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

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(: description)
 
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==Introduction==
==Introduction==
'''Hokutomaru'''  
'''Hokutomaru''' is the young disciple of Andy Bogard, who practices Shiranui-style ninjutsu. By the instruction of his master, he left his home in the remote mountains of Japan to participate in the Maximum Mayhem tournament and demonstrate his skills.
 


== Gameplay ==
== Gameplay ==
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* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.


 
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Running || align="center" | Jumping
|-
| align="center"; valign="bottom" | [[File:Garou Hokutomaru Stand.png|bottom]] || align="center"; valign="bottom" | [[File:Garou Hokutomaru Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:Garou Hokutomaru Run.png|bottom]] || align="center"; valign="bottom" | [[File:Garou Hokutomaru Jump.png|bottom]]
|-
| align="center" |  || align="center" |  || align="center" | Can low profile certain moves. || align="center" | 36F (35F for backward jump). Can double jump.
|}


===Close Standing Normals===
===Close Standing Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Close 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_c5A.png
|image=Garou_Hokutomaru_c5A.png
|name=Cl. {{Icon-SNK|A}}
|name=c5A
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|A}}
  |version=c5A
  |Damage=4
  |Damage=4
  |Guard=Mid
  |Guard=Mid
Line 79: Line 84:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|A}}>{{Icon-SNK|B}}
  |version=c5A>B
  |Damage=
  |Damage=
  |Guard=Mid
  |Guard=Mid
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  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4, 3
  |Guard Crush Value=4, 3
  |description= Target combo from cl.5A.
  |description= Target combo from c5A.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|A}}>{{Icon-SNK|C}}
  |version=c5A>C
  |Damage=
  |Damage=
  |Guard=Mid
  |Guard=Mid
Line 108: Line 113:
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4, 3
  |Guard Crush Value=4, 3
  |description= Target combo from cl.5A.  
  |description= Target combo from c5A.  
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|A}}>{{Icon-SNK|C}}>{{Icon-SNK|C}}
  |version=c5A>C>C
  |Damage=
  |Damage=
  |Guard=
  |Guard=
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=4, 3, 0
  |Guard Crush Value=4, 3, 0
  |description= Target combo from cl.5A. Ends in a cancel.
  |description= Target combo from c5A. Ends in a cancel.
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
   Garou_Hokutomaru Target Pose.png
   Garou_Hokutomaru Target Pose.png
</gallery>
</gallery>
</div>
  }}
  }}
}}
}}
Line 135: Line 138:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Close 5B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_c5B.png
|image=Garou_Hokutomaru_c5B.png
|name=Cl. {{Icon-SNK|B}}
|name=c5B
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|B}}
  |version=c5B
  |Damage=6
  |Damage=6
  |Guard=Mid
  |Guard=Mid
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  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|B}}>{{Icon-SNK|D}}
  |version=c5B>D
  |Damage=
  |Damage=
  |Guard=Mid
  |Guard=Mid
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  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4, 3
  |Guard Crush Value=4, 3
  |description= Target combo from cl.5B.  
  |description= Target combo from c5B.  
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cl. {{Icon-SNK|B}}>{{Icon-SNK|D}}>{{Icon-SNK|C}}
  |version=c5B>D>C
  |Damage=
  |Damage=
  |Guard=
  |Guard=
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=4, 3, 0
  |Guard Crush Value=4, 3, 0
  |description= Target combo from cl.5B. Ends in a cancel.
  |description= Target combo from c5B. Ends in a cancel.
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
   Garou_Hokutomaru Target Pose.png
   Garou_Hokutomaru Target Pose.png
</gallery>
</gallery>
</div>
  }}
  }}
}}
}}
Line 200: Line 201:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_c5C.png
|image=Garou_Hokutomaru_c5C.png
|image2=Garou_Hokutomaru_c5C_1.png
|name=c5C
|name=Cl. {{Icon-SNK|C}}
|subtitle=
|subtitle=
|caption=
|caption=
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  |Guard Crush Value=3, 3
  |Guard Crush Value=3, 3
  |description=
  |description=
<gallery class="mw-collapsible">
  Garou_Hokutomaru_c5C.png|
  Garou_Hokutomaru_c5C_1.png|
</gallery>
  }}
  }}
}}
}}
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===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_c5D.png
|image=Garou_Hokutomaru_c5D.png
|name=Cl. {{Icon-SNK|D}}
|name=c5D
|subtitle=
|subtitle=
|caption=
|caption=
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  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=Hokutomaru's fastest normal on the ground, easily combos into specials, has incredible frame advantage when feint cancelled letting it link into itself and can't be JD'd low despite being a mid. An incredible normal.
  }}
  }}
}}
}}


===Far Standing Normals===
===Far Standing Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_f5A.png
|image=Garou_Hokutomaru_f5A.png
|name=Far {{Icon-SNK|A}}
|name=f5A
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Far {{Icon-SNK|A}}
  |version=f5A
  |Damage=5
  |Damage=5
  |Guard=Mid
  |Guard=Mid
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  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Far {{Icon-SNK|A}}>{{Icon-SNK|B}}
  |version=f5A>B
  |Damage=
  |Damage=
  |Guard=Mid
  |Guard=Mid
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  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4, 3
  |Guard Crush Value=4, 3
  |description= Target combo from f.5A.
  |description= Target combo from f5A.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Far {{Icon-SNK|A}}>{{Icon-SNK|C}}
  |version=f5A>C
  |Damage=
  |Damage=
  |Guard=Mid
  |Guard=Mid
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  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4, 3
  |Guard Crush Value=4, 3
  |description= Target combo from f.5A.  
  |description= Target combo from f5A.  
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Far {{Icon-SNK|A}}>{{Icon-SNK|C}}>{{Icon-SNK|C}}
  |version=f5A>C>C
  |Damage=
  |Damage=
  |Guard=
  |Guard=
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=4, 3, 0
  |Guard Crush Value=4, 3, 0
  |description= Target combo from f.5A. Ends in a cancel.
  |description= Target combo from f5A. Ends in a cancel.
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
   Garou_Hokutomaru Target Pose.png
   Garou_Hokutomaru Target Pose.png
</gallery>
</gallery>
</div>
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Far 5B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_f5B.png
|image=Garou_Hokutomaru_f5B.png
|name=Far {{Icon-SNK|B}}
|name=f5B
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Far {{Icon-SNK|B}}
  |version=f5B
  |Damage=7
  |Damage=7
  |Guard=Mid
  |Guard=Mid
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  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Far {{Icon-SNK|B}}>{{Icon-SNK|D}}
  |version=f5B>D
  |Damage=
  |Damage=
  |Guard=Mid
  |Guard=Mid
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  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4, 3
  |Guard Crush Value=4, 3
  |description= Target combo from f.5B.  
  |description= Target combo from f5B.  
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Far {{Icon-SNK|B}}>{{Icon-SNK|D}}>{{Icon-SNK|C}}
  |version=f5B>D>C
  |Damage=
  |Damage=
  |Guard=
  |Guard=
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  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=4, 3, 0
  |Guard Crush Value=4, 3, 0
  |description= Target combo from f.5B. Ends in a cancel.
  |description= Target combo from f5B. Ends in a cancel.
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
   Garou_Hokutomaru Target Pose.png
   Garou_Hokutomaru Target Pose.png
</gallery>
</gallery>
</div>
  }}
  }}
}}
}}
Line 401: Line 399:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_f5C.png
|image=Garou_Hokutomaru_f5C.png
|name=Far {{Icon-SNK|C}}
|name=f5C
|subtitle=
|subtitle=
|caption=
|caption=
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  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=5(3)
  |Guard Crush Value=5(3)
  |description=
  |description=Slow, can't be cancelled and is punishable on hit... not great traits to have.
  }}
  }}
}}
}}


