覇王丸, Haohmaru
Colors
Introduction
The face of the Samurai Shodown.
Well balanced famous character with a famous strong slash. Thanks to the balance, his strength and familiar manner of playing he is great for beginners.
Strengths |
Weaknesses
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- High damage moves and combos.
- Easy to use.
- Almost guaranteed issen setups.
- 5AB is good.
- Like, really really good.
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- Short normals, besides 5AB.
- ALL specials heavily punishable.
- Boring mixups.
- Big problems with good pokers/keepaway zoners.
- Empties sword gauge fast.
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Data
- Damage taken: 100%
- Rage duration: 10 seconds
- Amount to rage: 23
- Walk speed: 544
- Backwalk speed: 480
- Dash speed: 1600
- Jump duration: 44 frames
- Width: 24
- Throw range: 16
- Throw recovery: 42 frames
Normals
Far Slashes
5A:
- Properties: Recoil cancel on block. Cancelable. Deflectable.
- Quick midheight slash. Can combo with 236CD. -10 on HIT so use it as ranged poke or for tick throw on block.
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5B:
- Properties: Recoil cancel on block. Deflectable.
- Slowish, long ranged stab. Good mid-range harassment tool.
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5AB:
- Properties: Recoil cancel on block. Deflectable.
- Heavy horizontal slice. Probably the best 5AB in game. Huge range and damage, startup is a little slow but still very fast for its range. Does a little more damage than a super. This move is like a truck, if you're in its way it's going to hit you and it's going to hurt.
- This will beat many specials and normals on reaction and is Haoh's main long range punish. It has two disadvantages: one being it's really unsafe on block and whiff, and even a little unsafe on hit, though the big pushback of the move means you won't get hit by anything on hit. It also takes a huge chunk off of your sword gauge on block, and even completely empties it on whiff / hit.
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2A:
- Properties: Recoil cancel on block. Cancelable. Deflectable.
- Same as Rasetsumaru 2A, this means that it is extremely BAD.
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2B:
- Properties: Recoil cancel on block. Cancelable. Deflectable.
- Crouching horizontal slash. Main purpose - hit confirm tool. Its cancelable and have more range than n.5B.
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2AB:
- Properties: Recoil cancel on block. Cancelable. Deflectable.
- Heavy sword uppercut. Since it slow - don't use it as antiair unless you good at prediction. Cancelable on whiff, so it becomes a little safer.
- Best use - hard punish combos.
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Near Slashes
n.5A:
- Properties: Recoil cancel on block. Cancelable. Deflectable.
- Fast hilt thrust. Spacing tool. Good for tick throws.
- Small characters can duck under it!
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n.5B:
- Properties: Recoil cancel on block. Cancelable. Deflectable.
- Fast close range sword slice, with good combo potential.
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n.5AB:
- Properties: Recoil cancel on block. Deflectable.
- Downward slash. Come out pretty quick for a n.5AB but this is compensated by small hitbox.
- n.5B/n.2B combo is faster with same damage. It's risky but you can hit opponent, on landing or on hop / laydown, with it for a good damage.
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n.2A:
- Properties: Recoil cancel on block. Cancelable. Deflectable.
- Same as n.5A, but crouching and a bit faster on hit recovery.
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n.2B:
- Properties: Recoil cancel on block. Cancelable. Deflectable.
- Leg level hilt thrust. It a damn fast, with enormous active frames and almost to no recovery. It's one of the best meaties in the game.
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n.2AB:
- Properties: Recoil cancel on block. Cancelable. Deflectable.
- Same as 2AB.
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Overheads
5BC:
- Properties: Hits high.
- Slow overhead punch. Short ranged, slow and completely grounded, but leaves you in good frame advantage on hit and it don't knock opponent down. If used wisely it gives you hit-confirmable WFT and 623AB or Issen setup.
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u.5BC:
- Properties: Hits high. Knockdown.
- Tobi geri. Slow, short ranged, long recovery. Unfavorable move.
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Kicks
5C:
- Properties:
- Axe kick. Pushes grounded opponents back or can be used as antiair because of some horizontal reach. Not bad, but Haohmaru has better options.
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6C:
- Properties: Hits low.
- Low kick. It beat many attacks because of fast startup and long active frames. Main point of this move is force opponent to think that he must block low.
