Hokuto no Ken/Mamiya: Difference between revisions

From SuperCombo Wiki
(Added translated JP wiki notes for specials/supers)
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Mamiyaportrait.jpg|right]]
{{Infobox Character HNK
==Introduction==
|name=Mamiya
 
}}
{| style="width:100%" cellpadding=10 border="0"
|-
| [[Image:Mamiyaportrait.png|left]]
| Mamiya, the only female character in [[Hokuto no Ken]], is a long-range specialty character with very good maneuverability. Her normal moves and zoning abilities are top-class, however like Thouther she suffers greatly due to her terrible defense. Mamiya is unique in that she has no throws, and possesses two addition gauges that some of her moves use - an arrow gauge and a spike gauge, which require reloading via a special move when empty. While considered the worst character early in the games history, Mamiya has risen quite a bit in the rankings thanks to the development of new combos. Despite this, Mamiya remains the least-used character in the game, and thus many players lack experience playing against her. Due to her reliance on fairly difficult 100% combos to win, Mamiya is definitely not a beginner's character, but she can be quite powerful in the right hands and is hands-down the most unique character in the game.
|}
<br><br>


==Normal Moves==
==Normal Moves==
Line 13: Line 7:
===Close A===
===Close A===
[[Image:Mamiya-c.A.png]]<br>
[[Image:Mamiya-c.A.png]]<br>
 
A short diagonal elbow attack. Has relatively weak priority and short active frames, and won't hit most crouchers, making the move weak for anything but close anti airs.


===Far A===
===Far A===
[[Image:Mamiya-A.png]]<br>
[[Image:Mamiya-A.png]]<br>
 
A long horizontal elbow, with good startup and priority. Can be used as a frametrap and anti-jump tool during pressure. Overall decent normal.


===Close B===
===Close B===
[[Image:Mamiya-c.B.png]]<br>
[[Image:Mamiya-c.B.png]]<br>
 
5F Active<br>
A relatively slow kick. Has decent active frames, but its startup prevents it from being useful in most situations. However, it can be chained into 2A making it decent for pressure.


===Far B===
===Far B===
[[Image:Mamiya-B.png]]<br>
[[Image:Mamiya-B.png]]<br>
A quick kick. Has great startup and active frames, making it quite good at close range as well as a key part of Hyakuretsu combos. During Hyakuretsu combos, it can be difficult to only get far B; if you get close B, chain into 2A and back into far B.




===Close C===
===Close C===
[[Image:Mamiya-c.C.png]]<br>
[[Image:Mamiya-c.C.png]]<br>
 
An upwards needle strike. Can be useful for anti airs, but its short activation range makes it difficult to do without accidentally getting far C. Good in combos, like the beginning of Banishing Strike combos. Takes a star on counter hit.


===Far C===  
===Far C===  
[[Image:Mamiya-C.png]]<br>
[[Image:Mamiya-C.png]]<br>
 
A long range needle attack. Mamiya steps forward during the attack, making it a bit longer range than expected. Decent active frames, but its startup is slow. Takes a star on counter hit.


===Close D===
===Close D===
[[Image:Mamiya-c.D.png]]<br>
[[Image:Mamiya-c.D.png]]<br>
 
A two hitting Yo-Yo attack to the side. Can be special cancelled, but not boost cancelled and its second hit will often miss crouchers.


===Far D===
===Far D===
[[Image:Mamiya-D.png]]<br>
[[Image:Mamiya-D.png]]<br>
Massive horizontal Yo-Yo swing. One of Mamiya's best normals, it's an effective neutral control tool and builds good gauge on hit, but has massive recovery. On hit you can combo afterwards with Boost 2B.


==Crouching==
==Crouching==
===A===
===A===
[[Image:Mamiya-2A.png]]<br>
[[Image:Mamiya-2A.png]]<br>
 
Standard crouching punch. Can be useful in Hyakuretsu combos vs every character, making it a great combo part.


===B===
===B===
[[Image:Mamiya-2B.png]]<br>
[[Image:Mamiya-2B.png]]<br>
 
A standard 2B. Useful in conversions from 5D or mixups with 6A.


===C===
===C===
[[Image:Mamiya-2C.png]]<br>
[[Image:Mamiya-2C.png]]<br>
 
Crouching needle stab. Surprisingly good forward and upward hitbox, making it an effective anti airdash tool, albeit with short active frames. Can combo into Banishing Strike with the use of boost. Takes a star on counter hit.


===D===
===D===
[[Image:Mamiya-2D.png]]<br>
[[Image:Mamiya-2D.png]]<br>
 
A low Yo-Yo swing across the ground. Has a large gap between both hits. The first hit has no pushback on hit, making it easy to convert with Boost. Integral combo part.


==Air==
==Air==
===A===
===A===
[[Image:Mamiya-j.A.png]]<br>
[[Image:Mamiya-j.A.png]]<br>
 
A short ranged punch. Very strong rising air to air.


