Martial Champion/Hoi: Difference between revisions

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  |damage=
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  |guard=Mid
  |startup=
  |startup=15
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=+68
  |total=
  |total=100
  |blockAdv=
  |blockAdv=-74
  |weapon=
  |weapon=No
  |description=
  |description=Always knocks down and disarms the opponent on hit. Will destroy any projectiles in the way. Is also seemingly invincible during part of the startup?
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  |recovery=
  |hitAdv=
  |hitAdv=+111 to +142
  |total=
  |total=37
  |blockAdv=-
  |blockAdv=-8 to +8
  |weapon=
  |weapon=No
  |description=
  |description=Always knocks down opponents on hit, but doesn't disarm. Doesn't effect nor be affected by the number of hits you've landed. Destroys itself along with other projectiles in the way. Deals chip damage.
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Revision as of 04:26, 11 June 2024

Hoi
  • Weapon: Unarmed
  • Forward Walk Speed: 1.0 (Standard)
  • Backward Walk Speed: 1.0 (Standard)

Introduction

A 102 year old Chinese hermit, and former master of both Jin and Salamander. He lives quietly atop a mountain, but comes down once in a while to obtain his favorite drink: shōchū. He enters the tournament to be able to buy as much as he wants with the prize money.

Gameplay

Hoi is a very tricky fighter, being quite skilled at aerial combat, with several ways to change his jump arc and crossup opponents. Having access to a wall jump makes him especially hard to pin down.


Strengths Weaknesses
  • Excellent aerials: jH/jM makes Hoi fall quickly, allowing for an easy mix or a throw. jM also has a built in crossup hit at the end. jL carries Hoi across the entire screen and can hit multiple times.
  • Both of Hoi's specials destroy projectiles, and always knock down opponents on hit, letting Hoi easily set up a crossup situation. 623H is also the only move in the game completely invincible during it's startup.
  • Can use 5L to duck under most projectiles, giving you lots of style points.
  • Short range overall, even with a weapon, only his H attacks get any benefit.

Normal Moves

Far Attacks

5H
5H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 7 - - 20 +3 -12 Yes
5M
5M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 4 - - 25 -5 -20 No
5L
5L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 10 - - 33 -7 -21 No

Goes low to the ground and can thus avoid several attacks if you have good timing, most notably Jin, Bobby, and Zen's projectiles.

2H
2H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 7 - - 20 +3 -12 Yes
2M
2M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 6 - - 19 +3 -12 No
2L
2L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 13 - - 29 0 -14 No

Near Attacks

n5H
n.5H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 5 - - 18 +3 -12 No
n5M
n.5M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 5 - - 15 +6 -9 No
n5L
n.5L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 5 - - 15 +6 -9 No
n2H
n.2H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 5 - - 18 +3 -12 No
n2M
n.2M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 5 - - 18 +3 -11 No
n2L
n.2L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 2 - - 9 +9 -6 No

Jumping

j5H
j.H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Overhead 7 - - varies +14 N/A Yes
j5M
j.M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Overhead 8, 24 - - varies +11 to +14 -4 to -1 No

Has two hits, the second hit goes behind Hoi, making it a great tool for crossups, but you'll have to time it well, especially during a forward jump, as Hoi lands too quickly for the second hit to come out unless you delay the jump mid.

j5L
j.L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Overhead 6 - - varies greatly -26 to +14 during neutral jump, -34 to -28 during forward/backward jump -41 to -1 during neutral jump, -50 to -1 during forward/backward jump No

If you hit/get blocked during a neutral jump, Hoi will continue falling like a regular jump attack, this version is great for a quick overhead attack. But if you hit/get blocked during a forward/backward jump, Hoi will gain a big speed boost and attack again soon after, potentially hitting more than once while flying across the stage. Be careful using the forward/backward jump version while near the corner though.

Throw

Throw
Throw
6M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- - 0 - - - +67 normal, +88 jump high/mid, +52 jump low, +55 normal wall jump, +75 wall jump high/mid, +39 wall jump low - No

Hoi can do jumping attacks right after the throw animation ends, allowing him to land sooner/later and at different parts of the stage. If you're near the corner, Hoi can walljump by tapping forwards during a backward jump or a throw if you haven't attacked yet, you can then perform jump attacks afterwards. The frame data shown is if you input the attack button as early as possible, but it can vary depending on when you do it.

Special Moves

Savannah Tornado
Sho En Kyaku
623H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 15 - - 100 +68 -74 No

Always knocks down and disarms the opponent on hit. Will destroy any projectiles in the way. Is also seemingly invincible during part of the startup?

Panther Claw
Makuken
[4]6M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- - 20 - - 37 +111 to +142 -8 to +8 No

Always knocks down opponents on hit, but doesn't disarm. Doesn't effect nor be affected by the number of hits you've landed. Destroys itself along with other projectiles in the way. Deals chip damage.

Strategy

Matchups

General
FAQ
Controls
HUD
Mechanics
System
Characters
Mahambah
Avu
Chaos
Bobby
Jin
Goldor
Racheal
Zen
Hoi
Titi
Salamander