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
- Jump: 46 frames (Average)
- Dash Speed: Average
- Back Dash: 27 frames
- Weapon Pickup / Drop: 40 / 31 frames
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
7
|
-
|
24
|
24
|
-5
|
-5 / -8
|
Yes
|
Yes
|
Yes
|
No
|
Fast light slash with cancel ability.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
14
|
-
|
38
|
38
|
-4
|
-12 / -8
|
No
|
Yes
|
Yes
|
No
|
Main poke tool, a little slow but good range and recovery.
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
300
|
Mid
|
24
|
-
|
70
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
8
|
-
|
24
|
24
|
-4
|
-5 / -7
|
Yes
|
Yes
|
Yes
|
No
|
Fast light slash with cancel ability.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90
|
Mid
|
11
|
-
|
30
|
30
|
+1
|
-12 / -3
|
Yes
|
Yes
|
Yes
|
No
|
Mid slash with cancel ability and good range and start up.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Mid
|
19
|
-
|
53
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
19
|
19
|
-2
|
-5
|
Yes
|
Yes
|
Yes
|
No
|
Fast hilt attack with cancel ability.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
8
|
-
|
29
|
29
|
-1
|
-12 / -5
|
Yes
|
Yes
|
Yes
|
No
|
Standard near mid slash with cancel ability.
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
220
|
Mid
|
15
|
-
|
45
|
45
|
-3
|
-28 / -7
|
No
|
Yes
|
Disarm
|
No
|
Standard near heavy slash.
|
|
n.2A
n.2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
18
|
18
|
-1
|
-5
|
Yes
|
Yes
|
Yes
|
No
|
Fast hilt attack with cancel ability.
|
|
n.2B
n.2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
6
|
6
|
23
|
23
|
+3~+8
|
-12
|
Yes
|
Yes
|
Yes
|
No
|
Medium hilt attack with cancel ability.
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
12
|
-
|
27
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Low
|
7
|
5
|
22
|
22
|
-4~±0
|
-7~-3
|
No
|
No
|
No
|
Yes
|
Fast low kick to make the opponent blocks low.
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
5
|
-
|
17
|
17
|
±0
|
-3
|
No
|
No
|
No
|
Yes
|
Good low kick with fast recovery.
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
12
|
8
|
57
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
8
|
-
|
29
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
Mid
|
12
|
-
|
51
|
51
|
KD(+97)
|
-17
|
No
|
No
|
Disarm
|
No
|
Standard running heavy slash, able to catch air opponents.
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
10
|
8
|
57
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
10
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
High
|
13
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
Yes
|
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
32
|
31
|
-5
|
-10
|
No
|
No
|
No
|
Only
|
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
30
|
30
|
-4
|
-9
|
No
|
No
|
No
|
Only
|
Standard crouching punch.
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
Only
|
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
-
|
30
|
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 Neutral / Forward Throw Back Throw
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
0
|
No
|
3
|
-
|
74
|
74
|
20
|
-
|
-
|
-
|
-
|
Yes
|
Back
|
0
|
No
|
5
|
-
|
74
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
High
|
20
|
-
|
43
|
43
|
+2
|
-11
|
No
|
No
|
No
|
Yes
|
Universal overhead. It's the same while disarmed.
|
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
55
|
KD
|
-24
|
No
|
-
|
-
|
Yes
|
|
|
Counter (Deflect) / Blade Catch
Counter (Deflect) / Blade Catch 236A+B Weapon Deflect Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
0
|
N/A
|
2
|
11
|
34
|
46
|
+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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Unarmed
|
0
|
N/A
|
2
|
12
|
9
|
22
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
No
|
21
|
1
|
-
|
58
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
100
|
Mid
|
7
|
-
|
58
|
58
|
KD(+91)
|
-30
|
-
|
-
|
-
|
No
|
B
|
120
|
Mid
|
7
|
-
|
78
|
78
|
KD(+86)
|
-50
|
-
|
-
|
-
|
No
|
C
|
180
|
Mid
|
7
|
-
|
100
|
100
|
KD(+84)
|
-71
|
-
|
-
|
-
|
No
|
Rage
|
210
|
Mid
|
7
|
-
|
100
|
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
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
100
|
Mid
|
7
|
-
|
58
|
58
|
KD(+91)
|
-30
|
-
|
-
|
-
|
No
|
B
|
120
|
Mid
|
7
|
-
|
78
|
78
|
KD(+86)
|
-50
|
-
|
-
|
-
|
No
|
C
|
180
|
Mid
|
7
|
-
|
100
|
100
|
KD(+84)
|
-71
|
-
|
-
|
-
|
No
|
Rage
|
210
|
Mid
|
7
|
-
|
100
|
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
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
80
|
Mid
|
33
|
-
|
57
|
-
|
KD
|
-5
|
-
|
-
|
-
|
No
|
B
|
80
|
Mid
|
35
|
-
|
68
|
68
|
KD
|
-14
|
-
|
-
|
-
|
No
|
C
|
80
|
Mid
|
37
|
-
|
80
|
80
|
KD
|
-24
|
-
|
-
|
-
|
No
|
Tornado projectile that increases in distance as you go from light to heavy.
|
|
Fake Cyclone Slash
Fake Cyclone Slash 236K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
N/A
|
-
|
-
|
-
|
41
|
41
|
-
|
-
|
-
|
-
|
-
|
No
|
Fake version of the tornado projectile.
|
|
Earthquake Slice
Earthquake Slice 421S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
100
|
High
|
25
|
-
|
81
|
81
|
KD(+46)
|
-17
|
-
|
-
|
-
|
No
|
B
|
120
|
High
|
26
|
-
|
85
|
85
|
KD(+46)
|
-17
|
-
|
-
|
-
|
No
|
C
|
180
|
High
|
33
|
-
|
92
|
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 Rice Wine Whack
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
15
|
-
|
43
|
43
|
KD(+95)
|
-16
|
-
|
-
|
-
|
Yes
|
Sake bottle bash which reflects projectiles. Available during disarmed.
|
|
Supers
Weapon Flipping Technique
Flame of the Conqueror 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
External Links