===B===
===B===
[[Image:Mamiya-j.B.png]]<br>
[[Image:Mamiya-j.B.png]]<br>
 
A downward kick. Due to its low attack level, it can be hard to combo afterwards. Superjump jB can be useful to escape the corner.


===C===
===C===
[[Image:Mamiya-j.C.png]]<br>
[[Image:Mamiya-j.C.png]]<br>
 
Downward needle stab. Takes a star on counter hit. Backwards airdash jC can be good for running away.


===D===
===D===
[[Image:Mamiya-j.D.png]]<br>
[[Image:Mamiya-j.D.png]]<br>
 
A diagonal Yo-Yo toss. Fairly long blockstun. Weak to crossunders due to its mainly forward hitbox. Incredibly important combo part.


==Other==
==Other==
===6A===
===6A===
[[Image:Mamiya-6A.png]]<br>
[[Image:Mamiya-6A.png]]<br>
 
A 2 hit Yo-Yo overhead. Will float the opponent on its second hit. With boost, it can be used as a mixup between its second hit or 2B/2D. Both 5D and 2D can chain into this move.


===6C===
===6C===
[[Image:Mamiya-6C.png]]<br>
[[Image:Mamiya-6C.png]]<br>
 
A Yo-Yo hitgrab. After it grabs the opponent, you can choose which side they're thrown to by holding 4 for a forward throw or 6/no direction for a backwards throw.


===(Air)BD===
===(Air)BD===
[[Image:Mamiya-BD.png]]
[[Image:Mamiya-BD.png]]<br>
An aerial side switching Yo-Yo hitgrab. If the attack doesn't hit, youre in full recovery until you land, making it dangerous outside of combos. Takes one star on hit.


===Grave Shoot===
===Grave Shoot===
[[Image:Mamiya-Grave.png]]<br>
[[Image:Mamiya-Grave.png]]<br>
 
Mamiya Fire. Good vertical hitbox, but mostly useful in corner combos.


===Heavy Strike===
===Heavy Strike===
[[Image:Mamiya-Heavy.png]]<br>
[[Image:Mamiya-Heavy.png]]<br>
 
Very long range needle stab, with faster startup than other character's Heavy Strikes. Thanks to its very short recovery, it can actually be combod after with 2A regardless of the opponent spending meter to shake out. Effective when paired with 236D oki.


===Banishing Strike===
===Banishing Strike===
[[Image:Mamiya-Bani.png]]<br>
[[Image:Mamiya-Bani.png]]<br>
A helmet smash. An overall standard banishing strike that can give good damage.


==Special Moves==
==Special Moves==
Line 103: Line 102:
'''(Air or Ground) 236A'''<br>
'''(Air or Ground) 236A'''<br>
[[File:Mamiya-UpperBowgun.png]]
[[File:Mamiya-UpperBowgun.png]]
A horizontal bowgun shot on the ground, and a diagonal shot in the air. The ground version generally does not hit crouchers. The air version makes for a good midrange poke and confirm tool with boost. Fairly long startup so be careful when you use the grounded version. Will deplete 1 arrow when used.


===Bowgun (Lower)===
===Bowgun (Lower)===
'''236B'''<br>
'''236B'''<br>
[[File:Mamiya-LowerBowgun.png]]
[[File:Mamiya-LowerBowgun.png]]
Low bowgun shot. Thanks to it's high attack level and quick recovery, it can be used in blockstrings from 2D effectively.


===Helmet Bomb===
===Helmet Bomb===
'''236D'''<br>
'''236D'''<br>
[[File:Mamiya-HelmetBomb.png]]
[[File:Mamiya-HelmetBomb.png]]
Helmet bomb toss. It's recovery can be cancelled by any normal, special or super. If you cancel into 236B, it will pop up the bomb and turn it into an overhead. One of your best oki tools.


===Forward Roll===
===Forward Roll===
'''214B'''<br>
'''214B'''<br>
[[File:Mamiya-Roll.png]]
[[File:Mamiya-Roll.png]]
Forward roll. Lowers Mamiya's hitbox to avoid attacks and will cross up, but has very little actual invincibility and a small amount of recovery.


===Steel Spike Switch===
===Steel Spike Switch===
'''214C'''<br>
'''214C'''<br>
[[File:Mamiya-SpikeSwitch.png]]
[[File:Mamiya-SpikeSwitch.png]]
Restores the Spike Gauge to 100%. Slightly shorter than Bowgun Reload but still long. All C normals and Spike Attack will reduce the gauge by 10% on hit and 20% on block each time. While the Spike Gauge is full, C normals can be chained into themselves infinitely. You'll need a certain percentage for most Hyakuretsu routes, so it's best to be cautious when using these moves.


