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== Key Moves == | == Key Moves == | ||
{{MoveData | |||
|name=Mighty Thrust | |||
|input=6B | |||
|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 on hit for a mixup. | |||
}} | |||
}} | |||
{{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=6B | |||
|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 uzed 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. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Straw Sandals Kick | |||
|input=1K | |||
|image=SCVI_Haohmaru_1K.png | |||
|data= | |||
{{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 coutnerhit. | |||
}} | |||
}} | |||
{{Navbox-SCVI}} | {{Navbox-SCVI}} | ||
[[Category:Soulcalibur VI]] | [[Category:Soulcalibur VI]] |
Revision as of 01:00, 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 |
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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 |
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Key Moves