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(rewritten with notes after over a decade. i am not a great player though, so more edits appreciated) |
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==Combos== | ==Combos== | ||
===Anywhere=== | ===Anywhere=== | ||
'''5B~D 214A/236236P''' | |||
* Easiest and most consistent BnB. 5B barely adds any damage and is a slower punish but works at ranges outside of c5D's proximity. | |||
'''c5D 2AC 66 (5B~)c5D 214A/236236P''' | |||
* More damaging combo but not as easy or available. Doing super is difficult without the 5B. | |||
'''5A(~A)~B 236236P''' | |||
* The chained lights can beat guard cancels and f5A is a faster punish than f5B. Input as 5A~236B 236P. | |||
'''2B(~B)~D~C''' | |||
* Just a target combo, but it's sadly Hokutomaru's most reliable combo off of a low. Omit the second 2B at farther ranges. | |||
'''2B~B 236236P''' | |||
* Low combo into super. Input as 2B 362BC/BD 236P to prevent Hokutomaru from doing 236B. | |||
'''2AB 236D~AB 3D(1) j214D''' | |||
* Combo from upper-body evasive attack, but whiffs from farther connects. | |||
'''236K~AB 3D(1) j214D''' | |||
* Use this combo after guard cancelling into 236B (fastest non-super GC). | |||
'''236A(Aerial counterhit) 214D''' | |||
===Corner=== | |||
====Corner Starters==== | |||
'''c5D (2AC 66 x N) 236D~AB 3D(1) [Ender]''' | |||
* Hokutomaru can loop his c5D into itself. 2 or 3 c5D hits are manageable damage boosts but beyond that the loop becomes exceedingly difficult and unrewarding. | |||
'''c5D 2AC 2AB 236D~AB 3D(1) [Ender]''' | |||
* More damaging than 2 c5D's but has range issues (can whiff after aerial target combos). | |||
'''2B 236B~AB 3D(1) [Ender]''' | |||
* This combo gives Hokutomaru a much improved threat from lows. | |||
====Corner Enders==== | |||
'''[Starter] j214D/j236P/236236K''' | |||
* Corner BnB. 214D allows them to tech roll while the j236P prevents them from escaping the corner in exchange for less damage. Remember also that 236236B causes hard knockdown while 236236D is techable. | |||
'''[Starter] j236P 236236B''' | |||
* 1-bar optimization that requires strict timing. The damage increase is not huge when considering that it leaves Hokutomaru insanely punishable if mistimed so not the most reliable in matches. | |||
===Jump-In Analysis=== | |||
jD is Hokutomaru's overall best jump-in normal with its vertical disjoint and ability to cross up. | |||
Both jA and jB cross up even easier than jD. | |||
Hokutomaru has the unique ability to chain any of his air normals into any other air normal, giving him lots of potential jump-ins. They also let him pressure the opponent with double overheads that can still be special cancelled. Air target combos will whiff on crouching opponents. | |||
jA~B is the best target combo to use from a diagonal jump, combining jA's vertical disjoint with jB's faster startup to stuff guard cancels. Be aware that despite both jA and jB being very good at crossing up, jB will whiff if done as a crossup target combo. | |||
jC~B is the only target combo that works from a hop and leads to good combos. From a full jump the jB tends to whiff against average/short characters. | |||
jD~B only works from a neutral jump and is good at punishing throw attempts but pushes the opponent far, so at midscreen it only combos into 2C(uncancellable) or f5B into 236236P. | |||
{{Navbox-MOTW}} | {{Navbox-MOTW}} | ||
[[Category:Garou: Mark of the Wolves]] | [[Category:Garou: Mark of the Wolves]] |
Revision as of 17:33, 7 April 2024
Combos
Anywhere
5B~D 214A/236236P
- Easiest and most consistent BnB. 5B barely adds any damage and is a slower punish but works at ranges outside of c5D's proximity.
c5D 2AC 66 (5B~)c5D 214A/236236P
- More damaging combo but not as easy or available. Doing super is difficult without the 5B.
5A(~A)~B 236236P
- The chained lights can beat guard cancels and f5A is a faster punish than f5B. Input as 5A~236B 236P.
2B(~B)~D~C
- Just a target combo, but it's sadly Hokutomaru's most reliable combo off of a low. Omit the second 2B at farther ranges.
2B~B 236236P
- Low combo into super. Input as 2B 362BC/BD 236P to prevent Hokutomaru from doing 236B.
2AB 236D~AB 3D(1) j214D
- Combo from upper-body evasive attack, but whiffs from farther connects.
236K~AB 3D(1) j214D
- Use this combo after guard cancelling into 236B (fastest non-super GC).
236A(Aerial counterhit) 214D
Corner
Corner Starters
c5D (2AC 66 x N) 236D~AB 3D(1) [Ender]
- Hokutomaru can loop his c5D into itself. 2 or 3 c5D hits are manageable damage boosts but beyond that the loop becomes exceedingly difficult and unrewarding.
c5D 2AC 2AB 236D~AB 3D(1) [Ender]
- More damaging than 2 c5D's but has range issues (can whiff after aerial target combos).
2B 236B~AB 3D(1) [Ender]
- This combo gives Hokutomaru a much improved threat from lows.
Corner Enders
[Starter] j214D/j236P/236236K
- Corner BnB. 214D allows them to tech roll while the j236P prevents them from escaping the corner in exchange for less damage. Remember also that 236236B causes hard knockdown while 236236D is techable.
[Starter] j236P 236236B
- 1-bar optimization that requires strict timing. The damage increase is not huge when considering that it leaves Hokutomaru insanely punishable if mistimed so not the most reliable in matches.
Jump-In Analysis
jD is Hokutomaru's overall best jump-in normal with its vertical disjoint and ability to cross up.
Both jA and jB cross up even easier than jD.
Hokutomaru has the unique ability to chain any of his air normals into any other air normal, giving him lots of potential jump-ins. They also let him pressure the opponent with double overheads that can still be special cancelled. Air target combos will whiff on crouching opponents.
jA~B is the best target combo to use from a diagonal jump, combining jA's vertical disjoint with jB's faster startup to stuff guard cancels. Be aware that despite both jA and jB being very good at crossing up, jB will whiff if done as a crossup target combo.
jC~B is the only target combo that works from a hop and leads to good combos. From a full jump the jB tends to whiff against average/short characters.
jD~B only works from a neutral jump and is good at punishing throw attempts but pushes the opponent far, so at midscreen it only combos into 2C(uncancellable) or f5B into 236236P.