===Spike Attack===
===Spike Attack===
Line 124: Line 133:
[[File:Mamiya-SpikeAttackA.png]]<br>
[[File:Mamiya-SpikeAttackA.png]]<br>
[[File:Mamiya-SpikeAttackB.png]]
[[File:Mamiya-SpikeAttackB.png]]
Mamiya begins running with her spikes. A will do a jumping overhead, and B will do a sliding low. If no button is pressed after a short time, Mamiya will do a weaker sliding low that takes no Spike Gauge. The knockdown on 236C~B is long enough to safely perform a Bowgun Reload or Steel Spike Switch. On counter hit, both will apply a Banishing Strike effect. 236C~A will take 1 star on hit.


===Bowgun Reload===
===Bowgun Reload===
'''214A'''<br>
'''214A'''<br>
[[File:Mamiya-BowgunReload.png]]
[[File:Mamiya-BowgunReload.png]]
Mamiya reloads her bowgun. Very slow, and if you're hit during the animation the reload will not be performed.


===Bind Yo-Yo===
===Bind Yo-Yo===
'''623C'''<br>
'''623C'''<br>
[[File:Mamiya-Yoyo.png]]
[[File:Mamiya-Yoyo.png]]
Upwards Yo-Yo toss. When the opponent touches it in the air, their movement is heavily slowed. If the opponent is hit by Backslash Kick during the slowdown, it will take 1 star. The opponent can attack break the Yo-Yo.


===Backslash Kick===
===Backslash Kick===
'''623D'''<br>
'''623D'''<br>
[[File:Mamiya-Backslash.png]]
[[File:Mamiya-Backslash.png]]
Mamiya's pseudo DP. Has upper body invincibility and a massive amount of active frames, but incredibly long recovery. Will apply a Banishing Strike effect and take 1 star on counter hit.


===Bind Trick===
===Bind Trick===
Line 145: Line 162:
[[File:Mamiya-BindD.png]]<br>
[[File:Mamiya-BindD.png]]<br>
[[File:Mamiya-BindE.png]]
[[File:Mamiya-BindE.png]]
Mamiya ties the opponent up with her Yo-Yos and launches them, similar to a Grave Shoot. During this air state she gains several new normals. Fully invincible from startup. Pressing E will have Mamiya shoot her bowgun downward, using up all her arrows. The lynchpin of Mamiya's gameplay, learning how to effectively confirm into this move and combo afterwards is incredibly important.


===Bike===
===Bike===
'''236236C (Uses 1 Bar Aura)'''<br>
'''236236C (Uses 1 Bar Aura)'''<br>
[[File:Mamiya-Bike.png]]
[[File:Mamiya-Bike.png]]
Wario Bike. While on the bike, 4 will do a wheelie, 44 will turn, 8 will jump, and pressing any attack button will have Mamiya jump off and have the bike explode. After being hit enough, the bike will explode on its own, taking 2 stars from the opponent, 1 star from Mamiya, and damaging both players. The bike will glow red when it's near its destruction point. If Mamiya is on the bike and is hit, Mamiya will fall off and the bike will disappear without exploding. Jagi's fire pillars created from his [[Hokuto_no_Ken/Jagi#Drum_Can|Drum Cans]] or [[Hokuto_no_Ken/Jagi#Gasoline|Gasoline]] will instantly destroy the bike, and being hit by Mr. Hearts [[Hokuto_no_Ken/Mr._Heart#Earthquake|Earthquake]] will instantly knock Mamiya off the bike. Jumping bike hits are an overhead. Thanks to its invul and possible safety, this is Mamiya's preferred metered reversal over Bind Trick.


===Sayonara===
===Sayonara===
Line 154: Line 175:
[[File:Mamiya-FKO.png]]
[[File:Mamiya-FKO.png]]


==Combos==
Mamiya's complicated and gimmicky FKO. After throwing the bottle in the air, Mamiya must shoot it with her bowgun by pressing any button. This will cause poison medicine to fly out of the bottle, killing the opponent. You can change the angle Mamiya shoots at with the stick, which will cause the medicine to fly in different directions. If the shot is fully charged by holding the button, the arrow itself will become unblockable. The bottle itself is treated as a normal move and is air unblockable without Aura Guard. If you activate the FKO without any arrows, you will gain one extra arrow. Has a special post FKO animation vs. Rei.
==Basic Combos==
===Combos without banishing strike===
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > 623D
|}
Better than nothing.
 
 
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > AC > JA > JB > JC > air 236A > air B+D
|}
Basically a corner combo. Can change a bit depending on the other character. 2 stars.
 
 
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > AC > JA > JB > JC > air 236A > land > C+D
|}
Another corner combo. Banishing strike hits OTG. Leaves the opponent in the corner.
 
 
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2C > 236C > B
|}
236C > B needs to be done as fast as possible. Getting it blocked basically means dying. Won't combo if her spike gauge is empty. Gives a good okizeme and does not require boost.
 
 
{| style="width:100%" cellpadding=10 border="1"
| > 2B > 2C > 236C > B> 5A > 623D
|}
Adds a bit of damage. Doesn't work on Juda, hard on Toki.
 
