覇王丸, Haohmaru
Colors
Introduction
The face of the Samurai Shodown, Haohmaru is a well-balanced character with a famous heavy slash.
Thanks to his overall balance of strong tools, from his normals to specials to 5BC overhead that allows for followups, he's a great character for beginners. He gets a lot out of both rage and time slow, so you can get comfortable with all of 5SP's mechanics.
Strengths |
Weaknesses
|
- High damage moves and combos.
- Easy to use.
- Almost guaranteed issen setups.
- 5AB is good.
- Like, really really good.
|
- Short normals, besides 5AB.
- ALL specials heavily punishable.
- Boring mixups.
- Big problems with good pokers/keepaway zoners.
- Empties sword gauge fast.
|
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
- Tier placing: B
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
8~11 (4)/20~25 (5)
|
-
|
Recoil Cancel, Deflectable (Light), Weapon Clash 6~7 (2) / 10 (1)
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
2
|
20
|
-10
|
-10
|
-3
|
Quick mid-height slash. Can combo into 236CD. Pretty unsafe on hit so use it as a ranged poke, or for tick throws on block.
|
|
5B
5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
13
|
Mid
|
1~5 (5)
|
-
|
Recoil Cancel, Deflectable (Medium), Weapon Clash 12~14 (3)
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
2/4
|
20
|
-6
|
+2
|
-9
|
Slowish, long ranged stab. It's notably disjointed, good mid-range harassment tool.
|
|
5AB
5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
32
|
Mid
|
1 (1)
|
-
|
Recoil Cancel, Deflectable (Heavy), Weapon Clash 16~17 (2)/21~22 (2)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
18
|
2
|
48
|
-11
|
+1
|
-28
|
Heavy horizontal slice, probably the best 5AB in game. Its startup very fast for its range and it does a little more damage than a super. This will beat many specials and normals on reaction and is Haoh's main long range punish.
It has two disadvantages: it's really unsafe on whiff (and block if you don't recoil cancel), and even a little unsafe on hit, though the big pushback of the move means you'll very rarely if ever be punished on hit. It also takes a huge chunk off of your sword gauge on block, and even completely empties it on whiff or hit.
|
|
2A
2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
1~6 (6)/11~39 (29)
|
-
|
Recoil Cancel, Deflectable (Light)
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
1
|
29
|
-18
|
-18
|
-3
|
Terribly slow and unsafe light slash. Cancelable for its whole recovery, but outclassed by 2B in every way.
|
|
2B
2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
9
|
Mid
|
11~31 (21)
|
-
|
Recoil Cancel, Deflectable (Medium)
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
2
|
20
|
-2
|
-+6
|
-9
|
Mid-level crouching slash, useful for hit confirms since it has slightly more range than n.5B. Hitbox is identical to 2A.
|
|
2AB
2AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
25
|
Mid
|
23~48 (26)
|
-
|
Recoil Cancel, Deflectable (Heavy)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
19
|
2/2
|
42
|
-6
|
-6
|
-12
|
Big, slow uppercut that can be hard to use as an anti-air, but is great for big punishes. It can also be whiff canceled if you misread a jump.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
5~9 (5)/12~15 (4)
|
-
|
Recoil Cancel, Deflectable (Light)
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
5
|
11
|
-4
|
-4
|
-3
|
This is one of your faster buttons, good for tick throws. Slightly less safe than n.2A though. Small characters like Rera can crouch under it!
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Mid
|
9~28 (20)
|
-
|
Recoil Cancel, Deflectable (Medium), Weapon Clash 7~8 (2)
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
2
|
21
|
-3
|
+5
|
-9
|
Fast downward slice that can't be low-profiled, including by ducking. Very generous cancel window.
|
|
n.5AB
n.5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
28
|
Mid
|
1~6 (6)
|
-
|
Recoil Cancel, Deflectable (Heavy), Weapon Clash 10~13 (4)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
14
|
3
|
38
|
-2
|
+8
|
-28
|
Relatively quick punish tool, but you can use n.5B xx 623A/B in the same situations for more damage. It can make for a hard callout on hopping/ducking.
|
|
n.2A
n.2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
5~11 (7)/14~17 (4)
|
-
|
Recoil Cancel, Deflectable (Light)
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
7
|
7
|
-2
|
-2
|
-3
|
Haohmaru's best fast button (tied with n.5A and n.2B for 5f startup), it's safer than n.5A and can't be crouched. If they duck or hop, you can usually n.2B to punish it.
