Samurai Shodown/Haohmaru

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Haohmaru
覇王丸, Haōmaru

Introduction

The original Samurai Spirit has mellowed out a little over the years, and while his notorious Heavy Slash might be a little more in line with the rest of the cast in SamSho 7, he still retains his hard hitting bait-and-punish playstyle, coupled with one of the very best normals in fighting game history.

Haohmaru has all the tools you might expect from a typical “Shotokan”-character. His Cyclone Slash projectile can be “faked” (think HDR Ryu) to bait the opponent into an ill-timed jump. He has two flavours of DP and a projectile-reflecting sake bottle that pulls double duty as a command overhead. Haohmaru makes good use of system mechanics as well, with tricky recoil cancel options on his key normals and a long-range WFT that can be comboed into from throws.

While Haohmaru can hold his own in just about any area of the game, he is generally outclassed by more specialized characters if they successfully force their game onto him. His limited arsenal of mixups also requires you to play fairly honest most of the time. Fortunately, Haohmaru reaps big rewards from winning the neutral game, so it’s all good.

Strengths Weaknesses
  • Amazing heavy slash, easily one of the best normals in the game
  • Balanced, easy-to-use toolkit
  • High overall damage output
  • Strengths are less pronounced than on other characters
  • Somewhat weak against specialists
  • Shallow bag of tricks

Data

  • Damage Taken: 100%
  • Rage Factor: 0.24
  • Rage Duration: 10 seconds

Gameplan

Similar to the Strategy section of the 5sp wiki pages. List Haohmaru's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
SS Haohmaru 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 7 - 24 -5 -5 / -8 Yes Yes Yes No

Fast light slash with cancel ability.

5B
5B
SS Haohmaru 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 14 - 38 -4 -12 / -8 No Yes Yes No

Main poke tool, a little slow but good range and recovery.

5C
5C
SS Haohmaru 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
300 Mid 24 - 70 -7 -16 / -11 No Yes Yes Disarm

Signature heavy slash, long range but slow start up and recovery, it's +11 frames on recoil cancel.

2A
2A
SS Haohmaru 2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 8 - 24 -4 -5 / -7 Yes Yes Yes No

Fast light slash with cancel ability.

2B
2B
SS Haohmaru 2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Mid 11 - 30 +1 -12 / -3 Yes Yes Yes No

Mid slash with cancel ability and good range and start up.

2C
2C
SS Haohmaru 2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 Mid 19 - 53 -7 -28 / -11 Yes Yes Disarm No

Slow hard slash with cancel ability, mostly used in combo instead of anti-air.

Near Slashes

n.5A
n.5A
SS Haohmaru n5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - 19 -2 -5 Yes Yes Yes No

Fast hilt attack with cancel ability.

n.5B
n.5B
SS Haohmaru n5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 8 - 29 -1 -12 / -5 Yes Yes Yes No

Standard near mid slash with cancel ability.

n.5C
n.5C
SS Haohmaru n5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
220 Mid 15 - 45 -3 -28 / -7 No Yes Disarm No

Standard near heavy slash.

n.2A
n.2A
SS Haohmaru n2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - 18 -1 -5 Yes Yes Yes No

Fast hilt attack with cancel ability.

n.2B
n.2B
SS Haohmaru n2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 6 6 23 +3~+8 -12 Yes Yes Yes No

Medium hilt attack with cancel ability.

Kicks

5D
5D
SS Haohmaru 5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 12 - 27 -3 -6 No* No No Yes

A high kick that moves forward. If throw button is input immediately after pressing kick button, it will cancel the kick and do a grab with extra range.

6D
6D
SS Haohmaru 6D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Low 7 5 22 -4~±0 -7~-3 No No No Yes

Fast low kick to make the opponent blocks low.

2D
2D
SS Haohmaru 2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 Low 5 - 17 ±0 -3 No No No Yes

Good low kick with fast recovery.