 
{| style="width:100%" cellpadding=10 border="1"
| > (close to corner) 2B > 2C > 236C > B > 2A > cC > cD(1~2) > C+D or land >236D meaty
> (close to corner) 2B > 2C > 236C > B > 2A > cC > A+C > JA > air 236A > JA > JB > JD > air B+D or land > 236D meaty
> (close to corner) 2B > 2C > 236C > B > 2A > cC > 236236A > B*2 > land > A+C > JA > air 236A > JA > JB > JD > air B+D or land > 236D meaty
|}
A+C is easy to do on Kenshiro, Raoh, Toki, Rei, Mamiya.
 
 
===Banishing Strike Combos===
====Starters====
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2C > E~C+D > 6~
|}
Basic starter. Won't combo if her spike gauge is empty.
 
 
{| style="width:100%" cellpadding=10 border="1"
| > fD (hit confirm) > C+D+E > 6~
|}
 
 
====Wall Combos====
{| style="width:100%" cellpadding=10 border="1"
| ~2C > A+C > air 236A > land (small dash) > 5A > JB > JB > land > JB > JB > land > 236236A~
|}
Basic 3 stars combo. Depending on the character, might have to change 5A to 5B. JB > JB > land can be looped up to 4 times. Had a 5A if you feel like you're going to cross-up. 236236A follow-ups will be written after.
 
 
{| style="width:100%" cellpadding=10 border="1"
| ~2C > A+C > air 236A > 2C > 236236A~
|}
Easier version that works on everyone.
 
 
====236236A follow-ups====
{| style="width:100%" cellpadding=10 border="1"
| ~A*n > C > B > A*n > C > B~
|}
5 or 6 times A each time. C > B is used to manage your opponent's height.
 
 
{| style="width:100%" cellpadding=10 border="1"
| ~B*2 > land > A+C > JA > JC > JD (1 hit) > air 236A > JA > JB > JD > air B+D
|}
236236A into Grave combo. 3 stars even without banishing strike.
 
 
{| style="width:100%" cellpadding=10 border="1"
| ~B > land > backdash > 236D
|}
Combo into meaty 236D. Can go for A+B for okizeme after the opponent blocks the 236D.
 
 
{| style="width:100%" cellpadding=10 border="1"
| ~A > B > land > FKO
|}
236236A into FKO. There are 2 patterns.
 
''A''
Corner :
Requires at least 2 arrows.
The bottle hits > One arrow upwards to hit the opponent > Another arrow upward to hit both the bottle and the opponent.
There is no need to change the direction mamiya is shooting at.
 
''B''
Midscreen :
Requires at least 3 arrows.
After hitting the B, try to move under your opponent.
Launch your FKO and shoot an arrow > shoot an arrow to hit the opponent >  lower your angle, shoot one more to hit the bottle.
Lowering the angle allows the FKO to hit farther away.
 
 
===Other Basic Combos===
====Combos from overhead====
{| style="width:100%" cellpadding=10 border="1"
| 6A > A+C+E > JA > JD > air 236A > air B+D
|}
Combo from a hit confirmed 6A
 
 
{| style="width:100%" cellpadding=10 border="1"
| instant air dash JD > land > 2B~
|}
Good way to engage offense from mid range. Mamiya's air dash is quite fast, so it's hard to see and can easily convert into a combo.
 
 
====Anti air Combos====
{| style="width:100%" cellpadding=10 border="1"
| 2C > A+C > JA > JD > air 236A > air B+D
|}
2 stars. 3 stars if 2C hits counter. Depending on the height after 236A, you may need to add a JA.
 
 
{| style="width:100%" cellpadding=10 border="1"
| 2C > C+D > E~2C > A+C > JA > air B+D
|}
3 stars. Requires boost.
 
 
{| style="width:100%" cellpadding=10 border="1"
| JA*n > air B+D
|}
Conversion from air to air.
 
 
====RELOAD Combos====
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > 214A or 214C
|}
Most of the time same if your opponent doesn't have boost.
 
 
{| style="width:100%" cellpadding=10 border="1"
| 236236A > B > land > 214A or 214C
|}
Kind of like the meaty 236D setup. Choose depending on the situation.
 
 
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2C > E~C+D > 6 > 2C > A+C > air 236A > land > JB > JB (cross-up) > land > 214A or 214C
|}
Not a combo you really try to go for, but this is something you can do if you happen to cross-up during a banishing strike combo.
 
 
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2C > E~C+D > 6 > 2C > A+C > air 236A > land > JB > JB (cross-up) > land > 236236A > wait a bit and release the bike > 214A or 214C
|}
Hard on Shin. Can get all the 236236C hits into meaty 236D against Juda and Jagi.
 
 
==Hyakuretsu and Dribble Combos==
===Basic Starters===
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A~ (Except Toki)
 
~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > A > cD (1 hit) > Hitstop cancel 236236A~
 
~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > cD (1 hit) > 236236A~ (Kenshiro only)
|}
Hold back after 236A against Kenshiro to get the needed spacing when going for 2D. Too hard to do in a real match against Toki, don't even bother trying. Use Toki specific combos instead.
 
