(rewritten with notes after over a decade. i am not a great player though, so more edits appreciated) |
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'''5B~D 214A/236236P''' | '''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. | * Easiest and most consistent BnB. 5B barely adds any damage and is a slower punish but works at ranges outside of c5D's proximity and lets you confirm into super. | ||
'''c5D 2AC 66 (5B~)c5D 214A/236236P''' | '''c5D 2AC 66 (5B~)c5D 214A/236236P''' | ||
* | * c5D is Hokutomaru's fastest normal and leads to his highest damage combos but is not always available due to being a proximity normal. Doing super is difficult without the 5B. | ||
'''5A(~A)~B 236236P''' | '''5A(~A)~B 236236P''' | ||
* The chained lights can beat guard cancels and f5A is a faster punish than f5B. Input as 5A~236B | * The chained lights can beat guard cancels and f5A is a faster punish than f5B. Input as 5A~236B 23(6)P. | ||
'''2B(~B)~D~C''' | '''2B(~B)~D~C''' | ||
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'''2B~B 236236P''' | '''2B~B 236236P''' | ||
* Low combo into super. Input as | * Low combo into super. Requires a close connect. Input as 2B36 2BC/BD 3(6)P to prevent Hokutomaru from doing 236B. | ||
'''2AB 236D~AB 3D(1) j214D''' | '''2AB 236D~AB 3D(1) j214D''' | ||
* Combo from upper-body evasive attack | * Combo from upper-body evasive attack. Whiffs from farther connects. | ||
'''236K~AB 3D(1) j214D''' | '''236K~AB 3D(1) j214D''' | ||
* Use this combo after guard cancelling into 236B (fastest non-super GC). | * Use this combo after guard cancelling into 236B (fastest non-super GC). | ||
'''236A(Aerial counterhit) 214D''' | '''(j)236A(Aerial counterhit) 214D/214A''' | ||
* Both conversions do the same amount of damage. 214D works from anywhere on the screen while 214A is faster. | |||
'''236K~AB(Counterhit) 236D~AB 214A''' | |||
* If used as a GC, 236B is likely to counterhit. Unfortunately, this combo only does 1 more damage than the non-counterhit version, so it's not essential to learn. | |||
===Corner=== | ===Corner=== | ||
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'''2B 236B~AB 3D(1) [Ender]''' | '''2B 236B~AB 3D(1) [Ender]''' | ||
* This combo | * This combo makes Hokutomaru's lows much more threatening. | ||
====Corner Enders==== | ====Corner Enders==== | ||
'''[Starter] j214D/j236P/236236K''' | '''[Starter] j214D/j236P/236236K''' | ||
* Corner BnB. 214D | * Corner BnB. 214D lets the opponent tech roll while j236P sacrifices damage to prevent them from escaping the corner. Remember also that 236236B causes hard knockdown while 236236D is techable. | ||
'''[Starter] j236P 236236B''' | '''[Starter] j236P 236236B''' | ||
* 1-bar optimization that requires strict timing. The damage increase is not | * 1-bar optimization that requires strict timing. The damage increase is not as appealing when considering that it leaves Hokutomaru insanely punishable if mistimed. Attempt at your own risk. | ||
==Jump-In Analysis== | |||
jD is Hokutomaru's overall best jump-in normal with its vertical disjoint and ability to | jD is Hokutomaru's overall best jump-in normal with its vertical disjoint, crossup potential, and ability to beat 2AB's. | ||
Both jA and jB cross up even easier than jD. | 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. | 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, although Hokutomaru can often still combo from the first hit alone. | ||
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. | 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 | jC~B is the only target combo that works from a hop. Hokutomaru can get any combo in the corner, but midscreen he's restricted to 5A combos. From a full jump the jB tends to whiff against average/short characters. If jB isn't coming out, try holding a direction while inputting. jC~B~C is possible on Tizoc/Griffon and Grant. | ||
jD~B only works from a neutral jump and is good at punishing throw attempts but pushes the opponent far, so at midscreen | jD~B only works from a neutral jump and is good at punishing throw attempts but pushes the opponent far, so at midscreen you may be left with combos into 2C(uncancellable) or f5B into 236236P. Better combo opportunities open up when used against an opponent's tech roll, as Hokutomaru can land directly on top of the opponent. | ||
{{Navbox-MOTW}} | {{Navbox-MOTW}} | ||
[[Category:Garou: Mark of the Wolves]] | [[Category:Garou: Mark of the Wolves]] |
Revision as of 02:09, 8 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 and lets you confirm into super.
c5D 2AC 66 (5B~)c5D 214A/236236P
- c5D is Hokutomaru's fastest normal and leads to his highest damage combos but is not always available due to being a proximity normal. 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 23(6)P.
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. Requires a close connect. Input as 2B36 2BC/BD 3(6)P to prevent Hokutomaru from doing 236B.
2AB 236D~AB 3D(1) j214D
- Combo from upper-body evasive attack. Whiffs from farther connects.
236K~AB 3D(1) j214D
- Use this combo after guard cancelling into 236B (fastest non-super GC).
(j)236A(Aerial counterhit) 214D/214A
- Both conversions do the same amount of damage. 214D works from anywhere on the screen while 214A is faster.
236K~AB(Counterhit) 236D~AB 214A
- If used as a GC, 236B is likely to counterhit. Unfortunately, this combo only does 1 more damage than the non-counterhit version, so it's not essential to learn.
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 makes Hokutomaru's lows much more threatening.
Corner Enders
[Starter] j214D/j236P/236236K
- Corner BnB. 214D lets the opponent tech roll while j236P sacrifices damage to prevent them from escaping the corner. 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 as appealing when considering that it leaves Hokutomaru insanely punishable if mistimed. Attempt at your own risk.
Jump-In Analysis
jD is Hokutomaru's overall best jump-in normal with its vertical disjoint, crossup potential, and ability to beat 2AB's.
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, although Hokutomaru can often still combo from the first hit alone.
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. Hokutomaru can get any combo in the corner, but midscreen he's restricted to 5A combos. From a full jump the jB tends to whiff against average/short characters. If jB isn't coming out, try holding a direction while inputting. jC~B~C is possible on Tizoc/Griffon and Grant.
jD~B only works from a neutral jump and is good at punishing throw attempts but pushes the opponent far, so at midscreen you may be left with combos into 2C(uncancellable) or f5B into 236236P. Better combo opportunities open up when used against an opponent's tech roll, as Hokutomaru can land directly on top of the opponent.