 
===== <span class="invisible-header">Far 5D</span> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_f5D.png
|image=Garou_Hokutomaru_f5D.png
|name=Far {{Icon-SNK|D}}
|name=f5D
|subtitle=
|subtitle=
|caption=
|caption=
Line 452: Line 448:
  }}
  }}
}}
}}


===Crouching Normals===
===Crouching Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_2A.png
|image=Garou_Hokutomaru_2A.png
|image2=Garou Hokutomaru 2A_1.png
|name=2A
|caption2=Invincible Recovery Frames
|name=Cr. {{Icon-SNK|A}}
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|A}}
  |version=2A
  |Damage=4
  |Damage=4
  |Guard=Mid
  |Guard=Mid
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  |Cancel on Block=◯ / ∞
  |Cancel on Block=◯ / ∞
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description= Crouching A's (2A) last 3F of recovery has full-body invincibility.  
  |description= 2A's last 3F of recovery has full-body invincibility.  
*Typical crouching {{Icon-SNK|A}}. Chains into {{Icon-SNK|A}},{{Icon-SNK|B}} and {{Icon-SNK|C}}
*Chains into 2A, 2B, and 2C.
*You can confirm {{Icon-SNK|A}}/{{Icon-SNK|C}} super by doing 2{{Icon-SNK|A}}362{{Icon-SNK|B}}{{Icon-SNK|C}}36 then confirming if it hit or not.
*You can confirm into 236236P by doing 2A 36 2B+C/B+D 3 then confirming if it hit or not.
<gallery class="mw-collapsible">
  Garou Hokutomaru 2A.png|
  Garou Hokutomaru 2A_1.png|Invincible recovery frames
</gallery>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|A}}> Cr. {{Icon-SNK|B}}
  |version=2A>B
  |Damage=
  |Damage=
  |Guard=Mid, Low
  |Guard=Mid, Low
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  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|A}}> Cr. {{Icon-SNK|C}}>{{Icon-SNK|C}}
  |version=2A>C>C
  |Damage=
  |Damage=
  |Guard=Mid, Mid
  |Guard=Mid, Mid
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  |Guard Crush Value=4, 3, 0
  |Guard Crush Value=4, 3, 0
  |description= Target combo from 2A. Ends in a cancel.
  |description= Target combo from 2A. Ends in a cancel.
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
   Garou_Hokutomaru 2AB 1.png|
   Garou_Hokutomaru 2AB 1.png
</gallery>
</gallery>
</div>
  }}
  }}
}}
}}


 
===== <span class="invisible-header">2B</span> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_2B.png
|image=Garou_Hokutomaru_2B.png
|name=Cr. {{Icon-SNK|B}}
|name=2B
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|B}}
  |version=2B
  |Damage=5
  |Damage=5
  |Guard=Low
  |Guard=Low
Line 548: Line 540:
  |Cancel on Block=◯ / ∞
  |Cancel on Block=◯ / ∞
  |Guard Crush Value=4(3)
  |Guard Crush Value=4(3)
  |description=*Your go-to low poke and confirm. You can confirm {{Icon-SNK|A}}/{{Icon-SNK|C}} super by doing 2{{Icon-SNK|B}}362{{Icon-SNK|B}}{{Icon-SNK|C}}36 then confirming if it hit or not.  
  |description=*Your go-to low poke and confirm. You can confirm 236236P by doing 2B 36 2B+C/B+D 3 then confirming if it hit or not.  
*Without meter, chain into 2{{Icon-SNK|D}} then do the {{Icon-SNK|C}} feint to recover faster.
*Without meter, chain into 2D then do the C feint to recover faster.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|B}}> Cr. {{Icon-SNK|C}}>{{Icon-SNK|C}}
  |version=2B>C>C
  |Damage=
  |Damage=
  |Guard=Low, Mid
  |Guard=Low, Mid
Line 566: Line 558:
  |Guard Crush Value=4, 3, 0
  |Guard Crush Value=4, 3, 0
  |description= Target combo from 2B. Ends in a cancel.
  |description= Target combo from 2B. Ends in a cancel.
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
   Garou_Hokutomaru 2AB 1.png|
   Garou_Hokutomaru 2AB 1.png
</gallery>
</gallery>
</div>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version=Cr. {{Icon-SNK|B}}> Cr. {{Icon-SNK|D}}>{{Icon-SNK|C}}
  |version=2B>D>C
  |Damage=
  |Damage=
  |Guard=Low, Low
  |Guard=Low, Low
Line 586: Line 576:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=4, 5, 0
  |Guard Crush Value=4, 5, 0
  |description= Target combo from f.5B. Ends in the same cancel.
  |description= Target combo from f5B. Ends in the same cancel.


You can kara cancel the 2D with the follow-up C cancel.  
You can kara cancel the 2D with the follow-up C cancel.  
Line 592: Line 582:
}}
}}


 
===== <span class="invisible-header">2C</span> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_2C.png
|image=Garou_Hokutomaru_2C.png
|name=Cr. {{Icon-SNK|C}}
|name=2C
|subtitle=
|subtitle=
|caption=
|caption=
Line 615: Line 603:
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=5(3)
  |Guard Crush Value=5(3)
  |description=*A somewhat quick poke that reaches far away and recovers quickly. It's +1 too so , making it very useful to just throw out in neutral since you aren't risking much.
  |description=*A quick poke that reaches far and recovers quickly. It's +1 too, making it very useful to just throw out in neutral since you aren't risking much.
  }}
  }}
}}
}}


 
===== <span class="invisible-header">2D</span> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_2D.png
|image=Garou_Hokutomaru_2D.png
|name=Cr. {{Icon-SNK|D}}
|name=2D
|subtitle=
|subtitle=
|caption=
|caption=
Line 645: Line 631:
  }}
  }}
}}
}}


===Jumping Normals===
===Jumping Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_jA.png
|image=Garou_Hokutomaru_jA.png
|name=Jump {{Icon-SNK|A}}
|name=jA
|subtitle=
|subtitle=
|caption=
|caption=
Line 671: Line 655:
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=  
  |description= * Can beat out upper-body evasion attacks (usually from a diagonal jump).  
Jump A (usually diagonal jump only) can beat out upper-body evasion attacks.  
 
  }}
  }}
}}
}}
Line 679: Line 661:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_jB.png
|image=Garou_Hokutomaru_jB.png
|name=Jump {{Icon-SNK|B}}
|name=jB
|subtitle=
|subtitle=
|caption=
|caption=
Line 700: Line 682:
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description= * Can beat out upper-body evasion attacks (usually from a diagonal jump).  
Jump B (usually diagonal jump only) can beat out upper-body evasion attacks.  
  }}
  }}
}}
}}
Line 707: Line 688:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_jC.png
|image=Garou_Hokutomaru_jC.png
|name=Jump {{Icon-SNK|C}}
|name=jC
|subtitle=
|subtitle=
|caption=
|caption=
Line 734: Line 715:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_jD.png
|image=Garou_Hokutomaru_jD.png
|name=Jump {{Icon-SNK|D}}
|name=jD
|subtitle=
|subtitle=
|caption=
|caption=
Line 756: Line 737:
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=
Jump D can beat out upper-body evasion attacks.  
* Can beat out upper-body evasion attacks.  
 