 
====After 236236A====
When going for a Hyakuretsu combo, you want to hit the falling B as low as possible.
 
 
=====Spike 30% A+C into Hyakuretsu=====
{| style="width:100%" cellpadding=10 border="1"
| B*3 > A*3 > C > B*3 > A*3 > falling B > Hyakuretsu
|}
Against Kenshiro, Rei, Shin, Juda, Raoh
 
 
{| style="width:100%" cellpadding=10 border="1"
| B*3 > A*2 > C > B*3 > A*3 > falling B > Hyakuretsu
|}
Against Thouther
 
 
=====Spike 50% A+C into Hyakuretsu=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*1 > C > B*3 > A*1 > C > B*3 > A*4 > falling B > Hyakuretsu
|}
Against Kenshiro, Rei, Shin, Juda, Raoh, Jagi hit at the top of the jump.
Against Toki, Heart hit as soon as possible.
 
 
=====Spike 0% A+C into Hyakuretsu=====
{| style="width:100%" cellpadding=10 border="1"
| B*3 > A*2 > delay > B*3 > A*3 > falling B > Hyakuretsu
|}
Against Kenshiro, Rei, Shin, Juda, Raoh
 
 
=====Spike 50% A+C into Dribble=====
{| style="width:100%" cellpadding=10 border="1"
| B*3 > A*4 > C > B*4 > A*1 > C > B*5 > D > land > neutral jump JB > air dash JB > land > 2A > Dribble
|}
Against Kenshiro, Juda hit at the top of the jump
Against Rei hit just as soon as you start falling
 
 
=====Spike 70% A+C into Dribble=====
{| style="width:100%" cellpadding=10 border="1"
| B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*6 > land > dash 2A > Dribble
|}
Against Rei, Shin, Raoh hit just as soon as you start falling
 
 
After the 236236A part, you want to use 2A and fB since both are the fastest. fB hits farther.
For example, against Rei you can get up to 25 hits without using boost. Could be either 2A*24 > fB*1 or 2A*16 > fB*9. The only thing you have to be aware is that getting cB is bad.
To make it easier to remember, we'll go as much as possible for 2A*16 or 2A*13.
 
 
====236236A hitting a grounded opponent into Dribble====
=====Kenshiro, Rei=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*5 > C > B*2 > A*4 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > Dribble
|}
 
 
=====Shin=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*4 > C > B*2 > A*4 > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > Dribble
 
B*2 > A*7 > C >B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > Dribble
|}
 
 
=====Jagi=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*6 > C > B*2 > A*3 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > Dribble
|}
 
 
=====Thouther=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*5 > C > B*2 > A*2 > C > B*3 > A*1 > C > B*3 > A*1 > C > B*4 > D > E > Dribble
|}
 
 
=====Raoh=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*6 > C > B*2 > A*2 > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > Dribble
|}
 
 
=====Juda=====
{| style="width:100%" cellpadding=10 border="1"
| B*1 > A*5 > C > B*2 > A*2 > C > B*3 > A*3 > C > B*4 > A*2 > C > B*5 > D > Dribble
|}
 
 
=====Toki, Heart=====
{| style="width:100%" cellpadding=10 border="1"
| B*1 > A*6 > C > B*1 > Delay > A*2 > C > B*2 > A*1 > C > B*3 > A*1 > C > B*4 > E > D > Dribble
|}
 
 
===Hyakuretsu Combos against Toki===
====A+C into Hyakuretsu====
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > (cD (1 hit)) > 236236A > B*2 > A*1 > C > B*2 > delay > A*1 > C > B*3 > A*4 > falling B > Hyakuretsu
|}
 
 
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > cD (2 hits) > 236236A > B*2 > A*2 > C > B*2 > A*1 > C > B*4 (last one whiffs) > A*1 > C > B*3 > D > land > 6C > 5A > B > 2A~
|}
Requires 70+% spike and 1 Boost. Corner only.
 
 
====236236A hitting a grounded opponent into Hyakuretsu====
=====Spike 60+% 8 arrows=====
{| style="width:100%" cellpadding=10 border="1"
| ~2C > E~C+D > 236236A > B*1 > A*7 > C > B*1 > delay > A*2 > C > B*2 > A*2 > E > falling B > Hyakuretsu
|}
 
 
=====Spike 60+% 8 arrows without delay that also works against Heart=====
{| style="width:100%" cellpadding=10 border="1"
| ~2C > E~C+D > 236236A > B*1 > A*6 > C > B*2 > A*1 > C > B*2 > A*2 > E > falling B > Hyakuretsu
|}
 
 
===Setups while cornered===
What is written here is for no air hit before 236236A.
Reduce one of the numbers between () by the number of air hits before the launching 236236A hit.
Hard to do against Raoh without any air hit.
 
