Garou: Mark of the Wolves/Hokutomaru/Combos: Difference between revisions

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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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===Anywhere===
===Anywhere===


'''5B~D 214A/236236P'''
''Note: 236K~AB 3D midscreen is character specific''
* 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'''
'''5B~D > 214A/236236P'''
* More damaging combo but not as easy or available. Doing super is difficult without the 5B.
* 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.


'''5A(~A)~B 236236P'''
'''c5D > 2AC 66 (5B~)c5D > 214A/236236P'''
* The chained lights can beat guard cancels and f5A is a faster punish than f5B. Input as 5A~236B 236P.
* c5D is Hokutomaru's fastest normal and leads to his highest damage combos but is not always available due to being a proximity normal. The 5B~D target combo is likely to whiff unless the combo starts from point blank (no jump-in), a crossup, or in the corner. Two c5D's is much more consistent and does almost the same damage.


'''2B(~B)~D~C'''
'''(c5A,) 5A~B > 236236P'''
* Just a target combo, but it's sadly Hokutomaru's most reliable combo off of a low. Omit the second 2B at farther ranges.
* The speed of f5A~B allows it to punish things that f5B~D cannot. When c5A is used in pressure, the chained lights make for an easier confirm that's also better able to stuff guard cancels. Input shortcut: 5A~236B 23(6)P.


'''2B~B 236236P'''
'''(2B >) 2B~D~C'''
* Low combo into super. Input as 2B 362BC/BD 236P to prevent Hokutomaru from doing 236B.
* Just a target combo, but Hokutomaru sadly can't get much more from a low. Omit the second 2B at farther ranges.


'''2AB 236D~AB 3D(1) j214D'''
'''2B > 2B > 236236P'''
* Combo from upper-body evasive attack, but whiffs from farther connects.
* Low confirm into super. Must be done point blank. Input shortcut: 2B 36 2BC/BD 3(6)P.


'''236K~AB 3D(1) j214D'''
'''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).
* Use this combo after guard cancelling into 236B (fastest non-super GC).


'''236A(Aerial counterhit) 214D'''
'''(j)236A(Air 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 guard cancel, it is realistic for 236B to counterhit the opponent. Unfortunately, this combo only does 1 more damage than the non-counterhit version, so it's not essential to learn. Can also combo into 3D(1) but it may not be as consistent from a GC, though definitely advised at the corner.


===Corner===
===Corner===
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====Corner Starters====
====Corner Starters====


'''c5D (2AC 66 x N) 236D~AB 3D(1) [Ender]'''
'''c5D (> 2AC 66 c5D 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.
* Hokutomaru can loop his c5D into itself. 2 or 3 c5D hits are manageable damage boosts but beyond that the loop becomes increasingly difficult and unrewarding.


'''c5D 2AC 2AB 236D~AB 3D(1) [Ender]'''
'''c5D > 2AC, 2AB 236D~AB 3D(1) [Ender]'''
* More damaging than 2 c5D's but has range issues (can whiff after aerial target combos).
* Slightly more damaging than 2 c5D's but has range issues (can whiff after aerial target combos).


'''2B 236B~AB 3D(1) [Ender]'''
'''2B > 236B~AB, 3D(1) [Ender]'''
* This combo gives Hokutomaru a much improved threat from lows.
* This combo makes Hokutomaru's lows much more threatening.


====Corner Enders====
====Corner Enders====


'''[Starter] j214D/j236P/236236K'''
If 236D is not braked, it is possible to juggle 236236K after if it hits at the correct spacing such that only the first and last hit connect.
* 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.
'''[Starter] j214D/j236P/delay 236236K'''
* Corner BnB. j214D 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.


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.
'''[Starter] j236P, delay 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.


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.
===[[Garou:_Mark_of_the_Wolves/Miscellaneous#Jenet-Only_Combos | Jenet Specific]]===


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.
'''(Air CH) delay c5D > 236B~AB, 3D(1) 214D/Corner Ender'''
* Hit the c5D as low to the ground as possible.


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[[Category:Garou: Mark of the Wolves]]
[[Category:Garou: Mark of the Wolves]]

Latest revision as of 08:29, 15 April 2025

Combos

Anywhere

Note: 236K~AB 3D midscreen is character specific

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. The 5B~D target combo is likely to whiff unless the combo starts from point blank (no jump-in), a crossup, or in the corner. Two c5D's is much more consistent and does almost the same damage.

(c5A,) 5A~B > 236236P

  • The speed of f5A~B allows it to punish things that f5B~D cannot. When c5A is used in pressure, the chained lights make for an easier confirm that's also better able to stuff guard cancels. Input shortcut: 5A~236B 23(6)P.

(2B >) 2B~D~C

  • Just a target combo, but Hokutomaru sadly can't get much more from a low. Omit the second 2B at farther ranges.

2B > 2B > 236236P

  • Low confirm into super. Must be done point blank. Input shortcut: 2B 36 2BC/BD 3(6)P.

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(Air 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 guard cancel, it is realistic for 236B to counterhit the opponent. Unfortunately, this combo only does 1 more damage than the non-counterhit version, so it's not essential to learn. Can also combo into 3D(1) but it may not be as consistent from a GC, though definitely advised at the corner.

Corner

Corner Starters

c5D (> 2AC 66 c5D 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 increasingly difficult and unrewarding.

c5D > 2AC, 2AB 236D~AB 3D(1) [Ender]

  • Slightly 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

If 236D is not braked, it is possible to juggle 236236K after if it hits at the correct spacing such that only the first and last hit connect.

[Starter] j214D/j236P/delay 236236K

  • Corner BnB. j214D 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, delay 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.

Jenet Specific

(Air CH) delay c5D > 236B~AB, 3D(1) 214D/Corner Ender

  • Hit the c5D as low to the ground as possible.

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