|
|
n.2B
n.2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Mid
|
5~18 (14)
|
-
|
Recoil Cancel, Deflectable (Medium)
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
14
|
8
|
-2
|
+6
|
-9
|
Yes, the hitbox is different from n.2A, no it doesn't matter. A shockingly fast and active medium slash useful for combos and meaties.
|
|
n.2AB
n.2AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
25
|
Mid
|
23~48 (26)
|
-
|
Recoil Cancel, Deflectable (Heavy)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
19
|
2/2
|
42
|
-6
|
-6
|
-12
|
Same as 2AB.
|
|
Overheads
5BC
5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
14
|
High
|
-
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
2
|
17
|
+8
|
+16
|
-12
|
Notably does not leave the ground or knock down, but has frame advantage that lets Haohmaru get lots of extra damage. You can combo into 623AB/236CD, or whatever you want during Time Slow.
|
|
u.5BC
u.5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
High
|
-
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
13
|
17
|
KD
|
KD
|
-23
|
Same speed as armed and decent range. Still, it's an unarmed overhead, meaning it's really unsafe.
|
|
Kicks
5C
5C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
1~2 (2)
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
1, 7, 6, 12
|
21
|
-13
|
-5
|
-26
|
Hit advantage is based on the second hitbox, since the first misses most standing characters.
Axe kick. Can work as an anti-air but it lacks disjoint. Not bad, but Haohmaru has better options.
|
|
6C
6C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Low
|
1~4 (4)
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
6
|
15
|
-1
|
+7
|
-14
|
Quick, obnoxious low poke that stops lots of normals with its active frames. Mainly used for making people block low, letting you sneak in more overheads. Punishable point-blank, so use 2C there.
|
|
2C
2C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2
|
Low
|
1~5 (5)
|
-
|
-
|
Weak attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
4
|
9
|
-1
|
-1
|
-6
|
Average 2C, a quick reliable low. Great for tick throws.
|
|
3C
3C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
7
|
Low
|
1~7 (7)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
8
|
21
|
KD
|
KD
|
-22
|
Slide that goes a decent distance and knocks down. Can be hard to punish at a distance. It's overall worse than 66C, though.
|
|
Jumping
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
High
|
-
|
-
|
Deep Deflectable (Light)
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
1
|
16
|
-
|
-
|
-
|
Mid-height slash. Not too useful over j.C, which is just as fast and more active.
|
|
j.B
j.B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
High
|
-
|
-
|
Deep Deflectable (Medium)
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
14
|
3
|
22
|
-
|
-
|
-
|
Similar to j.A. Good air-to-air, but j.B is outclassed by j.AB since the latter is only 1f slower and hits much harder.
|
|
j.AB
j.AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
25
|
High
|
-
|
-
|
Deep Deflectable (Heavy)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
1
|
9
|
-
|
-
|
-
|
A Haohmaru classic. Huge vertical hitbox, high damage and deep hit capability make this the only jump-in you need. It's also a good air-to-air. One deep hit a few air-to-airs can easily turn tide of battle in your favor, so practice all its possible uses.
If done early j.AB beats most characters hops(4D/6D). It can even cross up on tall standing characters like Zankuro.
|
|
j.C
j.C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
High
|
-
|
-
|
-
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
9
|
13
|
-
|
-
|
-
|
Flying kick. Good reach, fast startup and long active frames makes this a good all-purpose button if you're not confident in hitting j.AB. It can deep hit more easily and its horizontal reach makes it good for runaway jumping.
|
|
Dashing
66A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Mid
|
1~2 (2)
|
-
|
-
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
7
|
10
|
-13
|
+3
|
+11
|
Dashing punsh that's plus on hit, making it good for tick throws. Makes a great run-under anti-air since you can take advantage of the reset, or combo on back hit.