=====Kenshiro, Rei=====
{| style="width:100%" cellpadding=10 border="1"
| ~B*2 > A*(5) > C > B*2 > A*(4) > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > dash under A > Hyakuretsu
|}
 
 
=====Shin=====
{| style="width:100%" cellpadding=10 border="1"
| ~B*2 > A*(4) > C > B*2 > A*(4) > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > dash under  > Rising JB > Falling JB > Dribble
|}
 
 
=====Raoh=====
{| style="width:100%" cellpadding=10 border="1"
| ~B*2 > A*(6) > C > B*2 > A*2 > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > dash under  > Rising JB > Falling JB > Dribble
|}
 
 
===Other Dribble and Hyakuretsu setups===
=====No boost Spike 50% Basket from when you cannot get boost=====
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A > B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*3 > falling B > land > 2A~
|}
Against Kenshiro, Rei, Shin, Juda, Raoh.
Starting from 2D against Kenshiro and Juda doesn't increase chikuseki enough.
Doesn't work straight from 2C for the same reason. 1 hit before 2D is enough though.
 
 
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A > B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*3 > D (whiffs) > falling C > land > 6C4 > A > 2A~
|}
Against Kenshiro, Rei, Shin, Juda, Raoh.
Starting from 2D against Kenshiro and Juda doesn't increase chikuseki enough.
Doesn't work straight from 2C for the same reason. 1 hit before 2D is enough though.
Can get up to 1.2 boost against Kenshiro, Rei and Raoh.
Against Kenshiro, Rei and Juda, falling B instead of falling C is also OK.
 
 
=====No boost Spike 0%=====
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > JA > delay > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A > B*3 > A*2 > B*3 > A*2 >  B*4 > A*3 > D (whiffs) > falling C > land > 6C4 > A > 2A~
|}
Against Kenshiro, Raoh, Shin, Rei, Juda. Corner combo.
Hard to do on Shin.
To avoid crossing your opponent, doing a neutral jump after A+C, and then holding 6 after the first JA is better.
 
 
=====1 Boost Spike 70+% against Heart=====
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > cD (2 hits) > 236236A > B*1 > A*2 > C > B*2 > A*1 > C > B*3 > A*1 > C > B*3 > D > land > 6C4 > 2A~
|}
Corner only.
 
 
====Dribbles from 2C anti air====
{| style="width:100%" cellpadding=10 border="1"
| ~2C > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > C > B*3 > A*1 > C > B*3 > A*1 > C > B*4 > D > land > 6C4 > 2A~
|}
Against Kenshiro, Rei, Raoh, Juda, Shin
 
 
=====No spike Dribble=====
{| style="width:100%" cellpadding=10 border="1"
| ~2C > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > B*2 > A*1 >  B*2 > A*1 > B*3 > A*1 > B*4 > D > land > 6C4 > 2A~
|}
If the height is bad, you can go for B*3 > D > land > 6C into Hyakuretsu instead.
 
 
=====Raoh=====
{| style="width:100%" cellpadding=10 border="1"
| ~JA > JB > JD (1 hit) > air 236A~E > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > C > B*2 > A*1 > C > B*3 > A*1 > C > B*3 > A*1 > C > B*4 > D > land > 6C > 2A~
|}
 
 
=====Spike 0%=====
{| style="width:100%" cellpadding=10 border="1"
| ~JA > JB > JD (1 hit) > air 236A~E > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > B*2 > A*1 > B*2 > A*1 > B*3 > A*1 > B*4 > D > land > 6C > 2A~
|}
 
 
===2A*n ・ fB*n===
{| style="width:100%" cellpadding=10 border="1"
| Kenshiro 16 ・ 6
 
Shin 16 ・ 5
 
Rei 16 ・ 9
 
Thouther 16 ・ 5
 
Raoh 13 ・ 6
 
Heart 13 ・ 0
 
Toki 13 ・ 4
 
Jagi 10 ・ 2
 
Juda 2 ・ 20
|}
Against Juda 2A only hits twice, so there will be some cB too.
 
 
===After increasing hit count with Hyakuretsu===
{| style="width:100%" cellpadding=10 border="1"
| Around 75~85 hits : fB > 2D > 236236A
 
Around 85~95 hits : fB > delay > fB > fD > JA
 
Around 95~115 hits : fB > fD > JA
 
Over 100 hits : fB > fC > 214B
|}
 
 
==Fatal KO Combos==
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > FKO
|}
Mainly a corner combo. Can work midscreen too, but it gets harder. The farther you are the harder.
 
 
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > A+C > JA > JC > JD > 236A > land > FKO
|}
1 star version of the previous combo.
 
 
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > A+C > JA > JB > JC > JD > 236A > land > FKO
|}
Toki version.
 
==Matchups==
===Kenshiro===
X
 
===Raoh===
X
 
===Toki===
X
 
===Shin===
X
 
===Rei===
X
 
===Juda===
X
 
===Thouther===
X
 
===Jagi===
X
 
===Mr. Heart===
X
 
===Mamiya===
X
 


{{Navbox-HNK}}
{{Navbox-HNK}}
[[Category:Hokuto no Ken]]

Latest revision as of 01:09, 16 November 2021

Introduction

Mamiya, the only female character in Hokuto no Ken, is a long-range specialty character with very good maneuverability. Her normal moves and zoning abilities are top-class, however like Thouther she suffers greatly due to her terrible defense. Mamiya is unique in that she has no throws, and possesses two addition gauges that some of her moves use - an arrow gauge and a spike gauge, which require reloading via a special move when empty.

