Soulcalibur VI/Haohmaru: Difference between revisions

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|hash=HAO
|hash=HAO
|image=SCVI_Haohmaru_Face.jpg
|image=SCVI_Haohmaru_Face.jpg
|lore=Born into a poor family of vassals to the shogun, Haohmaru grew up with a keen interest in the sword. During his youth, he would often leave home on training journeys to hone his skills. The strikes he can unleash are so formidable that they have inspired tall tales of his strength; some say that when he flies into a rage, he can easily cut down the supernatural, while others whisper that he can slice clean through entire mountains.
}}
}}
== Key Moves ==
== Key Moves ==
{{Navbox-SCVI}}
[[Category:Soulcalibur VI]]


# *6B
{{MoveData
* -i16 long reaching Vertical Mid, your staple keep out poke and counter poke.
|name=Mighty Thrust
* -Can go into warrior focus stance from 6B with 6B6, and can prevent warrior focus transition by holding G after inputting 6B so that even if you hold forward, you won't go into stance.
|input=6B
* -Hard to whiff punish from range it is used at.
|image=SCVI_Haohmaru_6B.png
|data=
{{KeyMove-SCVI
|moveid=hao-30
|description=Long reaching vertical mid, a staple keep out button and counter poke that is difficult to whiff punish. Can shift into stance for a mixup on hit, and stance transition can be prevented by holding G even if holding 6.
}}
}}
 
 
{{MoveData
|name=Cyclone Slash: Zero Form
|input=623A
|image=SCVI_Haohmaru_623A.png
|data=
{{KeyMove-SCVI
|moveid=hao-114
|description=Excellent long-range horizontal high for checking movement on plus frames. Great reward on counterhit, especially in soul charge.
}}
}}
 
 
{{MoveData
|name=Storming Assault
|input=22A
|image=SCVI_Haohmaru_22A_series.png
|data=
{{KeyMove-SCVI
|moveid=hao-84
|description= Low-committal long range horizontal high to advance and catch step, rewarding on counterhit. Second hit is low and +4, allowing one to contest backsteps with 6B afterwards.
}}
{{KeyMove-SCVI
|moveid=hao-85
|description= B followup launches for guaranteed heavy slash followup (66B+K or 2B+K) as well as 2B623A.
}}
{{KeyMove-SCVI
|moveid=hao-86
|description= Stance transition followup, useful to react to and punish an opponent who is trying to GI/RE one of the other followups.
}}
}}
 
 
{{MoveData
|name=Diagonal Slash
|input=66B
|image=SCVI_Haohmaru_66B.png
|data=
{{KeyMove-SCVI
|moveid=hao-93
|description=Quick vertical mid with Ronin Cancel properties, very versatile in that it can be used to zone, whiff punish, or even as a combo tool. +16 on Ronin Cancel and safe on block without. Overall, a very powerful tool in his arsenal.
}}
}}
 
 
{{MoveData
|name=Knee Strike
|input=2B
|image=SCVI_Haohmaru_2B.png
|data=
{{KeyMove-SCVI
|moveid=hao-33
|description=Very fast special mid, Ronin Cancellable for a quick, high-threat knockdown into okizeme options (2B623B). Combos into 623A, 623B, 214K, 236B+K and 623A+B. Useful for guaranteed punishes at -14, and useful on block at +10 with Ronin Cancel, causing the opponent to guess between 623A and 214K.
}}
}}
 
 
{{MoveData
|name=Close Quarters Cut
|input=3A
|image=SCVI_Haohmaru_3A.png
|data=
{{KeyMove-SCVI
|moveid=hao-12
|description= Horizontal mid, decent range, low risk on block. Catches movement from +4 onwards, has enough range to be used to zone, and compliments 6B.
}}
}}
 
 
{{MoveData
|name=Cobblestone Crush
|input=bK
|image=SCVI_Haohmaru_bK.png
|data=
{{KeyMove-SCVI
|moveid=hao-27
|description= Low-risk unseeable vertical low from standing with good damage and frames on hit. Forces crouch on hit, hits OTG. Best low in his kit.
}}
}}


# *623A
* -i18 Horizontal High with excellent CH properties.
* -#1 move for checking frame advantage at +6 to stop opponent from moving.
* -Quite far reaching.
* -CH followups are very high reward, especially in soul charge.