- Punishable at point-blank, so use next move at that distance.
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2C:
- Properties: Hits low.
- Kick at foot. One of the fastest pokes in the game. While it's easily hopped over, it recovers too fast for that to be hugely relevant.
- Great for setting up a tick throw.
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3C:
- Properties: Hits low. Knockdown.
- Low slide. It goes a decent distance and knocks down, use it when these features are needed. Ok recovery at max range.
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Jumping
j.A:
- Properties: Hits high. Deflectable.
- Mid-height slash. j.C is by all means better, stick to it!
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j.B:
- Properties: Hits high. Deflectable.
- Another mid-height slash. Have tiny less startup and more horizontal reach than j.AB. Worthless most of time.
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j.AB:
- Properties: Hits high. Deflectable.
- Heavenly heavy sword stroke. Huge vertical hitbox, damage and deep hit capability, so it shines at jump ins. Little caution and prediction and it become a very good antiair. One deep hit or few j.AB antiairs can easily turn tide of battle in your favor, so practice all it possible uses.
- If done early j.AB beats most characters hops(4D/6D). It can even crossup on standing tall characters like Zankuro.
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j.C:
- Properties: Hits high.
- Flying kick. Good reach, fast startup and long active frames makes that kick good for air to air. It can even replace jump in j.AB in some cases, since it can deep hit more easily. It's horizontal reach and priority makes it decent for runaway jumping.
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Dashing
66A:
- Properties:
- Dashing punch. Frame advantage on hit, so it useful for tick throws.
- Since it safe and will reset airborne opponent, you can use it instead of 66AB if you are not sure that it hits or just want post-reset mixups.
- Be aware that opponent can throw you on block if do it point-blank. And it will whiff on small crouched characters!
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66B:
- Properties: Recoil cancel on block. Cancelable. Deflectable.
- Dashing n.5B. Pretty much same as n.5B with same comboability but with a few differences. It's a little bit faster, but incredibly unsafe on block.
- Really extends Haohmaru's combo range, but because of its long recovery on block and being deflectable you must be completely sure that it hit! Some specials will not connect at max range, so know your spacing.
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66AB:
- Properties: Knockdown.
- Haoh's j.AB now comes in dashing version! Punishable, but decent antiair. Huge vertical hitbox.
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66C:
- Properties: Hits low. Knockdown.
- Dashing low slide. Pretty much same as 3C, only come out faster.
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Unarmed
u.5S:
- Properties:
- Straight punch. Main unarmed poke. Only advantage over kicks - fast startup.
- As with other Haohmaru's punches, it will whiff on small crouching characters.
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u.2S:
- Properties:
- Sitting straight punch. Same as u.5S but with a bit more startup and a bit less range. USELESS.
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ju.S:
- Properties: Hit high.
- Jumping punch. Nice attack, especially if opponent too high for j.C.
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u.66S:
- Properties: Knockdown!
- Same dashing punch as 66A, but now it knocks down! Even if blocked it's a decent tick setup, because of smaller recovery.
- After hit you can followup with dash xx 2BC or 8BC (in corner).
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System
Deflect - 216D:
- Average deflect.
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Weapon Pickup - 5A:
- Average pickup.
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Taunt Disarm - Start Start Start:
- Haohmaru stands and take a few sips from his bottle then throws his sword. If Haohmaru connects the tornado, he can disarm before they hit the ground for an unarmed win.
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Specials
Ougi Senpuuretsuzan - 236S:
- Tornado projectile. Versions differ in startup, recovery and travel distance. A - fastest, goes half-screen, B - goes 70% of screen, AB - slowest, goes - full screen.
- Zoning and pressure tool, it forces opponent to jump at you or make mistake and get hit by it, if used wisely. All versions punishable on startup, so it's not recommended to use in hit range of opponent with fast 5AB.
- After all versions you can followup with 8BC pursuit if you in range.
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Ou'gi' Senpuuretsuzan - 236C:
- Fake version of Senpuuretsuzan. If opponent start react to real versions by jumping or turtling, you can try use this fake out. If he try to jump in - j.AB or 66AB. If he start turtling - dash-in & grab.
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Ougi Kogetsuzan - 623S:
- Crescent uppercut. It looks like dragon-punch but it's NOT.