Be aware they can throw you if they block 66A point-blank, and it also whiffs on short crouching characters.
|
|
66B
66B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
Mid
|
7~10 (4)
|
-
|
Recoil Cancel, Deflectable (Heavy)
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
2
|
21
|
-3
|
+5
|
-29
|
Running n.5B with same comboability but with small differences. It's a little bit faster, but incredibly unsafe on block, and you get disarmed if deflected. Really extends Haohmaru's combo range, but you must be sure that it will hit. Some specials will not connect at max range, so know your spacing.
|
|
66AB
66AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
16
|
Mid
|
-
|
-
|
-
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
3
|
24
|
KD
|
KD
|
-20
|
Running n.5AB, basically. Deceptively good reach due to carrying your running momentum, and can work as an anti-air.
|
|
66C
66C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Low
|
1~3 (3)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
13
|
20
|
KD
|
KD
|
-26
|
It's 3C with slightly different frame data, generally better due to the fast startup. Good way to sneak in a hit, decent damage since you get 2BC afterwards.
|
|
Unarmed
u.5S
u.5S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Mid
|
1~2 (2)
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
7
|
15
|
-2
|
+6
|
-15
|
Straight punch, generally worse than 2C but it's 1 frame faster. As with Haohmaru's other punches, it will whiff on small crouching characters.
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
Mid
|
1~4 (4)
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
7
|
15
|
-2
|
+6
|
-15
|
Even worse u.5S, but crouching. Identical frame advantage but it's 2 frames slower.
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
High
|
-
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
14
|
9
|
-
|
-
|
-
|
Hits higher and has a bit more reach than j.C, for what it's worth.
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
1~2 (2)
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
7
|
10
|
KD
|
KD
|
-10
|
It's 66A, but it knocks down. After hit, you can follow up with a dash 2BC, or 8BC in the corner.
|
|
Pursuits
2BC
2BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
-
|
1~3 (3)
|
7-17f throw
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
11
|
21
|
-
|
-
|
-
|
Guaranteed after 3C/66C and 6623B anywhere, and 623A or 236CD in the corner.
|
|
8BC
8BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
13
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
39
|
38
|
16
|
-
|
-
|
-
|
Ridiculously active pursuit that you use after 236S connects for free damage. It also works after 6623A.
|
|
u.8BC
u.8BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
39
|
1
|
45
|
-
|
-
|
-
|
Funny unarmed pursuit. You can use it after 66A, but you should pick up your sword instead.
|
|
System
Deflect
Deflect 216D
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
2
|
11
|
25
|
-
|
-
|
-
|
Average deflect. You're always guaranteed a 5AB after a deflect, unless they rage explode. Against extremely long-range moves like 5AB in the mirror, you might have to walk forward.
It's possible, if you deflect early, to punish with 632146AB.
|
|
Taunt Disarm
Taunt Disarm Start x 3
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
62 disarm
|
-
|
63 total
|
-
|
-
|
-
|
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.
|
|
Weapon Pickup
Weapon Pickup 5A near weapon
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
26 total
|
-
|
-
|
-
|
Average pickup.
|
|
Special Moves
Specials
236S
Ougi Senpuuretsuzan 236S
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8, 10
|
Mid
|
-
|
-
|
Fixed damage (second hit)
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
33
|
-
|
24
|
KD
|
KD
|
-10
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8, 10
|
Mid
|
-
|
-
|
Fixed damage (second hit)
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
35
|
-
|
33
|
KD
|
KD
|
-19
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8, 10
|
Mid
|
-
|
-
|
Fixed damage (second hit)
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
37
|
-
|
43
|
KD
|
KD
|
-29
|
Haohmaru whips up a tornado with his sword. Each version covers a different distance: A goes half-screen, B goes about 3/4 screen, AB travels fullscreen. Fairly rewarding, since it's easy to land 8BC after tornado connects.
A good zoning tool, forcing the opponent to jump because it can't be hopped or ducked. Also a good recoil cancel option, but be wary if they have a fast 5AB.
Projectile lasts 27f/30f/44f for A/B/AB version.
|
|
236C
Ou'gi' Senpuuretsuzan 236C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
33 total
|
-
|
-
|
-
|
Fake Tornado to mix up with the real thing. If your opponent is playing too reactively and jumps, you can air-to-air with j.AB, and if they're turtling you can run up and throw.
|
|
623S
Ougi Kogetsuzan 623S
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
22 (4 late)
|
Mid
|
-
|
1-8f upper body and hit, 9-11f all but feet, 12-13f upper body only, 14f full
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
1, 12
|
33
|
KD
|
KD
|
-38
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
22, 2 (4 late)
|
Mid
|
-
|
1-10f upper body and hit
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
1, 6, 16
|
44
|
KD
|
KD
|
-58
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
22, 2
|
Mid
|
-
|
5f throw
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
1, 3, 6, 21
|
52
|
KD
|
KD
|
-79
|
Haohmaru's "DP" that is a somewhat spotty anti-air, since it's not invincible for the full startup and does low damage if it hits them out of the air.