# *22AA, 22AB and 22A6
{{MoveData
* -i16 (i26 if we include sidestep frames) Horizontal High string to CH opponent with.
|name=Straw Sandals Kick
* -Good at catching timings and fishing for to CH with.
|input=1K
* -22AA low followup is +4 on hit making 6B contest backstep.
|image=SCVI_Haohmaru_1K.png
* -22AB followup launches for a guaranteed heavy slash followup (66B+K or 2B+K) as well as 2B623A.
|data=
* -Basically a CH fishing horizontal with long range that has added mixup with low mid followup that you don't have to commit to, and if the opponent is attempting to Guard Impact or reversal edge the followup, you can just do 22A or 22A6 in response. Very loaded move.
{{KeyMove-SCVI
|moveid=hao-53
|description= Horizontal low with good frames on counterhit and decent range. Hits OTG well, so can be used as a good meaty for okizeme. Opponents without an i10 won't be able to contest Haohmaru after this hits as a counterhit.
}}
}}


# *66B
* -i18 Vertical Mid Ronin Cancelable move.
* -Primary ronin cancelable move that can combo into just about every ronin move except 214B.
* -Can use this move to zone, can use it to whiff punish, can use it in combos. Very much the staple move you will be using a lot.
* -The most *plus* cancel move you'll be using as any vertical canceled off this move is unsteppable EXCEPT 214B.
*
# *2B
* -14 Vertical Special Mid Ronin Cancelable move
* -Secondary ronin cancelable move that combos into 623A, 623B, 214K, 236B+K and 623A+B.
* -Can use this move for good guaranteed punishes at -14 for knockdowns and keepout, which always having a i14 knockdown is a very high threat especially since the followup oki is meaty from 2B623B.
* -Plus enough on block that if the opponent decides to step after blocking this move they are guessing between 623A and 214K which catch, sidestep or backstep respectively.
*
# *3A
* -i18 Horizontal mid with decent range and low risk on block.
* -Probably the safest horizontal poke in the game.
* -Can catch movement from +4 to +6 onwards.
* -Has enough range that it can be used to zone.
* -Compliments 6B very well.
*
# *bK
* -i18 Vertical low with good damage and frames on hit, with relative low risk on block.
* -Best low in his kit.
* -Unpunishable by nightmare.
* -Is the main meaty low for okizeme.
* -Forces crouch for opponent on hit.
* -Hits grounded.


# *1K
{{Navbox-SCVI}}
* -i20 horizontal low with good frames on CH and decent range.
[[Category:Soulcalibur VI]]
* -Second best low in his kit.
* -Also good meaty low on okizeme.
* -Frame advantage on CH is enough to contest opponents without i10s without them having a answer, as well as stop backwards movement afterwards with 6B.
* -Hits grounded QUITE well.
*

Latest revision as of 13:12, 12 May 2021

Introduction

Haohmaru brings some aspects of Samurai Showdown with him into Soulcalibur 6, including projectiles, his devastating heavy slash, deflecting the opponent's blade, and even fighting bare-handed. He can even cancel some of his attacks into special attacks, has a Rage function, and unique meter options such as alternate supers and the classic Issen.

Strengths Weaknesses
  • Basic
  • High damage
  • Huge range on basic attacks
  • Added unpredictability through Ronin cancels
  • High comeback potential through rage mechanics
  • Good frame advantage on hit; Good spacing on moves on block
  • Good Zoning tools and mid range kit
  • Best backstep in the game
  • Hardly needs combos
  • Good throws
  • Requires very sound fundamentals
  • Identity is almost entirely as a defensive zoning character
  • Slower than average attacks
  • Terrible wall combos
  • Poor to nonexistent gap closers
  • Unorthodox
  • Without rage, very hard to comeback from life deficit
  • Poor close range tools due to slow buttons
  • Reliant on big reads for big damage

Unique Mechanics

Ronin Cancel

Haohmaru can cancel a variety of his moves, hit or block, into special moves or his unique deflection parry, much like his home franchise. This allows him to remain unpredictable even on block.

Rage

Much like Samurai Showdown, Haohmaru has a Max Rage state that he enters by falling below 30% HP (or by hitting his unique 14-slash-attack Soul Attack). In Max Rage, some of his special moves become powered-up alternate versions, and he gains access to a new critical edge via 6A+B+K.

In Max Rage, he also gains access to a new variant of Soul Charge, Rage Explosion (4[A+B+K]). Rage Explosion gives him all the usual benefits of both Max Rage and Soul Charge with even more damage than a normal soul charge, and it also gives him access to Lightning Blade (RXP 4A+B+K), a very fast super-like attack that deals very high damage. Using Lightning Blade will instantly end Rage Explosion but leave him in soul charge. Haohmaru needs to be careful about Rage Explosion's use, as it is only usable once per match - afterwards, he will no longer have access to Max Rage or Rage Explosion.

See Strategy for a full strategy breakdown.