- A, B versions have long start-up and HIT invincibility that not even fully cover start up, AB version have really fast start up, but don't have any invincibility, so they easily get stuffed by jump ins, meaties, grabs, low kicks. If opponent get hit in the air by Kogetsuzan it always will deal minimum damage. Don't forget about long recovery on whiff/block! So Kogetsuzan is very bad as anti-air and just bad as reversal.
- Use - combos and if you feel lucky - occasional reversal.
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Ougi Shippuu Kogetsuzan - 6623S:
- Dashing crescent uppercut. Longer range, faster start up, twice as long invincibility, a bit less recovery, full damage on anti-air hit, better knockdown.
- Cons - cannot be used as fast reversal/anti-air because Haohmaru must run at least half screen before he can use it. Can be deflected!
- Stick to A version because it gets an 8BC followup afterwards.
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Ougi Resshinzan - 421S:
- Somersault slam. Long recovery so it's not as reliable, but it give Haohmaru some edge on his mixups.
- A version send you to 1/4 screen, B to 1/2, AB a huge leap in air then earthquake slam that have incredible long start up and bad recovery. If the last hit whiffs on an airborne opponent it will not knockdown.
- Use it in punish combos or as risky overhead.
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Sake Kougeki - 214C:
- Sake bottle bash. Not an overhead. It has throw invincibility on startup.
- This move also can be used as an anti zoning tool, if timed right against a projectile it will reflect back to the opponent. Can only be used against 1-hit projectiles
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Zankousen - 632146AB:
- Wind up then energy amplified slice. Slow and telegraphed move, same as 5AB range but enormous damage on hit and recovery on block/whiff.
- If raged, it's possible to one-hit-kill low health characters like Mina, Basara and such, but there is very few ways to set it up (or not, because they gonna rage explode if they see it coming): after medium attack deflect, as combo after backhit 2AB, and during concentration after any B slash or 5BC. Plus there is some moves like Enja's Rikudou Rekka where you can punish with it.
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Ougi Tenha Fuujinzan - 236CD - WFT:
- Haohmaru perform six Kogetsuzans in row. Not a best thing that Haohmaru can do while in Rage, but it have some tactical niche.
- In short: 623AB with startup invincibility. Suffer from same problems as Kogetsuzan - it can be stuffed, worthless as anti-air and terrible as hell recovery. It do same damage as 623AB in combos. Can be rage exploded on any hit and deflected on first hit.
- Tactical use: chip damage, disarm, force opponent to rage explode.
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Combos
Normal
- (5A or 2A) xx (236CD or 623AB)
Adds small damage to WFT, but it is not hit-confirmable thus risky.
- (n.5B or n.2B or 2B or 66B) ...
- Short range and small damage.
- Most damaging followup. Medium range.
- Most range of Kogetsuzans.
- Least range and damage.
- WFT combo have most range. When you want to disarm opponent or make him rage explode out of it.
- Default followup.
- Same damage as 421B, but with disarm.
- Most opponents will be dead after Rage Explosion enhanced 2AB when it becomes possible to kill them with Fatality, but why not try it?
- Overhead combo. You actually need to link it. Very useful combo, practice timing on it.
- Lots of invincibility, impressive damage, terrible recovery. 8BC must be timed right.
- Tiny bit of extra damage if you can do it consistently.
- After first Senpuuretsuzan hit you have time to: meditate, taunt, Rage Explode. Use last for massive damage on 8BC.
- Basic stuff.
- Basic stuff.
Backhit
- Backhit (n.5B or n.2B or 2B or 66B) ...
- Kogetsuzan followups tend to miss on backhit. Cancel to Resshinzan as early as possible.
- Nice way to finish match. Try to cross under their jump.
- Backhit (n.2AB or 2AB) ...
- Less damage, but easy inputs.
- Most damaging Haohmaru combo.
- Backhit 6C 236CD 2BC(corner)
- A low-hitting kick that links into 236CD.
- Backhit 66A 236CD 2BC(corner)
- Old combo from SS4. Sadly now it not so useful as it was.
- Backhit 66A 5A 236CD 2BC(corner)
- You can add additional hit if you want.
Time slow
- On some match-ups it's better to cross under them and start j.AB sequence from behind.