It can be used as a reversal all the same, at least for the A and B versions, which have a lot of hit invul frames. On the other hand, the AB version is really fast and is only throw invincible for 1 frame, so it's good for combos and makes a poor reversal.
|
|
6623S
Ougi Shippuu Kogetsuzan 6623S
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
16, 7 ,8
|
Mid
|
-
|
1-10f hit, 11-16f full, 21-34f throw
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
1, 6, 8
|
35
|
KD
|
KD
|
-36
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
16, 2x3, 8
|
Mid
|
-
|
1-9f hit, 10f full, 11f, 20-25f throw
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
2, 7, 17
|
43
|
KD
|
KD
|
-57
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
16, 2x4, 8
|
Mid
|
-
|
1-9f hit, 10f full, 11f, 20-22f throw
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
2, 4, 28
|
52
|
KD
|
KD
|
-75
|
Running crescent uppercut that's available only after running for a while (starting about halfscreen away). This makes it tricky to use, but it has lots of invul frames. Be careful of hitting someone out of the air with this, the first hit does most of the damage but doesn't knock down.
Stick to the A version, you can land a big pursuit afterwards. You could use this as a bold callout for anti-throw tools since it's hit invul instantly.
|
|
421S
Ougi Resshinzan 421S
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2, 2, 16
|
High
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
22
|
2
|
31
|
KD
|
KD
|
-27
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2, 26
|
High
|
-
|
3-4f, 28-31f throw
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
26
|
2, 4
|
38
|
KD
|
KD
|
-34
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
45
|
High
|
-
|
1-10f full, 46-51f throw
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
46
|
6
|
63
|
KD
|
KD
|
-62
|
The earthquake slash, a risky overhead that goes airborne quickly, giving it mixup potential. The A version is airborne 7f and moves short distance, the B version is airborne 2f and leaps about halfscreen. The AB version is a hilarious slam dunk that has little use, but just might surprise someone enough to kill them.
The B version is useful for punishes, like after a 2AB or backhit B normal. The A and B versions can sometimes hit once and not knock down, but this happens only happens on airborne opponents (sometimes out of hop).
|
|
214C
Sake Kougeki 214C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
Mid
|
-
|
1-14f throw
|
Reflector
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
14
|
9
|
20
|
KD
|
KD
|
-23
|
Reflects frame 15-39.
Sake bottle bash, which hits mid (not overhead) and is throw invincible for its startup. This can reflect 1-hit projectiles too, neat.
The hitboxes are kinda weird. If the big reflect hitbox makes contact first, the bottle won't hit. Kinda unfortunate, but this doesn't matter too much since it only happens at a distance where you're aiming to reflect and not hit them.
|
|
632146AB
Zankousen 632146AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
55
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
40
|
6
|
73
|
KD
|
KD
|
-72
|
Steel Cutter, stupid slash, whatever you want to call it. Haohmaru starts a heavy slash and spins around to deliver a devastating attack. Don't get hit.
Actually landing it is tough, but Haohmaru has a few setups, and the threat of this can force them to RE. Zankousen combos after a backhit 2AB, or any B normal in time slow, and you can use it as a punish for medium deflects. It's also useful as a raw punish for blocked DPs, failed Enja rekka, whiffed Gaira command grab, etc. if you want to kill them without a chance to RE.
|
|
Weapon Flipping Technique
236CD
Ougi Tenha Fuujinzan 236CD
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
3x9, 20
|
Mid
|
-
|
1-4f, 28-29f full, 5-17f all except back foot, 18-27f, 30-55f throw
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
1, 2, 5
|
77
|
KD
|
KD
|
-74
|
Haohmaru does five Kogetsuzans in a row (count 'em). While holding on to rage is appealing thanks to his awesome 5AB and j.AB, WFT still has a few uses. Unlike most WFTs, they can escape with Rage Explode, but the threat of being disarmed can force them to spend it in the moment, and it's just as easy to combo into as 623AB. You can also use it for chip damage.
On the other hand, it's useless as an anti-air because the hits don't juggle and you'll get punished in ways you didn't think were possible.
The invulnerability really is as spotty as it says, but you're at least full invul during startup, and it's very hard to hit the back foot after, so this is an effective reversal. Just know that foot hurtbox might cause it to trade. Be aware that it can be deflected on first active frame if opponents predicts it, but it's incredibly risky tho.
|
|
Combos
Normal
- (5A or 2A) xx (236CD or 623AB)
Adds small damage to WFT, but it is not hit-confirmable thus risky. Outclassed by the options below.