Haohmaru
#SCVI_HAO
SCVI Haohmaru Face.jpg
Born into a poor family of vassals to the shogun, Haohmaru grew up with a keen interest in the sword. During his youth, he would often leave home on training journeys to hone his skills. The strikes he can unleash are so formidable that they have inspired tall tales of his strength; some say that when he flies into a rage, he can easily cut down the supernatural, while others whisper that he can slice clean through entire mountains.

Key Moves

Mighty Thrust
6B
Sc 6.pngSc B.png 6B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 24 -8 0 8 9%
Sc GC.png

Long reaching vertical mid, a staple keep out button and counter poke that is difficult to whiff punish. Can shift into stance for a mixup on hit, and stance transition can be prevented by holding G even if holding 6.


Cyclone Slash: Zero Form
623A
Sc 6.pngSc 2.pngSc 3.pngSc A.png 623A - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
18 26 -10 KND LNC 4%
+4 damage on perfect input

Excellent long-range horizontal high for checking movement on plus frames. Great reward on counterhit, especially in soul charge.


Sc 22.pngSc 5.pngSc 88.pngSc A.pngSc A.png (2)_(8)AA - Attack Level: Sc H.pngSc L.png
Impact Damage Block Hit Counter Guard Burst
16 16 -16 4 4 5%
Counter Hit Combo

Low-committal long range horizontal high to advance and catch step, rewarding on counterhit. Second hit is low and +4, allowing one to contest backsteps with 6B afterwards.

Sc 22.pngSc 5.pngSc 88.pngSc A.pngSc B.png (2)_(8)AB - Attack Level: Sc H.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
16 16 -14 LNC LNC 10%
Sc GC.png. Counter Hit Combo

B followup launches for guaranteed heavy slash followup (66B+K or 2B+K) as well as 2B623A.

Sc 22.pngSc 5.pngSc 88.pngSc A.pngSc 6.png (2)_(8)A6 - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
16 16 -4 8 8 -
Sc SS.png into WF

Stance transition followup, useful to react to and punish an opponent who is trying to GI/RE one of the other followups.


Diagonal Slash
66B
Sc 33.pngSc 5.pngSc 66.pngSc 5.pngSc 99.pngSc B.png (3)_(6)_(9)B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
18 20 -10 0 0 6%
Sc SS.png into Ronin Technique upon hit or guard possible. Sc GC.png

Quick vertical mid with Ronin Cancel properties, very versatile in that it can be used to zone, whiff punish, or even as a combo tool. +16 on Ronin Cancel and safe on block without. Overall, a very powerful tool in his arsenal.


Sc 2.pngSc B.png 2B - Attack Level: Sc SM.png
Impact Damage Block Hit Counter Guard Burst
14 14 -6 2 2 2%
Ronin Technique cancel upon hit, guard or winning clash. FC

Very fast special mid, Ronin Cancellable for a quick, high-threat knockdown into okizeme options (2B623B). Combos into 623A, 623B, 214K, 236B+K and 623A+B. Useful for guaranteed punishes at -14, and useful on block at +10 with Ronin Cancel, causing the opponent to guess between 623A and 214K.


Close Quarters Cut
3A
Sc 3.pngSc A.png 3A - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
18 20 -12 4 4 1%
FC

Horizontal mid, decent range, low risk on block. Catches movement from +4 onwards, has enough range to be used to zone, and compliments 6B.


Cobblestone Crush
bK
Sc b.pngSc K.png bK - Attack Level: Sc L.png
Impact Damage Block Hit Counter Guard Burst
18 20 -12 0 0 3%

Low-risk unseeable vertical low from standing with good damage and frames on hit. Forces crouch on hit, hits OTG. Best low in his kit.


Straw Sandals Kick
1K
Sc 1.pngSc K.png 1K - Attack Level: Sc L.png
Impact Damage Block Hit Counter Guard Burst
20 18 -14 -4 4 1%

Horizontal low with good frames on counterhit and decent range. Hits OTG well, so can be used as a good meaty for okizeme. Opponents without an i10 won't be able to contest Haohmaru after this hits as a counterhit.


SCVI Navigation

General
Controls & Notation
HUD
Glossary
System
Stages
Resources
Characters
2B
Amy
Astaroth
Azwel
Cassandra
Cervantes
Geralt
Groh
Haohmaru
Hilde
Hwang
Ivy
Kilik
Maxi
Mitsurugi
Nightmare
Raphael
Seong Mi-na
Setsuka
Siegfried
Sophitia
Taki
Talim
Tira
Voldo
Xianghua
Yoshimitsu
Zasalamel
Inferno