Capcom vs SNK 2/Haohmaru/Strategy

From SuperCombo Wiki

Strategy

Haohmaru is the Neutral Guy. He pretty much gets by on just poking the opponent and maybe the occasional lucky hard slash. Most of your game plan is poking the opponent and defense. There will be small deviations depending on the archetype of character you play against but for the most part it's almost all buttons.

Neutral

The requirement to play Haoh. Any Haoh player looking to put in work with him must be familiar with his neutral, and how to use it effectively. This will be the lengthiest section for the basics because it's by far the most vital thing to understand about this character in order to succeed with him.

Pokes

st.MP: A great poke that outspeeds a lot of incoming buttons. Its best uses at max range where fast buttons can't reach and slower buttons can't get out in time. It's really nice even against characters with better buttons. The only weakness is the duration, as rolls can easily blow this poke up, so don't throw it out predictably.

st.HP: This one should only be used with heavy caution. Do not use this as a regular poke. Only use it every now and then to keep the opponent honest, so not use it regularly otherwise the opponent can make a read and get a real easy counter. Should be spaced as much as possible so that it can be unpunishable if blocked.

cr.LP: At closer ranged this is your best option. It has a 2f startup and it's safe. You can use this up close to poke and prod the opponent, and overall makes neutral at closer ranges easy to play.

cr.MP: st.MP but slightly worse? It's relatively similar to st.MP, it just lacks range. Overall it's another great poke Haoh can use and it hits low so it's a good tool to mix with j.HP.

cr.MK: Okay button to throw out. Mostly an up close counterpoke, but can still work.

st.HK: Only really a counterpoke, but it has the priority that his other pokes do not outside of the very sluggish st.HP, so it is still useable.

Anti-Zone

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Pressure

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Up-Close Options

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Blockstrings

* x n means the move notated can be repeated as many times until it falls out of range.

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Throw Setups

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Defense

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Anti-Airs

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Anti-Pressure

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Okizeme

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Groove Strategy


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If you want to see X’s Custom Combos, refer to the Combos Section


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