- Vary order and/or add some 2C or 6C reps for mixups.
- 2C or 6C (n.5B or n.2B or 2B or 66B or 5BC) xx 632146AB
- If you don't have enough meter or if they used Issen damage glitch. After low hit do any B combo into Zankousen, and after 5BC hit just do Zankousen.
Strategies
Frame Data
Move
|
Damage
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Startup
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Active
|
Total
|
Cancel
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Weapon Clash
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Hit Adv.
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Backhit Adv.
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Block Adv.
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Guard
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Notes
|
5A |
6 |
8 |
2 |
28 |
8~11(4) / 20~25(5) |
6~7(2) / 10(1) |
-10 |
-10 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
5B |
13 |
15 |
6 |
39 |
1~5(5) |
12~14(3) |
-6 |
+2 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
5AB |
32 |
18 |
2 |
66 |
1(1) |
16~17(2) / 21~22(2) |
-11 |
+1 |
-28 |
Mid |
Heavy attack, Deflectable(heavy)
|
2A |
6 |
11 |
1 |
39 |
1~6(6) / 11~39(29) |
- |
-18 |
-18 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
2B |
9 |
11 |
2 |
31 |
11~31(21) |
- |
-2 |
+6 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
2AB |
25 |
19 |
4 |
63 |
23~48(26) |
- |
-7 |
+3 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
n.5A |
5 |
5 |
5 |
19 |
5~9(5) / 12~15(4) |
- |
-4 |
-4 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
n.5B |
8 |
9 |
2 |
30 |
9~28(20) |
7~8(2) |
-3 |
+5 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
n.5AB |
28 |
14 |
3 |
53 |
1~6(6) |
10~13(4) |
-2 |
+8 |
-28 |
Mid |
Heavy attack, Deflectable(heavy)
|
n.2A |
5 |
5 |
7 |
17 |
5~11(7) / 14~17(4) |
- |
-2 |
-2 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
n.2B |
7 |
5 |
14 |
25 |
5~18(14) |
- |
-2 |
+6 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
n.2AB |
25 |
19 |
4 |
63 |
23~48(26) |
- |
-7 |
+3 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
5C |
6 |
9 |
3 |
35 |
1~2(2) |
- |
-1 |
+7 |
-14 |
Mid |
Medium attack
|
6C |
6 |
7 |
6 |
26 |
1~3(3) |
- |
-1 |
+7 |
-14 |
Low |
Medium attack
|
2C |
2 |
6 |
4 |
17 |
1~5(5) |
- |
-1 |
-1 |
-6 |
Low |
Weak attack
|
3C |
7 |
13 |
8 |
40 |
1~7(7) |
- |
KD |
KD |
-22 |
Low |
Knockdown attack
|
j.A |
6 |
10 |
1 |
26 |
x |
- |
-- |
-- |
-- |
High |
Weak attack, Deflectable(weak)
|
j.B |
10 |
14 |
3 |
38 |
x |
- |
-- |
-- |
-- |
High |
Medium attack, Deflectable(med)
|
j.AB |
25 |
15 |
1 |
24 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack, Deflectable(heavy)
|
j.C |
4 |
10 |
9 |
31 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
|
ju.C |
4 |
10 |
9 |
31 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
|
5BC |
14 |
20 |
2 |
37 |
x |
- |
+8 |
+16 |
-12 |
High |
Medium attack
|
u.5BC |
6 |
20 |
13 |