  }}
  }}
}}
}}
Line 765: Line 745:
===Command Normals===
===Command Normals===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Sliding (3B)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_3B.png
|image=Garou_Hokutomaru_3B.png
|name=Sliding
|name=Sliding
|input={{Motion|3}}+{{Icon-SNK|B}}
|input=3B
|subtitle=
|subtitle=
|caption=
|caption=
Line 787: Line 767:
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=9
  |Guard Crush Value=9
  |description= A sliding sweep that is excellent at catching landing frames, making this one of Hokutomaru's better anti-airs. Some characters are completely incapable of hitting Hokutomaru during the low profile. <br>
  |description= A sliding sweep that is excellent at catching landing frames, making this one of Hokutomaru's better anti-airs.  
On hit/block, unless hit on the last active frame, 1 active frame of recovery is removed.
* Some characters are completely incapable of hitting Hokutomaru during the low profile.
(e.g., hitting on the first frame has 20F blockstun - (11 remaining active frames + 22F recovery) = -13 adv.  
* On hit/block, unless it hit on the last active frame, 1 active frame is skipped during recovery. For example, hitting on the first frame has 20F blockstun - (11 remaining active frames + 22F recovery) = -13 adv. Max advantage is -2.
Max advantage is -2.  
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Kuuten Kyaku (3D)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_3D.png
|image=Garou_Hokutomaru_3D.png
|image2=Garou_Hokutomaru_3D_1.png
|name=Kuuten Kyaku
|name=Kuuten Kyaku
|input={{Motion|3}}+{{Icon-SNK|D}}
|input=3D
|subtitle=
|subtitle=
|caption=
|caption=
Line 817: Line 795:
  |Cancel on Block=X , ◯
  |Cancel on Block=X , ◯
  |Guard Crush Value=9, 9
  |Guard Crush Value=9, 9
  |description=  
  |description= * Startup is kara cancellable and recovery is whiff cancellable into air specials.
Block adv on 1st hit only = -17  
* Block adv on 1st hit only = -17  
<gallery class="mw-collapsible">
  Garou_Hokutomaru_3D.png|
  Garou_Hokutomaru_3D_1.png|
</gallery>
}}
}}


Apart from kara canceling during the attack's startup,
===== <span class="invisible-header">Double Jump</span> =====
after the 2nd hit it's possible to special cancel anytime in the air,
<font style="visibility:hidden" size="0"></font>
on hit or on whiff.
{{MoveData
|image=Garou Hokutomaru Jump.png
|name=Double Jump
|input=j7/8/9
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=/
|Guard=/
|Startup=
|Active=/
|Recovery=/
|Total=/
|Hit Adv=/
|Block Adv=/
|Feint Cancel=/
|Cancel on Hit=/
|Cancel on Block=/
|Guard Crush Value=/
|description= Hokutomaru is the only character who can double jump (without the help of a wall) which opens up many options for him in the air.
* The double jump must be input near the peak of Hokutomaru's jump, and it cannot be cancelled into from a jumping normal.
* Hokutomaru '''cannot Just Defend after double jumping!'''
  }}
  }}
}}
}}


===Universal Moves===
===Universal Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_5AB.png
|image=Garou_Hokutomaru_5AB.png
|name=St. {{Icon-SNK|A}}+{{Icon-SNK|B}}
|name=5A+B
|subtitle=Lower-body evasion attack
|subtitle=Lower-body evasion attack
|caption=
|caption=
Line 851: Line 855:
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=3, 3
  |Guard Crush Value=3, 3
  |description= 18F hitstun and 24F blockstun.  
  |description= The fastest universal overhead in the game. Unfortunately is split up into 2 hits which prevents Hokutomaru from comboing after a counterhit and can leave him punishable if the second hit whiffs.
1st hit only, -8 on hit, -2 on block.  
* If the second hit whiffs it is -8 on hit, -2 on block.  
* 18F hitstun and 24F blockstun.
<gallery class="mw-collapsible">
  Garou_Hokutomaru_5AB_2.png|Frame 1 Lower-Body invincibility
  Garou_Hokutomaru_5AB.png|
  Garou_Hokutomaru_5AB_1.png|
</gallery>
  }}
  }}
}}
}}


 
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_2AB.png
|image=Garou_Hokutomaru_2AB.png
|name= Cr. {{Icon-SNK|A}}+{{Icon-SNK|B}}
|name=2A+B
|subtitle=Upper-body evasion attack
|subtitle=Upper-body evasion attack
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
|version=2AB
  |Damage=10
  |Damage=10
  |Guard=Mid
  |Guard=Mid
Line 879: Line 888:
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=6
  |Guard Crush Value=6
  |description=1~5F upper-body invincibility.  
  |description= * A poke that is plus on block and easily combos to 236236P on hit. As it cannot be cancelled on block, no confirm is needed.
* 1~5F upper-body invincibility.
18F hitstun and 24F blockstun.  
* 18F hitstun and 24F blockstun.


<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
   Garou_Hokutomaru_2AB 1.png|Upper-Body Invincible Frames
   Garou_Hokutomaru_2AB 1.png|Upper-Body Invincible Frames
   Garou_Hokutomaru_2AB 2.png|Vulnerable Startup
   Garou_Hokutomaru_2AB 2.png|Vulnerable Startup
  Garou_Hokutomaru_2AB.png|
   Garou_Hokutomaru_2AB 3.png|Recovery
   Garou_Hokutomaru_2AB 3.png|Recovery
</gallery>
</gallery>
</div>
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Hokutomaru_2AB BC.png
|name=Cr. {{Icon-SNK|A}}+{{Icon-SNK|B}}>{{Icon-SNK|B}}+{{Icon-SNK|C}}
|subtitle=
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
|version=2AB~BC
  |Damage=
  |Damage=
  |Guard=
  |Guard=
Line 917: Line 914:
  |Guard Crush Value=6, 0
  |Guard Crush Value=6, 0
  |description= Follow-up to 2AB where Hokutomaru jumps forward with no collision, meaning he can pass through the opponent. Can be used to reposition after a knockdown.
  |description= Follow-up to 2AB where Hokutomaru jumps forward with no collision, meaning he can pass through the opponent. Can be used to reposition after a knockdown.
 
* Lower-body invincibility for 12F while in the air. Although he disappears briefly, Hokutomaru is NOT fully invincible at any point in this move.
Lower-body invincibility for 12F while in the air. Although he disappears briefly, Hokutomaru is NOT invincible at any point in this move.
<gallery class="mw-collapsible">
  Garou_Hokutomaru_2AB BC.png|
</gallery>
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_CD.png
|image=Garou_Hokutomaru_CD.png
|name=Ninpou Bakuho (T.O.P. Attack)
|name=Ninpou Bakuho (T.O.P. Attack)
|input={{Icon-SNK|C}}{{Icon-SNK|D}}
|input=C+D (T.O.P. only)
|subtitle=
|subtitle=
|caption=
|caption=
Line 944: Line 943:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=25
  |Guard Crush Value=25
  |description=This is a rising attack that is good for one hit and travels at a 45 degree angle. It has a slow start and can be used as an anti-air. Don't ever get this attack blocked!
  |description=A slow anti-air. Has bad priority and is very unsafe on block, so it is not recommended.
 
* 12~14F full-body invincibility.  
12~14F full-body invincibility.  
<gallery class="mw-collapsible">
 
<div class="mw-collapsible">
<gallery>
   Garou_Hokutomaru_CD 1.png|
   Garou_Hokutomaru_CD 1.png|
   Garou_Hokutomaru_CD 2.png|Invincible Frames
   Garou_Hokutomaru_CD 2.png|Invincible Frames
</gallery>
  Garou_Hokutomaru_CD.png|
</div>
</gallery>
  }}
  }}
}}
}}