While considered the worst character early in the games history, Mamiya has risen quite a bit in the rankings thanks to the development of new combos. Despite this, Mamiya remains the least-used character in the game, and thus many players lack experience playing against her. Due to her reliance on fairly difficult 100% combos to win, Mamiya is definitely not a beginner's character, but she can be quite powerful in the right hands and is hands-down the most unique character in the game.

Pros Cons
  • 5D/236A/236B are great long range pokes and neutral tools
  • Can follow up her Heavy Strike without the use of boost
  • 236D setplay gives her a wide array of okizeme options
  • 236236A is a nearly guaranteed infinite starter
  • No throw whatsoever
  • Lower health than average
  • Has a guard bar against every character
  • Must reload both her 236 arrows and C normal spikes
  • Poor reversal options
  • Gimmicky FKO
Mamiya
HNK Mamiya portrait.jpg
Character Data

Normal Moves

Standing

Close A

Mamiya-c.A.png
A short diagonal elbow attack. Has relatively weak priority and short active frames, and won't hit most crouchers, making the move weak for anything but close anti airs.

Far A

Mamiya-A.png
A long horizontal elbow, with good startup and priority. Can be used as a frametrap and anti-jump tool during pressure. Overall decent normal.

Close B

Mamiya-c.B.png
5F Active
A relatively slow kick. Has decent active frames, but its startup prevents it from being useful in most situations. However, it can be chained into 2A making it decent for pressure.

Far B

Mamiya-B.png
A quick kick. Has great startup and active frames, making it quite good at close range as well as a key part of Hyakuretsu combos. During Hyakuretsu combos, it can be difficult to only get far B; if you get close B, chain into 2A and back into far B.


Close C

Mamiya-c.C.png
An upwards needle strike. Can be useful for anti airs, but its short activation range makes it difficult to do without accidentally getting far C. Good in combos, like the beginning of Banishing Strike combos. Takes a star on counter hit.

Far C

Mamiya-C.png
A long range needle attack. Mamiya steps forward during the attack, making it a bit longer range than expected. Decent active frames, but its startup is slow. Takes a star on counter hit.

Close D

Mamiya-c.D.png
A two hitting Yo-Yo attack to the side. Can be special cancelled, but not boost cancelled and its second hit will often miss crouchers.

Far D

Mamiya-D.png
Massive horizontal Yo-Yo swing. One of Mamiya's best normals, it's an effective neutral control tool and builds good gauge on hit, but has massive recovery. On hit you can combo afterwards with Boost 2B.

Crouching

A

Mamiya-2A.png
Standard crouching punch. Can be useful in Hyakuretsu combos vs every character, making it a great combo part.

B

Mamiya-2B.png
A standard 2B. Useful in conversions from 5D or mixups with 6A.

C

Mamiya-2C.png
Crouching needle stab. Surprisingly good forward and upward hitbox, making it an effective anti airdash tool, albeit with short active frames. Can combo into Banishing Strike with the use of boost. Takes a star on counter hit.

D

Mamiya-2D.png
A low Yo-Yo swing across the ground. Has a large gap between both hits. The first hit has no pushback on hit, making it easy to convert with Boost. Integral combo part.

Air

A

Mamiya-j.A.png
A short ranged punch. Very strong rising air to air.

B

Mamiya-j.B.png
A downward kick. Due to its low attack level, it can be hard to combo afterwards. Superjump jB can be useful to escape the corner.

C

Mamiya-j.C.png
Downward needle stab. Takes a star on counter hit. Backwards airdash jC can be good for running away.

D

Mamiya-j.D.png
A diagonal Yo-Yo toss. Fairly long blockstun. Weak to crossunders due to its mainly forward hitbox. Incredibly important combo part.

Other

6A

Mamiya-6A.png
A 2 hit Yo-Yo overhead. Will float the opponent on its second hit. With boost, it can be used as a mixup between its second hit or 2B/2D. Both 5D and 2D can chain into this move.

6C

Mamiya-6C.png
A Yo-Yo hitgrab. After it grabs the opponent, you can choose which side they're thrown to by holding 4 for a forward throw or 6/no direction for a backwards throw.

(Air)BD

Mamiya-BD.png
An aerial side switching Yo-Yo hitgrab. If the attack doesn't hit, youre in full recovery until you land, making it dangerous outside of combos. Takes one star on hit.

Grave Shoot

Mamiya-Grave.png
Mamiya Fire. Good vertical hitbox, but mostly useful in corner combos.

Heavy Strike

Mamiya-Heavy.png
Very long range needle stab, with faster startup than other character's Heavy Strikes. Thanks to its very short recovery, it can actually be combod after with 2A regardless of the opponent spending meter to shake out. Effective when paired with 236D oki.