49 |
x |
- |
KD |
KD |
-23 |
High |
Medium attack Knockdown attack
|
66A |
4 |
5 |
7 |
20 |
1~2(2) |
- |
+3 |
+11 |
-10 |
Mid |
Medium attack
|
66B |
10 |
7 |
2 |
28 |
7~10(4) |
- |
-3 |
+5 |
-29 |
Mid |
Medium attack, Deflectable(heavy)
|
66AB |
16 |
10 |
3 |
35 |
x |
- |
KD |
KD |
-20 |
Mid |
Knockdown attack
|
66C |
6 |
7 |
13 |
38 |
1~3(3) |
- |
KD |
KD |
-26 |
Low |
Knockdown attack
|
u.5S |
4 |
5 |
7 |
25 |
1~2(2) |
- |
-2 |
+6 |
-15 |
Mid |
Medium attack
|
u.2S |
4 |
7 |
7 |
27 |
1~4(4) |
- |
-2 |
+6 |
-15 |
Mid |
Medium attack
|
ju.S |
4 |
6 |
14 |
28 |
x |
- |
-- |
-- |
-- |
High |
Medium attack
|
u.66S |
6 |
5 |
7 |
20 |
1~2(2) |
- |
KD |
KD |
-10 |
Mid |
Knockdown attack
|
u.66C |
6 |
7 |
13 |
38 |
1~3(3) |
- |
KD |
KD |
-26 |
Low |
Knockdown attack
|
2BC |
4 |
7 |
11 |
37 |
1~3(3) |
- |
-- |
-- |
-- |
Mid |
|
u.2BC |
4 |
7 |
11 |
37 |
1~3(3) |
- |
-- |
-- |
-- |
Mid |
|
8BC |
13 |
39 |
38 |
92 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.8BC |
8 |
40 |
1 |
86 |
x |
- |
-- |
-- |
-- |
Mid |
|
Senpuuretsuzan - 236A |
8, 10 |
33 |
x |
56 |
x |
- |
KD |
KD |
-10 |
Mid |
second hit fixed damage
|
Senpuuretsuzan - 236B |
8, 10 |
35 |
x |
67 |
x |
- |
KD |
KD |
-19 |
Mid |
second hit fixed damage
|
Senpuuretsuzan - 236AB |
8, 10 |
37 |
x |
79 |
x |
- |
KD |
KD |
-29 |
Mid |
second hit fixed damage
|
Senpuuretsuzan - 236C |
x |
x |
x |
33 |
x |
- |
-- |
-- |
-- |
Mid |
|
Kogetsuzan - 623A |
22 |
14 |
x |
60 |
x |
- |
KD |
KD |
-38 |
Mid |
Knockdown attack 1-8f hit invincible
|
Kogetsuzan - 623B |
22 |
13 |
x |
81 |
x |
- |
KD |
KD |
-58 |
Mid |
Knockdown attack 1-10f hit invincible
|
Kogetsuzan - 623AB |
22, 2 |
5 |
x |
102 |
x |
- |
KD |
KD |
-79 |
Mid |
Medium attack Knockdown attack
|
Shippuu Kogetsuzan - 6623A |
16, 7 ,8 |
11 |
x |
69 |
x |
- |
KD |
KD |
-36 |
Mid |
Weak attack, Deflectable(weak) Knockdown attack 1-17f hit invincible
|
Shippuu Kogetsuzan - 6623B |
16, 2x3, 8 |
10 |
x |
87 |
x |
- |
KD |
KD |
-57 |
Mid |
Weak attack, Deflectable(med) Knockdown attack 1-10f hit invincible
|
Shippuu Kogetsuzan - 6623AB |
16, 2x4, 8 |
10 |
x |
104 |
x |
- |
KD |
KD |
-75 |
Mid |
Weak attack, Deflectable(heavy) Knockdown attack 1-10f hit invincible
|
Resshinzan - 421A |
2, 2, 16 |
22 |
1 |
58 |
x |
- |
KD |
KD |
-27 |
High |
Weak attack Knockdown attack
|
Resshinzan - 421B |
2, 26 |
26 |
2 |
68 |
x |
- |
KD |
KD |
-34 |
High |
Weak attack Knockdown attack
|
Resshinzan - 421AB |
45 |
46 |
6 |
113 |
x |
- |
KD |
KD |
-62 |
High |
Medium attack Knockdown attack 1-10f hit invincible
|
Sake Kougeki - 214C |
10 |
15 |
9 |
43 |
x |
- |
KD |
KD |
-23 |
Mid |
Knockdown attack 1-14f throw invincible
|
Zankousen - 632146AB |
55 |
40 |
6 |
118 |
x |
- |
KD |
KD |
-72 |
Mid |
Knockdown attack
|
Tenha Fuujinzan - 236CD |
3x9, 20 |
5 |
x |
137 |
x |
- |
KD |
KD |
-74 |
Mid |
Deflectable(weak) Knockdown attack 1-4f fully invincible 5-17f only rear foot is normal 18-56f throw invincible
|