===Throws===
===Throws===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Hikkakimanesu (4/6C)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_Grab.png
|image=Garou_Hokutomaru_Grab.png
|name=Hikkakimanesu
|name=Hikkakimanesu
|input='''Close''' {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|input=Close 4/6C
|subtitle=Scratch
|subtitle=Scratch
|caption=
|caption=
Line 973: Line 967:
  |Damage=4, 4, 4, 4
  |Damage=4, 4, 4, 4
  |Guard=
  |Guard=
  |Startup=1
  |Startup=0
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=+59
  |Hit Adv=KD (+59)
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
Line 983: Line 977:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description= Hokutomaru climbs onto the opponent and scratches their face. Frame advantage varies depending on the height of the opponent as Hokutomaru needs to jump off of them and land before he can act.
  |description= A typical throw. Sets up for oki mixups very well.
* Frame advantage varies depending on the height of the opponent as Hokutomaru needs to jump off of them and land before he can act.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Nomen Tsukuri (j4/2/6C)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Hokutomaru Air Grab.png
|image=Garou Hokutomaru Air Grab.png
|name=Noumen Tsukuri
|name=Noumen Tsukuri
|input='''Air Close''' {{Motion|2}}+{{Icon-SNK|C}}
|input=Close j4/2/6C
|subtitle=Noh mask making
|subtitle=Noh mask making
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=13
  |Guard=
  |Guard=
  |Startup=1
  |Startup=0
  |Active=
  |Active=
  |Recovery=
  |Recovery=
Line 1,012: Line 1,007:
  }}
  }}
}}
}}


===Feints===
===Feints===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_6AC.png
|image=Garou_Hokutomaru_6AC.png
|name={{Motion|6}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name=6A+C
|subtitle=Forward Feint
|subtitle=Forward Feint
|caption=
|caption=
Line 1,038: Line 1,031:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Mimics the end recovery animation of Karakusa Giri.  
  |description=Mimics the end recovery animation of [[#Karakusa Giri (214P) | Karakusa Giri]].  
  }}
  }}
}}
}}


===== <span class="invisible-header">Down Feint (2AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Hokutomaru_2AC.png
|image=Garou_Hokutomaru_2AC.png
|name={{Motion|2}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name=2A+C
|subtitle=Down Feint
|subtitle=Down Feint
|caption=
|caption=
Line 1,062: Line 1,056:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Mimics the start of Shuriken.  
  |description=Mimics the start of [[#Shuriken (236P) | Shuriken]].
* The faster of the two feints. Always use this one.
  }}
  }}
}}
}}


===Special Moves===
===Special Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Shuriken (236P)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Hokutomaru 236A.png
|image=Garou Hokutomaru 236A.png
|caption=236A
|caption=A
|image2=Garou Hokutomaru 236C.png
|image2=Garou Hokutomaru 236C.png
|caption2=236C
|caption2=C
|image3=Garou Hokutomaru j236P.png
|caption3=jA/C
|name=Shuriken
|name=Shuriken
|input= {{Motion|236}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|input=(j)236A/C
|subtitle=
|subtitle=
|data=
|data=Unlike all other projectiles, Hokutomaru's shurikens can be destroyed by the opponent's melee attacks (without absorbing it, the same attack can still hit Hokutomaru) which makes them relatively ineffective for deterring divekicks or other advancing moves.
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|236}}+{{Icon-SNK|A}}
  |version=A
  |Damage=10
  |Damage=10
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=12
  |Startup=12
  |Active=
  |Active=/
  |Recovery=
  |Recovery=35
  |Total=
  |Total=47
  |Hit Adv=-2
  |Hit Adv=-2 ~ +32
  |Block Adv=-2
  |Block Adv=-2 ~ +32
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=
  |Cancel on Hit=X
  |Cancel on Block=
  |Cancel on Block=X
  |Guard Crush Value=7
  |Guard Crush Value=7
  |description=
  |description=Single shuriken. Not used often as the air version is faster when [https://glossary.infil.net/?t=Tiger%20Knee TK'd] or done from a backdash.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|236}}+{{Icon-SNK|C}}
  |version=C
  |Damage=6, 6, 6
  |Damage=6, 6, 6
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=18
  |Startup=18, 22, 27
  |Active=
  |Active=/
  |Recovery=
  |Recovery=40
  |Total=
  |Total=58
  |Hit Adv=-2
  |Hit Adv=-2 ~ +37
  |Block Adv=-2
  |Block Adv=-2 ~ +37
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=
  |Cancel on Hit=X
  |Cancel on Block=
  |Cancel on Block=X
  |Guard Crush Value=5, 5, 5
  |Guard Crush Value=5, 5, 5
  |description= Triple shuriken.  
  |description= Triple shuriken. Much longer recovery.
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Hokutomaru j236P.png
|name=Shuriken (Air)
|input= Air {{Motion|236}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|subtitle=
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version= Air {{Motion|236}}+{{Icon-SNK|A}}
  |version=jA/C
  |Damage=12
  |Damage=12
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=18
  |Startup=18
  |Active=
  |Active=/
  |Recovery=
  |Recovery=6 + falling + 10
  |Total=
  |Total=Minimum 38
  |Hit Adv=
  |Hit Adv=Up to +32
  |Block Adv=
  |Block Adv=Up to +32
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=
  |Cancel on Hit=X
  |Cancel on Block=
  |Cancel on Block=X
  |Guard Crush Value=
  |Guard Crush Value=/
|description=
  |description=Completely stops Hokutomaru's air momentum and has him slowly fall straight down after. Decent option to try and stuff someone who's gonna jump.
}}
{{AttackData-Garou
|version=Air {{Motion|236}}+{{Icon-SNK|C}}
|Damage=12
|Guard=<span style="color:#ff0000;">Mid</span>
|Startup=18
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
  |description=
Slows your descent as opposed to a normal empty hop or air normal. Decent option to try and stuff someone who's gonna jump.
  }}
  }}
}}
}}


