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=Gameplay Overview= | =Gameplay Overview= | ||
Hokutomaru is a mid-low tier character with all around moves based on speed moves. | |||
His projectiles can be in ground or air, they are weaks but faster, his Kuuhadan its a good middle range anti air and also his blade move its quick and your main 2-in-1 combo meterless ender. | |||
His corner game is one of his objetives due that their faint moves and breaks can be connected in a same corner combo, along with a command move that is your corner link. | |||
His Super Move homage to Mai Shiranui its your anti air close combat tool and best corner combo ender, and the Projectile Spam Super Move its your midscreen combo ender. | |||
He had low stamina as Hotaru or Freeman but his moves are useful to zone or rush, and his T.O.P. Attack its a bit awful. | |||
=Move List= | =Move List= |
Revision as of 19:09, 20 March 2017
Hokutomaru
Chou Hissatsu Tatsumaki-
S. Power does a total of 32 points of damage.
P. Power does a total of 47 points of damage.
Chou Hissatsu Shuriken-
This S. Power does a total of 33 points of damage, if the final shuriken isn't fired early.
Chou Hissatsu Kunai-
This S. Power does a total of 45 points of damage, if the final kunai isn't fired early.
Introduction
Introduction
To come.
Character Colors
Gameplay Overview
Hokutomaru is a mid-low tier character with all around moves based on speed moves.
His projectiles can be in ground or air, they are weaks but faster, his Kuuhadan its a good middle range anti air and also his blade move its quick and your main 2-in-1 combo meterless ender.
His corner game is one of his objetives due that their faint moves and breaks can be connected in a same corner combo, along with a command move that is your corner link.
His Super Move homage to Mai Shiranui its your anti air close combat tool and best corner combo ender, and the Projectile Spam Super Move its your midscreen combo ender.
He had low stamina as Hotaru or Freeman but his moves are useful to zone or rush, and his T.O.P. Attack its a bit awful.
Move List
Command Normal Moves
Slide Kick: +
Kutten Keri (Double Kick): +
Double Jump: ,
Special Command Moves
Attributes
When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.
Frame Data
Legend :
Command = the input for the attack.
Start Up = How many start up frames an attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
Data from Howard's Arena
Attack Notes
To come.
Combos
Anywhere:-
1- j.,s.
>
(Chain),QCB+A
2- j.,s.
>
(Chain),QCFx2+P
3- cr.
,QCF+D,
,DF+DxxQCB+D
4- s.-Feint->cr.
,QCFx2+P
Corner only:-
5- j.,s.
,QCF+D,
,DF+DxxQCB+D
6- j.,s.
,QCF+D,
,DF+DQCFx2+K
7- j.,s.
-Feint->cr.
,QCFx2+P
Hitboxes
Command | Total Frames |
Close ![]() ![]() ![]() |
x |
Command | Total Frames |
![]() ![]() ![]() |
x |
Command | Total Frames |
![]() ![]() ![]() |
x |
Command | Start Up | Hit | Guard |
Close ![]() |
4 | +6 | +6 |
Command | Start Up | Hit | Guard |
Close ![]() |
4 | +3 | +3 |
Command | Start Up | Hit | Guard |
Close ![]() |
5 | +2 | +2 |
Command | Start Up | Hit | Guard |
Close ![]() |
3 | -1 | -1 |
Command | Start Up | Hit | Guard |
Far ![]() |
4 | +5 | +5 |
Command | Start Up | Hit | Guard |
Far ![]() |
6 | +1 | +1 |
Command | Start Up | Hit | Guard |
Far ![]() |
11 | -10 | -10 |
Command | Start Up | Hit | Guard |
Far ![]() |
11 | -3 | -3 |
Command | Start Up | Hit | Guard |
![]() ![]() |
4 | +5 | +5 |
Command | Start Up | Hit | Guard |
![]() ![]() |
5 | +1 | +2 |
Command | Start Up | Hit | Guard |
![]() ![]() |
6 | -20 | -20 |
Command | Start Up | Hit | Guard |
![]() ![]() |
10 | KD | -14 |
Command | Start Up | Hit | Guard |
Jumping ![]() |
6 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping ![]() |
3 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping ![]() |
6 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping ![]() |
7 | ? | ? |
Command | Start Up | Hit | Guard |
![]() ![]() |
18 | -1 | +5 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
10 | +1 | +7 |
Command | Start Up | Hit | Guard |
---![]() ![]() |
x | -12 | -6 |
Command | Start Up | Hit | Guard |
![]() ![]() |
7 | KD | -15 |
Command | Start Up | Hit | Guard |
![]() ![]() |
8 | KD | -13 |
Command | Start Up | Hit | Guard |
![]() ![]() |
10 | KD | -34 |
T.O.P. Notes
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!
Overall Strategy
To come.
Matchup Notes
To come.
Advanced Tactics
To come.
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