3D
3D
SS Haohmaru 3D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 12 8 57 KD(+79~+86) -29~-22 No No No Yes

Slide kick with slow start up and very punishable on block. (The opponent can easily land jumping deep hit combo)

Dash Normals

66A
66A
SS Haohmaru 66A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 5 6 32 -5~±0 -12~-7 No No No No

Running punch with fast start up and beats deflect, good pressure tool but need to space it correctly. (It's counter hit on punish)

66B
66B
SS Haohmaru 66B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 8 - 29 -1 -35 / -5 Yes Yes Disarm No

Fast running slash with cancel ability, but it's very punishable on block, its recoil motion is long, therefore makes it easy to apply the auto hit confirm trick. It's -8 frames on recoil cancel.

66C
66C
SS Haohmaru 66C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
140 Mid 12 - 51 KD(+97) -17 No No Disarm No

Standard running heavy slash, able to catch air opponents.

66D
66D
SS Haohmaru 66D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 10 8 57 KD (+77~+84) -31~-24 No No No Yes

Almost same as 3D but not consider as crouching if got hit by jumping attacks.

Air Normals

j.A
j.A
SS Haohmaru jA.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 8 - - - - No No No No
j.B
j.B
SS Haohmaru jB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 High 10 - - - - No No No No
j.C
j.C
SS Haohmaru jC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 High 13 - - - - No No No No
j.D
j.D
SS Haohmaru jD.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 8 - - - - No No No Yes

Unarmed Normals

u.5S
u.5S
SS Haohmaru u5S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - 32 -5 -10 No No No Only

Standard punch.

u.2S
u.2S
SS Haohmaru u2S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - 30 -4 -9 No No No Only

Standard crouching punch.

ju.S
ju.S
SS Haohmaru juS.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 6 - - - - No No No Only

Standard jumping punch.

u.66S
u.66S
SS Haohmaru u66S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 5 - - KD -10 No No No Only

Same motion as 66A but knocks down, also a little less punishable.

Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS Haohmaru 5CD.png
Neutral / Forward Throw
SS Haohmaru 4CD.png
Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Neutral / Forward 0 No 3 - 74 20 - - - - Yes
Back 0 No 5 - 74 25 - - - - Yes

Universal throw. Can be followed up with combos. Back throw has slower start up but better frame advantage.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Haohmaru 5BC-1.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 High 20 - 43 +2 -11 No No No Yes

Universal overhead. It's the same while disarmed.

Dodge
Dodge
5A+B
SS Haohmaru 5AB-1.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -

Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.

Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.

Stance Break
Stance Break
A+B during Just Defense
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 Mid 5 - - KD -24 No - - Yes

Universal Stance Break.

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Haohmaru 236AB.png
Counter
SS Haohmaru u236AB.png
Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed 0 N/A 2 11 34 +35~+59 - - - - No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally you counter a heavy slash or a running slash, your opponent will be disarmed.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Unarmed 0 N/A 2 12 9 KD - - - - Only

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.

Rage Explosion
Rage Explosion
5A+B+C
SS Haohmaru 5ABC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 No 21 1 - 0 - - - - No

Unblockable pushback attack. Hitbox extends all the way up to top of the screen.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Haohmaru Issen-1.png
SS Haohmaru Issen-2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
300~709 Mid 9 - - KD -44 - - No No

Has full invulnerability all the way through. Can be used as an anti-air. Damage scales based on remaining Rage Explosion Gauge.

Special Moves

Crescent Moon Slash
Crescent Moon Slash
623S
SS Haohmaru 623S.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 100 Mid 7 - 58 KD(+91) -30 - - - No
B 120 Mid 7 - 78 KD(+86) -50 - - - No
C 180 Mid 7 - 100 KD(+84) -71 - - - No
Rage 210 Mid 7 - 100 KD(+98) -71 - - - No

Haohmaru's crescent uppercut, all version has same start up. The first couple hits deal much more damage than the rest.
Medium version has inviciblility against air attacks from frame 1~8. Heavy and rage version has full invincibility from frame 1~8.

Detail damage break down:
A version 100 = 60 + 40
B version 120 = 60 + 20 + 40
C version 180 = 80 + 40 + 30 + 30
R version 210 = 84 + 36 + 24 + 12 x 2 + 6 x 7

Renting Tremor Slash
Renting Tremor Slash
6623S
SS Haohmaru 6623S.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 100 Mid 7 - 58 KD(+91) -30 - - - No
B 120 Mid 7 - 78 KD(+86) -50 - - - No
C 180 Mid 7 - 100 KD(+84) -71 - - - No
Rage 210 Mid 7 - 100 KD(+98) -71 - - - No

Haohmaru's dashing crescent uppercut, all properties are the same as standard version, except moving forward while rising.