 
===== <span class="invisible-header">Rakkazan (214K)</span> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Hokutomaru 214B.png
|image=Garou Hokutomaru 214B.png
|caption=214B
|caption=B
|image2=Garou Hokutomaru 214D.png
|image2=Garou Hokutomaru 214D.png
|caption2=214D
|caption2=D
|name=Rakkazan
|name=Rakkazan
|input={{Motion|214}}+{{Icon-SNK|B}}/{{Icon-SNK|D}} (Air Ok)
|input=(j)214B/D
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|B}} (Air Ok)
  |version=B
  |subtitle=Kyo (Void)
  |subtitle=Kyo (Void)
  |Damage=/
  |Damage=/
Line 1,181: Line 1,144:
  |Startup=/
  |Startup=/
  |Active=/
  |Active=/
  |Recovery=45
  |Recovery=43
  |Total=45
  |Total=43
  |Hit Adv=/
  |Hit Adv=/
  |Block Adv=/
  |Block Adv=/
  |Feint Cancel=X
  |Feint Cancel=X
  |Cancel on Hit=/
  |Cancel on Hit=X
  |Cancel on Block=/
  |Cancel on Block=X
  |Guard Crush Value=/
  |Guard Crush Value=/
  |description= Fake-out. <br>
  |description= Fake-out. Hokutomaru is counterhit punishable.
7~12F full-body invincibility.  
* 7~12F full-body invincibility.  
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|D}} (Air Ok)
  |version=D
  |subtitle=Jitsu (Real)
  |subtitle=Jitsu (Real)
  |Damage=20
  |Damage=20
  |Guard=<span style="color:#ff0000;">High</span>
  |Guard=<span style="color:#ff0000;">High</span>
  |Startup=28
  |Startup=28
  |Active=
  |Active=3
  |Recovery=
  |Recovery=31(hit/whiff) / 46(block)
  |Total=
  |Total=62(hit/whiff) / 77(block)
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-22
  |Block Adv=-22
Line 1,207: Line 1,170:
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=8
  |Guard Crush Value=8
  |description= Cheesy homing teleport overhead that carries enormous risk in exchange for just decent reward. <br>
  |description= Cheesy homing teleport overhead that carries enormous risk in exchange for just decent reward.
Hokutomaru appears at a fixed height every time so if the opponent is in the air you will teleport directly into a jump normal, and the hitbox is a lot smaller than it seems (the inverse can be said about the hurtbox). <br>
* The main use of this move is in combos. Using it in neutral is almost entirely a gimmick and requires hard reads.
When counterhitting a grounded opponent they will get spun instead of knocked down, leaving Hokutomaru only +1. <br>
* Hokutomaru appears at a fixed height every time so if the opponent is in the air you will teleport directly into a jump normal, and the hitbox is a lot smaller than it seems (the opposite can be said about the hurtbox).
'''If the opponent blocks this move, you have thrown away the round,''' good luck on the next one. <br>
* Counterhitting a grounded opponent (spinning hitstun) will reduce frame advantage, leaving Hokutomaru only +1.
On the bright side, this move is a good combo tool, can be used after a double jump or air target combo (slowest triple overhead ever), and is okay at punishing fireballs. Still gimmicky though. <br>
* If the opponent blocks this, Hokutomaru will eat a huge combo.
7~8F full-body invincibility.  
* 7~8F full-body invincibility.  
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Karakusa Giri (214P)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Hokutomaru 214A.png
|image=Garou Hokutomaru 214A.png
|caption=Hitbox is the same for 214C's second hit
|caption=
|name=Karakusa Giri
|name=Karakusa Giri
|input={{Motion|214}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|input=214A/C
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|A}}
  |version=A
  |Damage=20
  |Damage=20
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 1,242: Line 1,205:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|214}} + Hold {{Icon-SNK|A}}
  |version=A (Hold)
  |subtitle= (Empty Follow-up)
  |subtitle=
  |Damage=/
  |Damage=/
  |Guard=/
  |Guard=/
  |Startup=/
  |Startup=/
  |Active=/
  |Active=/
  |Recovery=35
  |Recovery=33
  |Total=35
  |Total=33
  |Hit Adv=/
  |Hit Adv=/
  |Block Adv=/
  |Block Adv=/
Line 1,259: Line 1,222:
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|214}}+{{Icon-SNK|C}}
  |version=C
  |Damage=14, 16
  |Damage=14, 16
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 1,273: Line 1,236:
  |Guard Crush Value=4, 4
  |Guard Crush Value=4, 4
  |description=Far too slow to be comboed into practically and is extremely unsafe.
  |description=Far too slow to be comboed into practically and is extremely unsafe.
<gallery class="mw-collapsible">
  Garou Hokutomaru 214A.png|
  Garou Hokutomaru 214C_1.png|
</gallery>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version= {{Motion|214}} + Hold {{Icon-SNK|C}}
  |version=C (Hold)
  |subtitle= (Empty Follow-up)
  |subtitle=
  |Damage=
  |Damage=/
  |Guard=
  |Guard=/
  |Startup=
  |Startup=/
  |Active=
  |Active=/
  |Recovery=
  |Recovery=40
  |Total=
  |Total=40
  |Hit Adv=
  |Hit Adv=/
  |Block Adv=
  |Block Adv=/
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=
  |Cancel on Hit=/
  |Cancel on Block=
  |Cancel on Block=/
  |Guard Crush Value=
  |Guard Crush Value=/
  |description= Hold the button input to stop/cancel the attack.  
  |description= Hold the button input to stop/cancel the attack.  
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Kuuha Dan (236K)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Hokutomaru 236B.png
|image=Garou Hokutomaru 236B.png
|name=Kuuha Dan
|name=Kuuha Dan
|input= {{Motion|236}}+{{Icon-SNK|B}}
|input=236B/D (Brake OK)
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=Very rare for all hits to connect.
<gallery class="mw-collapsible">
  Garou Hokutomaru 236B.png|
  Garou_Hokutomaru_236B 1.png|
  Garou_Hokutomaru_236B 2.png|
  Garou_Hokutomaru_236B 3.png|
  Garou_Hokutomaru_236B 4.png|
  Garou_Hokutomaru_236B 5.png|
</gallery>
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|236}}+{{Icon-SNK|B}}
  |version=B
  |Damage=6, 6, 6
  |Damage=6, 6, 6
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 1,312: Line 1,287:
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-12
  |Block Adv=-12
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=
  |Cancel on Hit=X
  |Cancel on Block=
  |Cancel on Block=X
  |Guard Crush Value=3, 3, 3
  |Guard Crush Value=3, 3, 3
  |description=  
  |description= Andy Bogard's signature multihit arcing kick that is very unsafe and not very rewarding.
<div class="mw-collapsible">
* Can be comboed into from lights.
<gallery>
  Garou_Hokutomaru_236B 1.png
  Garou_Hokutomaru_236B 2.png
  Garou_Hokutomaru_236B 3.png
  Garou_Hokutomaru_236B 4.png
  Garou_Hokutomaru_236B 5.png
</gallery>
</div>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|236}}+{{Icon-SNK|B}} Break
  |version=B Break
  |Damage=6
  |Damage=6
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=11
  |Startup=11
  |Active=
  |Active=2~4
  |Recovery=
  |Recovery=18~20
  |Total=33
  |Total=31~35
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=+5
  |Block Adv=+5
Line 1,341: Line 1,308:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=3
  |Guard Crush Value=3
  |description= Hokutomaru's fastest meterless guard cancel and his fastest way to build meter when braked.
  |description= When braked, this move becomes a plus on block launcher which is very nice, although this version has little range which restricts its use in combos/pressure.
* Hokutomaru's fastest meterless guard cancel and this brake is his fastest way to build meter.
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Hokutomaru 236B.png
|name=Kuuha Dan
|input= {{Motion|236}}+{{Icon-SNK|D}}
|subtitle=
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|236}}+{{Icon-SNK|D}}
  |version=D
  |Damage=7, 7, 7, 7
  |Damage=7, 7, 7, 7
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 1,364: Line 1,321:
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-9
  |Block Adv=-9
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=
  |Cancel on Hit=X
  |Cancel on Block=
  |Cancel on Block=X
  |Guard Crush Value=3, 3, 3, 3
  |Guard Crush Value=3, 3, 3, 3
  |description= Combo fodder.
  |description= Travels in a larger arc than the B version and hits an additional time. Each individual hit also does slightly more damage.
<div class="mw-collapsible">
<gallery>
  Garou_Hokutomaru_236B 1.png
  Garou_Hokutomaru_236B 2.png
  Garou_Hokutomaru_236B 3.png
  Garou_Hokutomaru_236B 4.png
  Garou_Hokutomaru_236B 5.png
</gallery>
</div>
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version={{Motion|236}}+{{Icon-SNK|D}} Break
  |version=D Break
  |Damage=7
  |Damage=7
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=16
  |Startup=16
  |Active=
  |Active=2~4
  |Recovery=
  |Recovery=18~21
  |Total=
  |Total=36~41
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=+5
  |Block Adv=+5
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=3
  |Guard Crush Value=3
  |description=
  |description= While slower than the B version, this brake has more damage and range, so it's better for combos when available.
  }}
  }}
}}
}}
Line 1,399: Line 1,347:
===Super Moves===
===Super Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Chou Hissatsu Shuriken / Chou Bakuen Kunai (236236A/C)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Hokutomaru 236236A.png
|image=Garou Hokutomaru 236236A.png
|image2=Garou Hokutomaru 236236A 1.png
|image2=Garou Hokutomaru 236236A 1.png
|name=Chou Hissatsu Shuriken
|caption2=A
|input={{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}
|image3=Garou Hokutomaru 236236C.png
|caption=
|image4=Garou Hokutomaru 236236C 1.png
|caption4=C
|name=Chou Hissatsu Shuriken / Chou Bakuen Kunai
|input=236236A/C (S/P Power, Brake OK)
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}
  |version =A
  |Damage=7, 7, 7, 7, 15  
  |Damage=7, 7, 7, (7,) 15
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Startup=9
  |Startup=9
Line 1,416: Line 1,367:
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=HKD (+37 ~ +49)
  |Block Adv=-34
  |Block Adv=-34
  |Feint Cancel=
  |Feint Cancel=
Line 1,423: Line 1,374:
  |Guard Crush Value=2×4, 5
  |Guard Crush Value=2×4, 5
  |description=Midscreen combo ender.
  |description=Midscreen combo ender.
1~6F full-body invincibility.  
* 1~6F full-body invincibility.  
When far away from the opponent, this move will only hit 4 times.
* When far away from the opponent, this move will only hit 4 times (lose 7 damage).
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version = --- {{Icon-SNK|A}}{{Icon-SNK|B}}
  |version = A Break
  |Damage=
  |Damage=
  |Guard=
  |Guard=
Line 1,435: Line 1,386:
  |Total=
  |Total=
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=-34
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Can be force-finished early with A+B.  
  |description=Pressing A+B will throw the large shuriken earlier. This can be useful to make it hit OTG after an aerial counterhit.
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou Hokutomaru 236236C.png
|image2=Garou Hokutomaru 236236C 1.png
|name=Chou Bakuen Kunai
|input={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}}
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  | header =
  | header =
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}}
  |version =C
  |Damage=7, 7, 7, 7, 32  
  |Damage=7, 7, 7, 7, 32  
  |Guard=<span style="color:#ff0000;">Mid</span>
  |Guard=<span style="color:#ff0000;">Mid</span>
Line 1,464: Line 1,402:
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=HKD (+37 ~ +49)
  |Block Adv=-34
  |Block Adv=-34
  |Feint Cancel=
  |Feint Cancel=
Line 1,470: Line 1,408:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=3×5
  |Guard Crush Value=3×5
  |description=1~9F full-body invincibility.  
  |description=* 1~9F full-body invincibility.  
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |version = --- {{Icon-SNK|A}}{{Icon-SNK|B}}
  |version =C Break
  |Damage=
  |Damage=
  |Guard=
  |Guard=
Line 1,481: Line 1,419:
  |Total=
  |Total=
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=-34
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Can be force-finished early with A+B.  
  |description=Pressing A+B will throw the large kunai earlier.
  }}
  }}
}}
}}