- (n.5B or n.2B or 2B or 66B) ...
- The B version does slightly more damage, but AB works further out.
- Least range and damage.
- You can also combo into WFT from a distance, good to disarm them or force a Rage Explosion.
- 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?
- Combo off your overhead. This is a very useful link, so practice the timing.
- Lots of invincibility, impressive damage, terrible recovery. 8BC must be timed right.
- Tiny bit of extra damage if you can do it consistently.
- When the tornado connects you have time to meditate, taunt, or RE and then 8BC for huge damage.
- 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
|
Startup
|
Active
|
Total
|
Cancel
|
Weapon Clash
|
Hit Adv.
|
Backhit Adv.
|
Block Adv.
|
Guard
|
Notes
|
5A |
6 |
8 |
2 |
29 |
8~11(4) / 20~25(5) |
6~7(2) / 10(1) |
-10 |
-10 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
5B |
13 |
15 |
6 |
40 |
1~5(5) |
12~14(3) |
-6 |
+2 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
5AB |
32 |
18 |
2 |
67 |
1(1) |
16~17(2) / 21~22(2) |
-11 |
+1 |
-28 |
Mid |
Heavy attack, Deflectable(heavy)
|
2A |
6 |
11 |
1 |
40 |
1~6(6) / 11~39(29) |
- |
-18 |
-18 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
2B |
9 |
11 |
2 |
32 |
11~31(21) |
- |
-2 |
+6 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
2AB |
25 |
19 |
4 |
64 |
23~48(26) |
- |
-7 |
+3 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
n.5A |
5 |
5 |
5 |
20 |
5~9(5) / 12~15(4) |
- |
-4 |
-4 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
n.5B |
8 |
9 |
2 |
31 |
9~28(20) |
7~8(2) |
-3 |
+5 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
n.5AB |
28 |
14 |
3 |
54 |
1~6(6) |
10~13(4) |
-2 |
+8 |
-28 |
Mid |
Heavy attack, Deflectable(heavy)
|
n.2A |
5 |
5 |
7 |
18 |
5~11(7) / 14~17(4) |
- |
-2 |
-2 |
-3 |
Mid |
Weak attack, Deflectable(weak)
|
n.2B |
7 |
5 |
14 |
26 |
5~18(14) |
- |
-2 |
+6 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
n.2AB |
25 |
19 |
4 |
64 |
23~48(26) |
- |
-7 |
+3 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
5C |
6 |
9 |
3,5,4 |
36 |
1~2(2) |
- |
-1 |
+7 |
-14 |
Mid |
Medium attack
|
6C |
6 |
7 |
6 |
27 |
1~3(3) |
- |
-1 |
+7 |
-14 |
Low |
Medium attack
|
2C |
2 |
6 |
4 |
18 |
1~5(5) |
- |
-1 |
-1 |
-6 |
Low |
Weak attack
|
3C |
7 |
13 |
8 |
41 |
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 |
38 |
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 |
21 |
1~2(2) |
- |
+3 |
+11 |
-10 |
Mid |
Medium attack
|
66B |
10 |
7 |
2 |
29 |
7~10(4) |
- |
-3 |
+5 |
-29 |
Mid |
Medium attack, Deflectable(heavy)
|
66AB |
16 |
10 |
3 |
36 |
x |
- |
KD |
KD |
-20 |
Mid |
Knockdown attack
|
66C |
6 |
7 |
13 |
39 |
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 |
21 |
1~2(2) |
- |
KD |
KD |
-10 |
Mid |
Knockdown attack
|
u.66C |
6 |
7 |
13 |
39 |
1~3(3) |
- |
KD |
KD |
-26 |
Low |
Knockdown attack
|
2BC |
4 |
7 |
11 |
38 |
1~3(3) |
- |
-- |
-- |
-- |
Mid |
|
u.2BC |
4 |
7 |
11 |
38 |
1~3(3) |
- |
-- |
-- |
-- |
Mid |
|
8BC |
13 |
39 |
38 |
92 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.8BC |
8 |
39 |
1 |
84 |
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 |
34 |
x |
- |
-- |
-- |
-- |
Mid |
|
Kogetsuzan - 623A |
22 |
13 |
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 |
2 |
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
|