohmaru/Combos

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Combos

All health values tested using C-Groove Ratio 2 against a C-Groove Ratio 2 Ryu at full health

All combos are written in Numpad Notation, refer to this visual aide if you need help reading it.

Meterless Combos
Combo Position Damage Stun Difficulty Notes
cr.LK, cr.LK xx HP Kougetsu Zan Close 2200 22 Easy Point blankk BnB, make sure you don't negative edge the feint.
cr.LK, cr.LK, cr.LK, cr.LP Close 1300 13 Very Easy Haohmaru's basic series of pokes, sequence length can be adjusted if a little farther away from point blank.
j.HP, cl.MK xx Kougetsu Zan Jump-in 4000 40 Very Easy Your meterless jump in combo.
Non-Groove Specific Super Combos
Combo Position Damage Stun Difficulty Notes
cr.LK, cr.LK xx Tenha Fuujin Zan Close 2906 6 Easy A metered version of his point blank BnB, great low confirm to super, but it sometimes misses if not done point blank.
j.HP, cl. MK xx Tenha Fuujin Zan Jump-in 4708 24 Very Easy Your jump in combo, ending with a super.
Lvl.2 C-Groove Super Combos
Combo Position Damage Stun Difficulty Notes
cr.LK, cr.LK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx HP Kougetsu Zan Close 4843 35 Medium A pretty flashy lvl.2 combo, using the hitstun from the grounded uppercuts to cancel into a quick feint. This gives you time to link into a close HK and combo into either an HP DP or a super.
j.HP, cl.MK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx HP Kougetsu Zan Jump-in 6656 53 Medium Your jump in combo, ending with a super.
cr.LK, cr.LK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx Lvl.1 Tenha Fuujin Zan Close 6056 19 Medium The short short variation ending with a lvl.1 super.
j.HP, cl.MK xx Lvl.2 Tenha Fuujin Zan (4 Uppercuts) xx LK Senpuu Feint, cl.HK xx HP Tenha Fuujin Zan Jump-in 7946 37 Medium The jump-in variation ending with a lvl.1 super.

Unfortunately, I have to note that Haohmaru's level 2 combos do less damage than if you let the level 2 super go if you have 2 bars, or choosing to do a level 3 super instead of going from level 2 > level 1, which sucks since I think his level 2 combos look cool. The damage gap is roughly 300, which isn't much but if you care about the damage that you deal and not the look of the combo I suggest not going for these cancels, but they look too cool to pass up on.

Custom Combos

[https://docs.google.com/presentation/d/1-A9yzodTZxZ4zLPPgRSvF3zJpOj6qxLRmYIWKJeIvRA/edit Haohmaru's Custom Combo Slide by GunterJPN

Grounded Custom Combos
Combo Position Damage Stun Difficulty Notes
(Activate) 2LK xx 2HP (x3) xx 5HP (xn) xx Tenha Fuujin Zan Close 6720 0 Medium The "easy" CC. One of CvS2's one button CCs, where you can basically spam 5HP and it will move you forwards. However, when you combo into super, make sure it is from far HP, as you will move forwards enough to have it combo. Doing it from close HP will have it fall out most times.
(Activate) 2LK xx 2HP (x3) xx 5HP (x5) xx 5MK (x11) xx 5HK xx Tenha Fuujin Zan Close 7168 0 Medium The optimal variant of Haoh's custom. Since spamming 5HP is too slow and gets scaled horribly, so spamming 5MK gets more damage. For crouchers, use the below variation of this combo.
(Activate) 2LK xx 2HP (x3) xx 5HP (x5) xx HP Kougetsu Zan xx 5MK (x9) xx 5HK xx Tenha Fuujin Zan Close 7068 0 Pretty Hard This variant of the CC does less damage, but it will hit all crouchers. Since HP Kougetsu Zan forces stand, you can quickly input DP and then spam MKs afterwards. Make sure to combo into DP from far HP so the distance moved forwards allows the move to connect properly.
Anti-Air Custom Combos
Combo Position Damage Stun Difficulty Notes
(Activate) LP Kougetsu Zan xx 2HP xx Roll (repeat 5 times) xx 5LP, Tenha Fuujin Zan Midscreen 5320 0 Pretty Hard A pretty simple anti-air custom, using a repetition of LP DP into 2HP into roll 5 times and then confirming into a super.
(Activate) LP Kougetsu Zan xx 2HK / Roll (repeat 7 times), Tenha Fuujin Zan Midscreen 5584 0 Pretty Hard A variant of the DP loops, this time cancelling the DP into a roll or a whiffed slide kick. It does slightly more damage due to using a pretty high damage move that won't get scaled due to it only being 7 hits, just a little bit before the scaling really kicks in.
(Activate) LP Kougetsu Zan xx 2LK, sj.HP xx j.HP, sj.HP xx j.HP (x2), sj.HP xx j.HP, LP Kougetsuzan xx 2LK, j.LP (x3), 5LP xx Tenha Fuujin Zan Close 6880 0 Hard The most damaging of the anti-air CCs, but is also the hardest. It involves a very tight cancel from DP to a whiffed 2LK then immediately doing a super jump HP. This timing is strict. However, this is the best and optimal anti-air CC.
Blocked Custom Combos
Combo Position Damage Stun Difficulty Notes
(Activate) 2LK xx 2HP (x3) xx 5HP (until end) Midscreen 0 0 Very Easy A blocked CC that is just the "easy" CC without the super. Since force stand moves don't work on block, you can't use the DP method to chip away at the guard with faster moves. This does no chip and takes away 50% of the guard bar, so unfortunately it's one of the more poor blocked CCs.

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