Banishing Strike

Mamiya-Bani.png
A helmet smash. An overall standard banishing strike that can give good damage.

Special Moves

Bowgun (Upper)

(Air or Ground) 236A
Mamiya-UpperBowgun.png

A horizontal bowgun shot on the ground, and a diagonal shot in the air. The ground version generally does not hit crouchers. The air version makes for a good midrange poke and confirm tool with boost. Fairly long startup so be careful when you use the grounded version. Will deplete 1 arrow when used.

Bowgun (Lower)

236B
Mamiya-LowerBowgun.png

Low bowgun shot. Thanks to it's high attack level and quick recovery, it can be used in blockstrings from 2D effectively.

Helmet Bomb

236D
Mamiya-HelmetBomb.png

Helmet bomb toss. It's recovery can be cancelled by any normal, special or super. If you cancel into 236B, it will pop up the bomb and turn it into an overhead. One of your best oki tools.

Forward Roll

214B
Mamiya-Roll.png

Forward roll. Lowers Mamiya's hitbox to avoid attacks and will cross up, but has very little actual invincibility and a small amount of recovery.

Steel Spike Switch

214C
Mamiya-SpikeSwitch.png

Restores the Spike Gauge to 100%. Slightly shorter than Bowgun Reload but still long. All C normals and Spike Attack will reduce the gauge by 10% on hit and 20% on block each time. While the Spike Gauge is full, C normals can be chained into themselves infinitely. You'll need a certain percentage for most Hyakuretsu routes, so it's best to be cautious when using these moves.

Spike Attack

236C -> A or B
Mamiya-SpikeAttackA.png
Mamiya-SpikeAttackB.png

Mamiya begins running with her spikes. A will do a jumping overhead, and B will do a sliding low. If no button is pressed after a short time, Mamiya will do a weaker sliding low that takes no Spike Gauge. The knockdown on 236C~B is long enough to safely perform a Bowgun Reload or Steel Spike Switch. On counter hit, both will apply a Banishing Strike effect. 236C~A will take 1 star on hit.

Bowgun Reload

214A
Mamiya-BowgunReload.png

Mamiya reloads her bowgun. Very slow, and if you're hit during the animation the reload will not be performed.

Bind Yo-Yo

623C
Mamiya-Yoyo.png

Upwards Yo-Yo toss. When the opponent touches it in the air, their movement is heavily slowed. If the opponent is hit by Backslash Kick during the slowdown, it will take 1 star. The opponent can attack break the Yo-Yo.

Backslash Kick

623D
Mamiya-Backslash.png

Mamiya's pseudo DP. Has upper body invincibility and a massive amount of active frames, but incredibly long recovery. Will apply a Banishing Strike effect and take 1 star on counter hit.

Bind Trick

236236A (Uses 1 Bar Aura)
Mamiya-Bind.png
Mamiya-BindA.png
Mamiya-BindB.png
Mamiya-BindC.png
Mamiya-BindD.png
Mamiya-BindE.png

Mamiya ties the opponent up with her Yo-Yos and launches them, similar to a Grave Shoot. During this air state she gains several new normals. Fully invincible from startup. Pressing E will have Mamiya shoot her bowgun downward, using up all her arrows. The lynchpin of Mamiya's gameplay, learning how to effectively confirm into this move and combo afterwards is incredibly important.

Bike

236236C (Uses 1 Bar Aura)
Mamiya-Bike.png

Wario Bike. While on the bike, 4 will do a wheelie, 44 will turn, 8 will jump, and pressing any attack button will have Mamiya jump off and have the bike explode. After being hit enough, the bike will explode on its own, taking 2 stars from the opponent, 1 star from Mamiya, and damaging both players. The bike will glow red when it's near its destruction point. If Mamiya is on the bike and is hit, Mamiya will fall off and the bike will disappear without exploding. Jagi's fire pillars created from his Drum Cans or Gasoline will instantly destroy the bike, and being hit by Mr. Hearts Earthquake will instantly knock Mamiya off the bike. Jumping bike hits are an overhead. Thanks to its invul and possible safety, this is Mamiya's preferred metered reversal over Bind Trick.

Sayonara

236CD (Fatal KO)
Mamiya-FKO.png

Mamiya's complicated and gimmicky FKO. After throwing the bottle in the air, Mamiya must shoot it with her bowgun by pressing any button. This will cause poison medicine to fly out of the bottle, killing the opponent. You can change the angle Mamiya shoots at with the stick, which will cause the medicine to fly in different directions. If the shot is fully charged by holding the button, the arrow itself will become unblockable. The bottle itself is treated as a normal move and is air unblockable without Aura Guard. If you activate the FKO without any arrows, you will gain one extra arrow. Has a special post FKO animation vs. Rei.

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Jagi
Juda
Kenshiro
Mamiya
Mr. Heart
Raoh
Rei
Shin
Thouther
Toki