 
===== <span class="invisible-header">Ougi • Chou Hissatsu Tatsumaki / Kyuukyoku Ougi • Chou Bakuen Tatsumaki (236236B/D)</span> =====
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou Hokutomaru 236236B.png
|image=Garou Hokutomaru 236236B.png
|name=Ougi • Chou Hissatsu Tatsumaki
|caption=B
|input={{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}}
|image2=Garou_Hokutomaru_236236D.png
|caption=
|caption2=D
|name=Ougi • Chou Hissatsu Tatsumaki  / Kyuukyoku Ougi • Chou Bakuen Tatsumaki
|input=236236B/D (S/P Power)
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}}
  |version =B
  |Damage=5×9
  |Damage=5×9
  |Guard=Mid
  |Guard=Mid
Line 1,508: Line 1,446:
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=HKD (+38)
  |Block Adv=-60
  |Block Adv=-60
  |Feint Cancel=
  |Feint Cancel=
Line 1,514: Line 1,452:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=2×9
  |Guard Crush Value=2×9
  |description=Corner combo ender and Hokutomaru's only invincible reversal. Due to the hitbox being modest and the damage being spread between many weak hits, it is somewhat mediocre as an anti-air or reversal. The invincibility is also very brief which can cause it to trade with or lose to jump-ins. <br>
  |description=Corner combo ender and Hokutomaru's only invincible reversal. Due to the hitbox being modest, the short length of the invincibility and the damage being spread between many weak hits, when used outside of combos it will often miss many hits and even trade/lose to attacks, limiting its use as a raw reversal or anti-air. It is pretty reliable as a GC, though you may still lose damage.
As it is 1F startup, Hokutomaru can [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Advanced_Techniques#Regarding_1F_Startup_Supers juggle into this super when the opponent is meant to be invincible (air reset)]. This is difficult to time and does not apply to the P-Power version which is 0F startup. <br>
* As it is 1F startup, Hokutomaru can [https://wiki.supercombo.gg/w/Garou:_Mark_of_the_Wolves/Advanced_Techniques#Regarding_1F_Startup_Supers juggle into this super when the opponent is meant to be invincible (air reset)]. This is difficult to time and does not apply to the P-Power version which is 0F startup.
1~2F full-body invincibility.
* 1~2F full-body invincibility.
* Causes Hard Knockdown.
<gallery class="mw-collapsible">
<div class="mw-collapsible">
  Garou Hokutomaru 236236B.png|
<gallery>
   Garou_Hokutomaru_236236B 1.png|
   Garou_Hokutomaru_236236B 1.png
   Garou_Hokutomaru_236236B 2.png|
   Garou_Hokutomaru_236236B 2.png
   Garou_Hokutomaru_236236B 3.png|
   Garou_Hokutomaru_236236B 3.png
</gallery>
</gallery>
</div>
  }}
  }}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Garou_Hokutomaru_236236D.png
|name=Kyuukyoku Ougi • Chou Bakuen Tatsumaki
|input={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}}
|caption=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |header=
  |header=
  |version={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}}
  |version=D
  |Damage=7×10
  |Damage=7×10
  |Guard=Mid
  |Guard=Mid
Line 1,552: Line 1,478:
  |Guard Crush Value=3×10
  |Guard Crush Value=3×10
  |description=
  |description=
* Full-body invincibility on frame 1 only.
* Causes Soft Knockdown, unlike 236236B.
* Causes Soft Knockdown, unlike 236236B.
<div class="mw-collapsible">
<gallery class="mw-collapsible">
<gallery>
  Garou_Hokutomaru_236236D.png|
   Garou_Hokutomaru_236236D 1.png
   Garou_Hokutomaru_236236D 1.png|
   Garou_Hokutomaru_236236D 2.png
   Garou_Hokutomaru_236236D 2.png|
   Garou_Hokutomaru_236236D 3.png
   Garou_Hokutomaru_236236D 3.png|
</gallery>
</gallery>
</div>
  }}
  }}
}}
}}


{{Navbox-MOTW}}
{{Navbox-MOTW}}
[[Category:Garou: Mark of the Wolves]]
[[Category:Garou: Mark of the Wolves]]

Latest revision as of 08:31, 15 April 2025

Introduction

Hokutomaru is the young disciple of Andy Bogard, who practices Shiranui-style ninjutsu. By the instruction of his master, he left his home in the remote mountains of Japan to participate in the Maximum Mayhem tournament and demonstrate his skills.

Gameplay

TBD


Strengths Weaknesses
  • Many target combos for hit confirming and pressuring
  • Good air-to-air capabilities
  • The only character with a double jump
  • Has an air throw
  • Normals are fairly stubby and have mediocre range
  • Somewhat poor damage and conversions off of lows
  • Struggles to build meter
  • Lower defense and guard crush gauge than average
MOTW Hokutomaru Art.png


Character Colors

Hokucolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/27.html and https://w.atwiki.jp/garoumow/pages/80.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
Hitbox: A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
Hurtbox: A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hitbox on a projectile attack.
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".)
Startup The number of frames before an attack can hit the opponent. Does not include the first active frame.
Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "Basic" damage -- Unmodified damage values

"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decreases the defender's guard durability gauge by this value.
+X Attacker has X number of advantage frames.
-X Attacker has X number of disadvantage frames.
KD Short for "knockdown", knocks down opponent on hit.
Cancelable on both hit and block.
Chain cancelable with the same button (renda cancel).
Cancelable on the first hit/part only.
《X》OR «X» OR <<X>> OR (X) X number of inactive frames between hits of multihit moves.
Only cancelable on block.
Only cancelable on hit.
× OR X Not cancelable.


Notes:

  • Guard crush values within ( ) are when the move is used as the next hit of a target combo.
  • From the 2nd hit and after of the target combo, the active frames and recovery frames will be the same as far moves and crouching moves
  • Jump D, Jump A, and Jump B (Jump A and Jump B are usually diagonal jumps only) can beat out upper-body evasive attacks.
  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
Standing/Taunting Crouching Running Jumping
Garou Hokutomaru Stand.png Garou Hokutomaru Crouch.png Garou Hokutomaru Run.png Garou Hokutomaru Jump.png
Can low profile certain moves. 36F (35F for backward jump). Can double jump.

Close Standing Normals

Close 5A

c5A
Garou Hokutomaru c5A.png
c5A Damage Guard Startup Active Recovery Total
4 Mid 4 4 5 13
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Standing jab.

c5A>B Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 4, 3

Target combo from c5A.

c5A>C Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 4, 3

Target combo from c5A.

c5A>C>C Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - 4, 3, 0

Target combo from c5A. Ends in a cancel.


Close 5B

c5B
Garou Hokutomaru c5B.png
c5B Damage Guard Startup Active Recovery Total
6 Mid 4 3 9 16
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+3 +3 4
c5B>D Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 4, 3

Target combo from c5B.

c5B>D>C Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 4, 3, 0

Target combo from c5B. Ends in a cancel.


Close 5C

c5C
Garou Hokutomaru c5C.png
Damage Guard Startup Active Recovery Total
6, 6 Mid 5 2, 《5》, 3 16 31
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 3, 3


Close 5D

c5D
Garou Hokutomaru c5D.png
Damage Guard Startup Active Recovery Total
9 Mid 3 3 19 25
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 5

Hokutomaru's fastest normal on the ground, easily combos into specials, has incredible frame advantage when feint cancelled letting it link into itself and can't be JD'd low despite being a mid. An incredible normal.

Far Standing Normals

Far 5A

f5A
Garou Hokutomaru f5A.png
f5A Damage Guard Startup Active Recovery Total
5 Mid 4 3 7 14
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 ◯ / ∞ ◯ / ∞ 4
f5A>B Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 4, 3

Target combo from f5A.

f5A>C Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 4, 3

Target combo from f5A.

f5A>C>C Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - 4, 3, 0

Target combo from f5A. Ends in a cancel.

Far 5B

f5B
Garou Hokutomaru f5B.png
f5B Damage Guard Startup Active Recovery Total
7 Mid 6 3 11 20
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 4(3)
f5B>D Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 4, 3

Target combo from f5B.

f5B>D>C Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 4, 3, 0

Target combo from f5B. Ends in a cancel.


Far 5C

f5C
Garou Hokutomaru f5C.png
Damage Guard Startup Active Recovery Total
12 Mid 11 1 30 42
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 X X 5(3)

Slow, can't be cancelled and is punishable on hit... not great traits to have.

Far 5D

f5D
Garou Hokutomaru f5D.png
Damage Guard Startup Active Recovery Total
12 Mid 11 3 21 35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 X X 5(3)

Crouching Normals

2A

2A
Garou Hokutomaru 2A.png
2A Damage Guard Startup Active Recovery Total
4 Mid 4 4 5 13
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

2A's last 3F of recovery has full-body invincibility.

  • Chains into 2A, 2B, and 2C.
  • You can confirm into 236236P by doing 2A 36 2B+C/B+D 3 then confirming if it hit or not.
2A>B Damage Guard Startup Active Recovery Total
- Mid, Low - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 4, 3

Target combo from 2A.

2A>C>C Damage Guard Startup Active Recovery Total
- Mid, Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 4, 3, 0

Target combo from 2A. Ends in a cancel.

2B

2B
Garou Hokutomaru 2B.png
2B Damage Guard Startup Active Recovery Total
5 Low 5 4 7 16
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 ◯ / ∞ ◯ / ∞ 4(3)
  • Your go-to low poke and confirm. You can confirm 236236P by doing 2B 36 2B+C/B+D 3 then confirming if it hit or not.
  • Without meter, chain into 2D then do the C feint to recover faster.
2B>C>C Damage Guard Startup Active Recovery Total
- Low, Mid - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 4, 3, 0

Target combo from 2B. Ends in a cancel.

2B>D>C Damage Guard Startup Active Recovery Total
- Low, Low - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - 4, 5, 0

Target combo from f5B. Ends in the same cancel.

You can kara cancel the 2D with the follow-up C cancel.

2C

2C
Garou Hokutomaru 2C.png
Damage Guard Startup Active Recovery Total
9 Mid 6 4 16 26
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X X 5(3)
  • A quick poke that reaches far and recovers quickly. It's +1 too, making it very useful to just throw out in neutral since you aren't risking much.
2D

2D
Garou Hokutomaru 2D.png
Damage Guard Startup Active Recovery Total
9 Low 10 5 19 34
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -3 X X 5(5)
  • Sweep. Can be used as an anti-air by low profiling some moves and hitting the landing frames.

Jumping Normals

jA

jA
Garou Hokutomaru jA.png
Damage Guard Startup Active Recovery Total
6 High 6 12 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 4
  • Can beat out upper-body evasion attacks (usually from a diagonal jump).


jB

jB
Garou Hokutomaru jB.png
Damage Guard Startup Active Recovery Total
6 High 3 10 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 4
  • Can beat out upper-body evasion attacks (usually from a diagonal jump).


jC

jC
Garou Hokutomaru jC.png
Damage Guard Startup Active Recovery Total
8 High 6 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 5


jD

jD
Garou Hokutomaru jD.png
Damage Guard Startup Active Recovery Total
8 High 7 7 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 5
  • Can beat out upper-body evasion attacks.


Command Normals

Sliding (3B)

Sliding
3B
Garou Hokutomaru 3B.png
Damage Guard Startup Active Recovery Total
10 Low 7 13 22 42
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -13 X X 9

A sliding sweep that is excellent at catching landing frames, making this one of Hokutomaru's better anti-airs.

  • Some characters are completely incapable of hitting Hokutomaru during the low profile.
  • On hit/block, unless it hit on the last active frame, 1 active frame is skipped during recovery. For example, hitting on the first frame has 20F blockstun - (11 remaining active frames + 22F recovery) = -13 adv. Max advantage is -2.
Kuuten Kyaku (3D)

Kuuten Kyaku
3D
Garou Hokutomaru 3D.png
Damage Guard Startup Active Recovery Total
6, 6 Mid 8 4, 4 30 46
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -13 X , ◯ X , ◯ 9, 9
  • Startup is kara cancellable and recovery is whiff cancellable into air specials.
  • Block adv on 1st hit only = -17
Double Jump

Double Jump
j7/8/9
Garou Hokutomaru Jump.png
Damage Guard Startup Active Recovery Total
/ / - / / /
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
/ / / / /

Hokutomaru is the only character who can double jump (without the help of a wall) which opens up many options for him in the air.

  • The double jump must be input near the peak of Hokutomaru's jump, and it cannot be cancelled into from a jumping normal.
  • Hokutomaru cannot Just Defend after double jumping!

Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Garou Hokutomaru 5AB.png
Damage Guard Startup Active Recovery Total
6, 6 Overhead 18 3, 《4》, 3 17 45
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 X X 3, 3

The fastest universal overhead in the game. Unfortunately is split up into 2 hits which prevents Hokutomaru from comboing after a counterhit and can leave him punishable if the second hit whiffs.

  • If the second hit whiffs it is -8 on hit, -2 on block.
  • 18F hitstun and 24F blockstun.
Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Garou Hokutomaru 2AB.png
2AB Damage Guard Startup Active Recovery Total
10 Mid 10 2 16 28
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +7 X 6
  • A poke that is plus on block and easily combos to 236236P on hit. As it cannot be cancelled on block, no confirm is needed.
  • 1~5F upper-body invincibility.
  • 18F hitstun and 24F blockstun.
2AB~BC Damage Guard Startup Active Recovery Total
- - - - - 30
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-12 -6 - - 6, 0

Follow-up to 2AB where Hokutomaru jumps forward with no collision, meaning he can pass through the opponent. Can be used to reposition after a knockdown.

  • Lower-body invincibility for 12F while in the air. Although he disappears briefly, Hokutomaru is NOT fully invincible at any point in this move.
T.O.P. Attack (CD)

Ninpou Bakuho (T.O.P. Attack)
C+D (T.O.P. only)
Garou Hokutomaru CD.png
Damage Guard Startup Active Recovery Total
17 (base damage) Mid 14 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -31 - - 25

A slow anti-air. Has bad priority and is very unsafe on block, so it is not recommended.

  • 12~14F full-body invincibility.

Throws

Hikkakimanesu (4/6C)

Hikkakimanesu
Scratch
Close 4/6C
Garou Hokutomaru Grab.png
Damage Guard Startup Active Recovery Total
4, 4, 4, 4 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD (+59) - - - -

A typical throw. Sets up for oki mixups very well.

  • Frame advantage varies depending on the height of the opponent as Hokutomaru needs to jump off of them and land before he can act.
Nomen Tsukuri (j4/2/6C)

Noumen Tsukuri
Noh mask making
Close j4/2/6C
Garou Hokutomaru Air Grab.png
Damage Guard Startup Active Recovery Total
13 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Feints

Forward Feint (6AC)

6A+C
Forward Feint
Garou Hokutomaru 6AC.png
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the end recovery animation of Karakusa Giri.

Down Feint (2AC)

2A+C
Down Feint
Garou Hokutomaru 2AC.png
Damage Guard Startup Active Recovery Total
- - - - - 8
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of Shuriken.

  • The faster of the two feints. Always use this one.

Special Moves

Shuriken (236P)

Shuriken
(j)236A/C
Garou Hokutomaru 236A.png
A
Garou Hokutomaru 236C.png
C
Garou Hokutomaru j236P.png
jA/C
Unlike all other projectiles, Hokutomaru's shurikens can be destroyed by the opponent's melee attacks (without absorbing it, the same attack can still hit Hokutomaru) which makes them relatively ineffective for deterring divekicks or other advancing moves.
A Damage Guard Startup Active Recovery Total
10 Mid 12 / 35 47
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 ~ +32 -2 ~ +32 X X 7

Single shuriken. Not used often as the air version is faster when TK'd or done from a backdash.

C Damage Guard Startup Active Recovery Total
6, 6, 6 Mid 18, 22, 27 / 40 58
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 ~ +37 -2 ~ +37 X X 5, 5, 5

Triple shuriken. Much longer recovery.

jA/C Damage Guard Startup Active Recovery Total
12 Mid 18 / 6 + falling + 10 Minimum 38
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
Up to +32 Up to +32 X X /

Completely stops Hokutomaru's air momentum and has him slowly fall straight down after. Decent option to try and stuff someone who's gonna jump.

Rakkazan (214K)

Rakkazan
(j)214B/D
Garou Hokutomaru 214B.png
B
Garou Hokutomaru 214D.png
D
B
Kyo (Void)
Damage Guard Startup Active Recovery Total
/ / / / 43 43
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
/ / X X /

Fake-out. Hokutomaru is counterhit punishable.

  • 7~12F full-body invincibility.
D
Jitsu (Real)
Damage Guard Startup Active Recovery Total
20 High 28 3 31(hit/whiff) / 46(block) 62(hit/whiff) / 77(block)
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -22 X X 8

Cheesy homing teleport overhead that carries enormous risk in exchange for just decent reward.

  • The main use of this move is in combos. Using it in neutral is almost entirely a gimmick and requires hard reads.
  • Hokutomaru appears at a fixed height every time so if the opponent is in the air you will teleport directly into a jump normal, and the hitbox is a lot smaller than it seems (the opposite can be said about the hurtbox).
  • Counterhitting a grounded opponent (spinning hitstun) will reduce frame advantage, leaving Hokutomaru only +1.
  • If the opponent blocks this, Hokutomaru will eat a huge combo.
  • 7~8F full-body invincibility.
Karakusa Giri (214P)

Karakusa Giri
214A/C
Garou Hokutomaru 214A.png
A Damage Guard Startup Active Recovery Total
20 Mid 19 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -10 - - 7

Used in meterless combos. Can GC into this to punish a fireball at footsies range.

A (Hold) Damage Guard Startup Active Recovery Total
/ / / / 33 33
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
/ / / / /

Hold the button input to stop/cancel the attack. Trying to make use of this after a blocked normal still leaves Hokutomaru very minus, but it can be useful to approach a downed opponent while building a bit of meter.

C Damage Guard Startup Active Recovery Total
14, 16 Mid 30 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -18 - - 4, 4

Far too slow to be comboed into practically and is extremely unsafe.

C (Hold) Damage Guard Startup Active Recovery Total
/ / / / 40 40
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
/ / / / /

Hold the button input to stop/cancel the attack.

Kuuha Dan (236K)

Kuuha Dan
236B/D (Brake OK)
Garou Hokutomaru 236B.png
Very rare for all hits to connect.
B Damage Guard Startup Active Recovery Total
6, 6, 6 Mid 11 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -12 X X 3, 3, 3

Andy Bogard's signature multihit arcing kick that is very unsafe and not very rewarding.

  • Can be comboed into from lights.
B Break Damage Guard Startup Active Recovery Total
6 Mid 11 2~4 18~20 31~35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - 3

When braked, this move becomes a plus on block launcher which is very nice, although this version has little range which restricts its use in combos/pressure.

  • Hokutomaru's fastest meterless guard cancel and this brake is his fastest way to build meter.
D Damage Guard Startup Active Recovery Total
7, 7, 7, 7 Mid 16 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -9 X X 3, 3, 3, 3

Travels in a larger arc than the B version and hits an additional time. Each individual hit also does slightly more damage.

D Break Damage Guard Startup Active Recovery Total
7 Mid 16 2~4 18~21 36~41
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - 3

While slower than the B version, this brake has more damage and range, so it's better for combos when available.

Super Moves

Chou Hissatsu Shuriken / Chou Bakuen Kunai (236236A/C)

Chou Hissatsu Shuriken / Chou Bakuen Kunai
236236A/C (S/P Power, Brake OK)
Garou Hokutomaru 236236A.png
Garou Hokutomaru 236236A 1.png
A
Garou Hokutomaru 236236C.png
Garou Hokutomaru 236236C 1.png
C
A Damage Guard Startup Active Recovery Total
7, 7, 7, (7,) 15 Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
HKD (+37 ~ +49) -34 - - 2×4, 5

Midscreen combo ender.

  • 1~6F full-body invincibility.
  • When far away from the opponent, this move will only hit 4 times (lose 7 damage).
A Break Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- -34 - - -

Pressing A+B will throw the large shuriken earlier. This can be useful to make it hit OTG after an aerial counterhit.

C Damage Guard Startup Active Recovery Total
7, 7, 7, 7, 32 Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
HKD (+37 ~ +49) -34 - - 3×5
  • 1~9F full-body invincibility.
C Break Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- -34 - - -

Pressing A+B will throw the large kunai earlier.

Ougi • Chou Hissatsu Tatsumaki / Kyuukyoku Ougi • Chou Bakuen Tatsumaki (236236B/D)

Ougi • Chou Hissatsu Tatsumaki / Kyuukyoku Ougi • Chou Bakuen Tatsumaki
236236B/D (S/P Power)
Garou Hokutomaru 236236B.png
B
Garou Hokutomaru 236236D.png
D
B Damage Guard Startup Active Recovery Total
5×9 Mid 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
HKD (+38) -60 - - 2×9

Corner combo ender and Hokutomaru's only invincible reversal. Due to the hitbox being modest, the short length of the invincibility and the damage being spread between many weak hits, when used outside of combos it will often miss many hits and even trade/lose to attacks, limiting its use as a raw reversal or anti-air. It is pretty reliable as a GC, though you may still lose damage.

D Damage Guard Startup Active Recovery Total
7×10 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -54 - - 3×10
  • Full-body invincibility on frame 1 only.
  • Causes Soft Knockdown, unlike 236236B.

Game Navigation

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