Cyclone Slash
Cyclone Slash
236S
SS Haohmaru 236S.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 80 Mid 33 - 57 KD -5 - - - No
B 80 Mid 35 - 68 KD -14 - - - No
C 80 Mid 37 - 80 KD -24 - - - No

Tornado projectile that increases in distance as you go from light to heavy.

Fake Cyclone Slash
Fake Cyclone Slash
236K
SS Haohmaru 236K.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
N/A - - - 41 - - - - - No

Fake version of the tornado projectile.

Earthquake Slice
Earthquake Slice
421S
SS Haohmaru 421S.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 100 High 25 - 81 KD(+46) -17 - - - No
B 120 High 26 - 85 KD(+46) -17 - - - No
C 180 High 33 - 92 KD(+46) -17 - - - No

A somersault slam that hits as an overhead, also can fly over some projectiles. In version 1.70, the light version doesn't fly over crouching opponents, make it a decent overhead attack.

Rice Wine Whack
Rice Wine Whack
214D
SS Haohmaru 214K.png
Rice Wine Whack
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 15 - 43 KD(+95) -16 - - - Yes

Sake bottle bash which reflects projectiles. Available during disarmed.

Supers

Weapon Flipping Technique

Flame of the Conqueror
236B+C
SS Haohmaru WFT-1.png
SS Haohmaru WFT-2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
420 (490) Mid 15 - - D(+68F) -41 - - - No

Available only during Max Rage or Rage Explosion. Disarms on hit. It covers 2/3 of screen space and catches air opponets.

Super Special Move

Judgement Blast Slash
641236C+D
SS Haohmaru SSM-1.png
SS Haohmaru SSM-2.png
SS Haohmaru SSM-3.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
700 Mid 30 - - D(+54F) -45 - - - No

Available only once per match. Standard SSM with short range.

Combos

List combos, use numpad notation.

Midscreen

  • (5A / n.5A / 2A / n.2A)...
    • 623S
      Fast punish combo. All 3 version DP have same start up, and the stronger version has better range.
  • (n.5B / n.2B / 2B)...
    • 623S / 214D / WFT
      Dash stopper & punish combo.
  • 66B xx 623S / 214D / WFT
    Dash combo. In version 1.70, 623C rarely whiffs after 66B.
  • 2C xx 623C / 214D / WFT
    Slow but heavy punish combo. 623C only connects all hits at point-blank range.
  • 2C xx 421A
    Only connect when 2C hits meaty, not useful in real match.
  • 4/5CD...
    • 66B xx 623C
      The most damaging basic confirm you can get off throw.
    • (66B / 2B) xx WFT
      Standard WFT combo. Far 2B has a tiny bit more damage than 66B.
  • 5CD...
    • 2C xx WFT
      More damage than the combo above, but input timing is tight.
  • 4CD...
    • 5C
      A little more damage than 66B xx 623C, but input timing is tight, not useful in real match.
  • j.C / j.B...
    • 5B / n.5C / Lighting Blade
      Jumping deep hit combo, n.5C whiff at far range.
    • (66B / n.5B) xx 623S / 214D / WFT
      Optimal combo, 66B combo covers lot of space and easy to apply auto hit confirm. Far and near 2B often whiffs so not recommended.
  • j.B 2C xx WFT
    WFT combo with most damage, 2C only connects at close range.
  • ju.S u.66S
    Unarmed combo that knocks down.
  • 214D (Reflected projectile hits) WFT
    Only connects against Rimururu's rolling ice ball.

Corner

  • 4CD...
    • 2C xx WFT
      Easy to connect when back throw the opponent into corner.

Videos

Haohmaru tutorial and combos by LegendaryWolf Shirou

Colors

SS Haohmaru 1.png
SS Haohmaru 2.png
SS Haohmaru 3.png
SS Haohmaru 4.png


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWardenWuYashamaruYoshitora