Samurai Shodown/Haohmaru

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SamSho Haohmaru Profile.png
Haohmaru
覇王丸, Haōmaru
  • Damage Taken: 100%
  • Rage Factor: 0.24
  • Rage Duration: 10 seconds
  • Jump: 46 frames (Average)
  • Forward Walk Speed: 0.3 (Average)
  • Back Walk Speed: 0.23 (Average)
  • Dash Speed: 1.25 (Average)
  • Back Dash: 27 frames
  • Weapon Pickup / Drop: 40 / 31 frames

Introduction

A ronin with a samurai spirit, Haohmaru fights with traditional samurai swordplay. He is a balanced warrior that excels in multiple gameplay styles. He lacks mixup tools, but he makes up for it with high damage output.

Haohmaru can play a strong mid-range zoning game that controls the space around him. Opponents must respect this control to avoid damage from his powerful attacks. Moves like 5B, Cyclone Slash, and Crescent Moon Slash can keep out rushdown oriented opponents. Using these moves and advancing forward allows Haohmaru to play a slow, methodical offense.

Haohmaru also has strong tools for a rushdown offense. His 66A is fast and can be used to pressure opponents. 66B can be used in whiff punish and hit confirm scenarios to combo to his high damage Crescent Moon Slash. He can also fight well in the air with j.B which has good horizontal range. For jump-ins, j.C is a powerful attack with good hitboxes.

Haohmaru's WFT is especially strong. It starts up fast and covers a large amount of screen area. This allows it to be used as a combo ender, an anti-air, and a punish. Haohmaru with rage is extremely dangerous. Many opponents will opt to retreat and defend to try to avoid getting hit by WFT.

Haohmaru has a few weaknesses. He relies greatly on his deflectable normals. His low and unarmed options are poor. This makes him susceptible to weapon deflects. Haohmaru also has poor mixup options, so he may have difficulty opening up especially defensive opponents.

With his versatile moveset and high damage, Haohmaru is well equipped to fight the rest of the cast.


Playstyle
SS Haohmaru Icon.png Haohmaru is a well-rounded "shoto"-style character with strong neutral and high damage.
Strengths Weaknesses
  • Good normals: Haohmaru has a strong selection of grounded and airborne normals that cover a wide area of space.
  • Good throw pressure: Haohmaru has an excellent running strike/throw game. This is due to the large active hitbox of his 66A that allows him to pressure blocking opponents as well as his numerous options for punishing throw escapes, such as his 66C and WFT.
  • Invincible DP: Haohmaru's 623C is a strong invincible reversal that he can use to get out of pressure situations and that also works well as a reaction anti-air.
  • Great WFT: Haohmaru's WFT is a huge projectile with great startup that works well as a long-range punish and anti-air. It can also be combo'd into from cancels at long range.
  • Good recoil game: Haohmaru's DP is a good all-purpose recoil reversal option thanks to its invincibility, but he also has safer options such as his fireball that allow him to keep his recoil game ambiguous.
  • Good damage conversion: Haohmaru has many cancellable normals that allow him to combo into his specials and WFT, allowing him to capitalize well off of pokes and punish opportunities.
  • Poor long-range presence: Haohmaru does not have many strong far-ranged options in neutral and needs to work his way in against more defensive characters.
  • Bad 50/50: Haohmaru's high-low options all do low damage or are enormously unsafe. This reduces his ability to use 50/50 tools to open up opponents.
  • Mediocre fireball: Due to the long startup and mediocre range, it is harder for Haohmaru to zone from afar or win fireball wars than the more dedicated zoners.

Gameplan

Haoh will mostly rely on his running normals, his solid recoil cancel options and his WFT to force his opponent to respect him, since he cannot run a very meaningful strike-throw game due to no real way to enforce it.

Neutral

Haohmaru tends to run standard shoto style neutral - zone with fireballs, poke and pressure with your normals, DP when threatened, etc. In matchups where his fireball is outclassed though, he's forced to move forward and rely on his running normals and longer range pokes to establish his presence. Thankfully, he has one of the larger far 5Cs in the game and his running normals are very threatening in neutral, due to their range and frame advantage, forcing opponent's to respect Haoh's approach. With Rage, however, Haoh becomes a menace at almost every position , due to his long-reaching, absurdly fast Swiss army knife of a WFT, which works as a long range punish, a fireball punish, an anti-air and as a confirm. All of this, coupled with good recoil cancel options from most of his normals, give Haoh enough tools to demand respect from his opponent at any position on the screen.

Okizeme

Haoh doesn't get much in the way of okizeme, due to no threatening low option. His best non-standard meaty option is attempting to catch rolls with fireballs.

Normal Moves

Far Slashes

5A
5A
SS Haohmaru 5A.png
SS Haohmaru 5A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 7 2 16 24 -5 -5 5 Yes Yes Yes No

Haohmaru does a quick slash.

  • Special cancellable.
  • Fast with solid reach for a light normal.
  • Combos into his DP and not much else, due to hitstun being too low to combo into his WFT.
Toggle Hitboxes
Toggle Hitboxes
5B
5B
SS Haohmaru 5B.png
SS Haohmaru 5B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 14 6 19 38 -4 -12 10 No Yes Yes No

Haohmaru does a forward thrust with his sword.

  • Solid poke with long reach, but rather slow.
  • Hard to punish on block due to its reach, but vulnerable to whiff punish since it has extended hurt box for 16 frames.
Toggle Hitboxes
Toggle Hitboxes
5C
5C
SS Haohmaru 5C.png
SS Haohmaru 5C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300 Mid 24 2 45 70 -7 -16 25 No Yes Disarm No

Haoh does his signature heavy slash.

  • Button with above average damage and reach for a heavy slash with guard crush ability.
  • It's +11 frames upon recoil cancel.
  • Forces opponents to play carefully when attempting to pressure Haohmaru, due to its reach and damage.
Toggle Hitboxes
Toggle Hitboxes
2A
2A
SS Haohmaru 2A.png
SS Haohmaru 2A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 8 2 15 24 -4 -5 5 Yes Yes Yes No

Haohmaru does a quick crouching slash.

  • Similar to 5A in function.
Toggle Hitboxes
Toggle Hitboxes
2B
2B
SS Haohmaru 2B.png
SS Haohmaru 2B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 11 2 18 30 +1 -12 10 Yes Yes Yes No

Haohmaru does a crouching slash.

  • Much less reach than his 5B, but is special cancellable as a trade-off.
  • His main confirm into WFT after throw.
  • Useful in situations where you want to poke your opponent when 5B is too slow.
Toggle Hitboxes
Toggle Hitboxes
2C
2C
SS Haohmaru 2C.png
SS Haohmaru 2C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Mid 19 4 31 53 -7 -28 25 Yes Yes Disarm No

Haohmaru does a big, upwards slash.

  • Special cancellable on the later frames, giving solid damage on hit, especially with WFT up.
  • Combo into DP at point blank range, but only combo WFT at tip range.
  • Situational anti-air, resets opponents on air hit.
Toggle Hitboxes
Toggle Hitboxes

Near Slashes

n.5A
n.5A
SS Haohmaru n5A.png
SS Haohmaru n5A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 5 10 19 -2 -5 5 Yes Yes Yes No

Haoh does a quick jab with the hilt of his blade.

  • His fastest normal with long active frames and combo into DPs.
Toggle Hitboxes
Toggle Hitboxes
n.5B
n.5B
SS Haohmaru n5B.png
SS Haohmaru n5B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 8 2 20 29 -1 -12 10 Yes Yes Yes No

Haohmaru does a quick downward slash.

  • His main confirm after a deep jC.
  • Combos into his DP and WFT, giving decent damage without a jump-in and a knockdown.
Toggle Hitboxes
Toggle Hitboxes
n.5C
n.5C
SS Haohmaru n5C.png
SS Haohmaru n5C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
220 Mid 13 3 28 43 -3 -28 25 No Yes Disarm No

Haoh does a crescent downward slash.

  • Standard close heavy slash with guard crush ability.
Toggle Hitboxes
Toggle Hitboxes
n.2A
n.2A
SS Haohmaru n2A.png
SS Haohmaru n2A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 4 10 18 -1 -5 5 Yes Yes Yes No

Haohmaru does a quick crouching strike with the hilt of his blade.

  • Functionally the same as n5A.
Toggle Hitboxes
Toggle Hitboxes
n.2B
n.2B
SS Haohmaru n2B.png
SS Haohmaru n2B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 6 6 12 23 +3 -12 10 Yes Yes Yes No

Haoh does a crouching hilt strike.

  • Visually similar to his n2A, but does 60 more damage and has more hit stun, allowing for more combo variety. It has long active frames, and also catches backdash and pre-jump, making it a good meaty button.
Toggle Hitboxes
Toggle Hitboxes

Kicks

5D
5D
SS Haohmaru 5D.png
SS Haohmaru 5D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 12 4 12 27 -3 -6 5 No* No No Yes

Haoh does a forward-moving high kick.

  • Can be used as a panic anti-air, but you have better options.
  • If input throw (CD/4CD) exactly at the 2nd frame of 5D, Haohmaru will perform a kara throw such that the throw range will increase by a lot.
  • Whiff on some crouchers at tip range.
Toggle Hitboxes
Toggle Hitboxes
6D
6D
SS Haohmaru 6D.png
SS Haohmaru 6D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Low 7 5 12 23 -4 -7 5 No No No Yes

Haoh does a quick kick at the opponent's ankles.

  • Standing low.
  • Quick poke with solid range that hits low.
  • Goes slightly further than 2D while being slightly slower.
  • Could catch backdash and pre-jump.
Toggle Hitboxes
Toggle Hitboxes
2D
2D
SS Haohmaru 2D.png
SS Haohmaru 2D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 5 4 9 17 ±0 -3 5 No No No Yes

Haoh does a quick, low kick.

Toggle Hitboxes
Toggle Hitboxes
3D
3D
SS Haohmaru 3D.png
SS Haohmaru 3D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 12 9 37 57 KD(+79~+87) -29~-21 5 No No No Yes

Haoh does a sliding low kick.

  • Knocks down on hit.
  • More punishable than other 3Ds as a trade-off.
Toggle Hitboxes
Toggle Hitboxes

Dash Normals

66A
66A
SS Haohmaru 66A.png
SS Haohmaru 66A hb.png
🤜 YEEEEEAAAAAAAAAAAAA
🤜 YEEEEEAAAAAAAAAAAAA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 7 21 32 -5~±1 -12~-6 5 No No No No

Haoh does a running punch.

  • Haoh's infamous "respect me" button.
  • Has good range and quick startup for a running light while being relatively safe on block and not deflectable, which makes it very hard to contest for most characters.
  • One of the main ways for Haohmaru to assert himself in neutral, as the opponent is usually forced to respect it.
Toggle Hitboxes
Toggle Hitboxes
66B
66B
SS Haohmaru 66B.png
SS Haohmaru 66B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 8 2 20 29 -1 -35 10 Yes Yes Disarm No

Haoh does a running downwards slash.

  • Goes slightly further than 66A.
  • It's cancellable, allowing Haohmaru to option select auto hit confirm into his DP/WFT (it takes practice to get the timing right, if input special too early it will whiff cancel, and make sure you don't hold the attack button such that special comes out after recovery), but the opponent could jump / backdash to beat it.
  • Due to its recoil and special cancel properties, it's a decent, relatively risk-free option to call out opponents who would try to stuff his approach/66A attempt preemptively with a punish.
Toggle Hitboxes
Toggle Hitboxes
66C
66C
SS Haohmaru 66C.png
SS Haohmaru 66C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 Mid 12 4 36 51 KD(+97) -17 20 No No Disarm No

Haoh does a running version of his 2C: a rising upwards slash.

  • Like his 2C, it can anti-air, allowing you to stuff jumps preemptively while approaching.
  • Unlike his 2C however, it grants a knockdown even on air hit, rather than an air reset.
  • Does not recoil on block, making it a rather risky punish attempt.
Toggle Hitboxes
Toggle Hitboxes
66D
66D
SS Haohmaru 66D.png
SS Haohmaru 66D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 10 11 37 57 KD (+77~+87) -31~-21 5 No No No Yes

Haoh slides forward with a low kick.

  • Similar to his 3D, but with the forward momentum from his run.
Toggle Hitboxes
Toggle Hitboxes

Air Normals

j.A
j.A
SS Haohmaru jA.png
SS Haohmaru jA hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 9 3 - - - - 5 No No No No

Haoh does a quick forward air slash.

  • Decent air-to-air.
  • Slightly faster than j.B, therefore it's mostly used in situations where j.B is too slow.
Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
SS Haohmaru jB.png
SS Haohmaru jB hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 11 4 - - - - 10 No No No No

Haoh does a quick forwards air slash.

  • Similar to j.A, but goes further while being slightly slower.
  • Your main air-to-air option.
  • Can be used as a jump-in in situations where j.C wouldn't reach.
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
SS Haohmaru jC.png
SS Haohmaru jC hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 High 14 2 - - - - 20 No No No No

Haoh does a downward air slash.

  • It has a very good downward hit box but not as active as it looks, can whiff and phase through your opponent if done after falling from peak jump height.
Toggle Hitboxes
Toggle Hitboxes
j.D
j.D
SS Haohmaru jD.png
SS Haohmaru jD hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 8 7 - - - - 5 No No No Yes

Haoh does a jumping kick.

  • Standard jumping kick, used as a quick air-to-air option when unarmed or very close to your opponent.
Toggle Hitboxes
Toggle Hitboxes

Unarmed Normals

u.5S
u.5S
SS Haohmaru u5S.png
SS Haohmaru u5S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 7 19 31 -5 -10 5 No No No Only

Standard unarmed punch.

Toggle Hitboxes
Toggle Hitboxes
u.2S
u.2S
SS Haohmaru u2S.png
SS Haohmaru u2S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 7 18 30 -4 -9 5 No No No Only

Standard crouching unarmed punch.

Toggle Hitboxes
Toggle Hitboxes
ju.S
ju.S
SS Haohmaru juS.png
SS Haohmaru juS hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 6 8 - - - - 5 No No No Only

Standard jumping unarmed punch.

Toggle Hitboxes
Toggle Hitboxes
u.66S
u.66S
SS Haohmaru u66S.png
SS Haohmaru u66S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 7 19 30 KD -10 5 No No No Only

Haoh does a running punch.

  • Similar to his 66A, but knocks down on hit.
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS Haohmaru 5CD.png
SS Haohmaru 5CD hb.png
Neutral / Forward Throw
Neutral / Forward Throw
SS Haohmaru 4CD.png
SS Haohmaru 4CD hb.png
Back Throw
Back Throw
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral / Forward 0 No 3 1 71 74 20 - - - - - Yes
Back 0 No 5 1 69 74 25 - - - - - Yes

Universal throw. Backthrow has slower start up but better frame advantage.

  • Can combo into 66B after forward or backthrow for good damage.
Toggle Hitboxes
Toggle Hitboxes
Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Haohmaru 5BC-1.png
SS Haohmaru 5BC hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 High 20 2 22 43 +2 -11 10 No No No Yes

Universal overhead.

  • Armed and unarmed versions are the same.
  • One of the few standing overheads.
  • Doesn't knock down on hit when unarmed.
Toggle Hitboxes
Toggle Hitboxes
Dodge
Dodge
5A+B
SS Haohmaru 5AB-1.png
SS Haohmaru 5AB hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 1 16 22 38 - - - - - - Yes

Universal dodge.

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

Toggle Hitboxes
Toggle Hitboxes
Stance Break
Stance Break
A+B during Just Defense
SS Haohmaru gAB.png
SS Haohmaru gAB hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - No - - Yes

Universal Stance Break.

Toggle Hitboxes
Toggle Hitboxes
Counter (Deflect) / Blade Catch
Counter (Deflect) / Blade Catch
236A+B
SS Haohmaru 236AB.png
SS Haohmaru 236AB hb.png
Weapon Deflect
Weapon Deflect
SS Haohmaru u236AB.png
SS Haohmaru u236AB hb.png
Blade Catch
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg 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 Guard Dmg 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.

Toggle Hitboxes
Toggle Hitboxes
Rage Explosion
Rage Explosion
5A+B+C
SS Haohmaru 5ABC.png
SS Haohmaru 5ABC hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 No 21 3 35 58 0 - - - - - No

Unblockable pushback attack.

  • Universal Rage Explosion. See Mechanics page for an explanation.
Toggle Hitboxes
Toggle Hitboxes
Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Haohmaru Issen-1.png
SS Haohmaru Issen hb.png
SS Haohmaru Issen-2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 8 65 81 KD -44 - - No No No

Has full invincibility 1~16 and can anti-air. Damage scales up based on remaining health.

  • Universal Lightning Blade/Issen. See Mechanics page for an explanation.
Toggle Hitboxes
Toggle Hitboxes

Special Moves

Crescent Moon Slash
Crescent Moon Slash
623S
SS Haohmaru 623S.png
SS Haohmaru 623S hb.png
SS Haohmaru 623S-2 hb.png
SS Haohmaru 623S-3 hb.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 100 Mid 7,13 2,8 - 58 KD(+91) -30 22 - - - No
B 120 Mid 7,13,17 2,2,9 - 78 KD(+86) -50 22 - - - No
C 180 Mid 7,13,14,17 2,1,2,14 - 100 KD(+84) -71 39 - - - No
Rage 210 Mid 7,13,14,17 2,1,2,14 - 100 KD(+98) -71 43 - - - No

Haoh does a rising crescent uppercut.

  • First hit does the most damage.
  • Medium version is air invincible from frames 1-8.
  • Heavy and Rage versions are fully invincible from frames 1-8, and it's very punishable by SSM.

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

Toggle Hitboxes
Toggle Hitboxes
Renting Tremor Slash
Renting Tremor Slash
6623S
SS Haohmaru 6623S.png
SS Haohmaru 623S hb.png
SS Haohmaru 623S-2 hb.png
SS Haohmaru 623S-3 hb.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 100 Mid 7,13 2,8 - 58 KD(+91) -30 22 - - - No
B 120 Mid 7,13,17 2,2,9 - 78 KD(+86) -50 22 - - - No
C 180 Mid 7,13,14,17 2,1,2,14 - 100 KD(+84) -71 39 - - - No
Rage 210 Mid 7,13,14,17 2,1,2,14 - 100 KD(+98) -71 43 - - - No

Haoh does a forward moving, rising crescent uppercut.

  • Same as his regular DP series, but carries the forward momentum of the dash, allowing Haoh to anti air further.
Toggle Hitboxes
Toggle Hitboxes
Cyclone Slash
Cyclone Slash
236S
SS Haohmaru 236S.png
SS Haohmaru 236S hb.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 80 [30,50] Mid 33 28 - 57 KD -5 5 - - - No
B 100 [30,70] Mid 35 30 - 68 KD -14 5 - - - No
C 110 [30,80] Mid 37 - - 80 KD -24 5 - - - No

Haoh sends out a whirlwind that puts his opponent into a cyclone, tossing them into the air.

  • Projectile increases in distance from light to heavy, light and medium version doesn't travel full screen.
  • One of Haoh's key neutral tools.
  • The light version is most commonly used because it has the fewest total frames and the fireball's range can zone the opponent out while minimizing their ability to Just Defend and build meter.
Toggle Hitboxes
Toggle Hitboxes
Fake Cyclone Slash
Fake Cyclone Slash
236D
SS Haohmaru 236K.png
SS Haohmaru 236D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
N/A - - - - 41 - - - - - - No

Haoh winds up his projectile, then goes back to neutral.

  • Adds another layer of mind games to Haoh's neutral by baiting jumps.
  • Also useful for 5C guard crush cancel combo.
Toggle Hitboxes
Toggle Hitboxes
Earthquake Slice
Earthquake Slice
421S
SS Haohmaru 421S.png
SS Haohmaru 421S hb.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 100 High 25 3 46 73 KD(+53) -17 15 - - - No
B 120 High 26,27,29 1,1,3 46 77 KD(+53) -17 20 - - - No
C 180 High 33,34,36 1,1,3 46 84 KD(+53) -17 25 - - - No

Haoh does a somersault slam.

  • Distance traveled depends on button strength.
  • Hits overhead
  • Very unsafe since it leaves Haohmaru close to the opponent and is very negative on block.
  • Airborne from frame 7 until landing, goes over lows including projectiles low to the ground.
Toggle Hitboxes
Toggle Hitboxes
Rice Wine Whack
Rice Wine Whack
214D
SS Haohmaru 214K.png
SS Haohmaru 214D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 15 4 25 43 KD(+95) -16 10 - - - Yes

Haoh swings his sake bottle.

  • Available while disarmed.
  • Reflects projectiles including Ruixiang's low fireball and Rimururu's ice ball.
  • Knocks down on hit.
  • Good as a recoil cancel especially far reaching normals like 5B and 5C due to it's reach.
  • Useful hit confirm situations where you may not want to risk a more unsafe 623S ender.
Toggle Hitboxes
Toggle Hitboxes

Supers

Weapon Flipping Technique

Flame of the Conqueror
236B+C
SS Haohmaru WFT-1.png
SS Haohmaru WFT hb.png
SS Haohmaru WFT-2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
420 (490) Mid 1+14 4 - 88 KD(+68) -41 - - - - No

Haohmaru winds up a big, heavy-hitting downwards slash.

  • One of the best WFTs in the game due to its fast startup, range and damage.
  • Can be used as an on-reaction punish against most moves from almost anywhere on the screen. It can be used to hit the start up of slow moves like some fireballs.
  • Can easily be confirmed into from throw > 2B.
  • Combos from all of his cancellable, non-A normals.
  • Even though they're safe in most scenarios, Haoh WFT is fast enough to punish the following moves:
    • Amakusa's 2C and 214C. Does not work against a max range 2C.
    • Basara's 2B and 5C. Does not work against a max range 5C.
    • Charlotte's 214X.
    • Darli's 236K.
    • Sogetsu's 623X. Does not work against the rage enhanced versions.
Toggle Hitboxes
Toggle Hitboxes

Super Special Move

Judgement Blast Slash
641236C+D
SS Haohmaru SSM-1.png
SS Haohmaru SSM hb.png
SS Haohmaru SSM-2.png
SS Haohmaru SSM-3.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
700 Mid 10+20 3 - - KD(+54) -45 - - - - No

Available only once per match.

  • Standard SSM with short range.
Toggle Hitboxes
Toggle Hitboxes

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. Only combos from the far light slashes at the shortest distances at which those normals come out.
  • (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. If the opponent rage explodes at perfect timing, they will escape the combo and the 623C invincibility will avoid the RE burst. So the opponent will have an opportunity to punish 623C. When a RE burst is expected, a throw follow up without 623C is recommended.
    • (66B / 2B) xx WFT
      Standard WFT combo. Far 2B has a tiny bit more damage than 66B.
    • 214D
      Highest damage option after an unarmed throw.
  • 5CD...
    • 2C xx WFT
      Timing is tight, but does more damage than other throw into WFT combos.
    • 2C xx 623C
      Corner only. More damage than other throw into 623C combos.
  • 4CD...
    • 5C
      Timing is tight, most damaging without rage after back throw, but no knock down.
  • j.C / j.B (Deep hit)...
    • 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 (Deepest hit) xx 2C xx WFT
    WFT combo with most damage, 2C only connects at close range.
  • j.B (Regular hit) xx n.5A/n.2A xx 623C
    j.B has horizontal hitbox and decent active frames, make it guaranteed to combo into n.5A upon hit (except extra tall characters: Earthquake, Jubei, Ruixiang, Shiki, Iroha, Gongsun Li).
  • j.B (Regular hit) xx n.5B xx 623C/WFT
    Advantage on short characters only (Ukyo, Cham Cham, Baiken), doesn't need to time j.B deep hit precisely, n.5C also combos but not 2C.
  • ju.S xx 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.

Guard Crush

  • n.5C...
    After recovery...
    • 2C / 66B xx 623C / WFT
      Standard follow up.
    • SSM
      SSM follow up. (Be careful with opponent bursting to avoid it)
  • 5C...
    After recovery...
    • 66B xx 623C / WFT
      Standard follow up, it's much better to cancel recovery.
  • n.5C...
    Cancel recovery...
    • Lighting Blade
      Universal Issen combo.
  • 5C...
    Cancel recovery...
    • Lighting Blade
      Universal Issen combo.
    • 236D , 2C xx WFT
      Let Haoh stands a lot closer with more plus frames, works for most range.
    • 236D , 5C
      Works from far range 5C GC
    • 236D , 66B xx 623C
      Works from near range 5C GC without max rage.

Safe Jumps

Unless specified otherwise, these setups assume that you are buffering every whiffed normal/special so that it comes out on the earliest possible frame. Also every j.c safe jump setup doubles as a stance-break bait on their wakeup. Each setup has 2 stages after the Knockdown(KD). First stage is doing certain normals/specials to get close to the knockdowned opponent, and the second stage is the actual safe jump, where you have to read/guess which direction the opponent will roll(forward/back/no roll).


  • Midscreen 623C (KD) ~ Dodge...
    • forward jump C (forward roll)

Videos

Colors

Default

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

3D Retro Costume

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


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora