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{{MOTW Character Intro|char=Hokutomaru |content= | |||
[[File:Hoku.PNG|right]] | [[File:Hoku.PNG|right]] | ||
==Introduction== | ==Introduction== | ||
{| | '''Hokutomaru''' | ||
== Gameplay == | |||
| | {{Content Box|content= | ||
* Varied Specials | TBD | ||
* Good Standard Combo Options | |||
* Break for Combo Options | |||
| | {{ProConTable | ||
* Lack of Anti Air Options | |pros= | ||
* Emblematic Combos are Corner Only | * '''Varied Specials''' | ||
* Low Stamina | * '''Good Standard Combo Options''' | ||
* '''Break for Combo Options''' | |||
|cons= | |||
* '''Lack of Anti Air Options''' | |||
* '''Emblematic Combos are Corner Only''' | |||
* '''Low Stamina''' | |||
}} | |||
}} | |||
}} | |||
'''Character Colors''' | '''Character Colors''' | ||
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==Move List== | ==Move List== | ||
===Esoterics=== | ===Esoterics=== | ||
Frame Data Source: https://w.atwiki.jp/garoumow/pages/27.html and | Frame Data Source: https://w.atwiki.jp/garoumow/pages/27.html and https://w.atwiki.jp/garoumow/pages/80.html | ||
{{MOTW Legend}} | {{MOTW Legend}} |
Revision as of 17:40, 23 January 2023
Character Colors
Move List
Esoterics
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. |
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. |
Close Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | Yes | Yes | - | |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+3 | +3 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 5 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 3 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | -1 | Yes | Yes | - |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 4 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 6 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | Yes | Yes | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 11 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-10 | -10 | No | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 11 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | No | No | - |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 5 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +2 | Yes | Yes | - | |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 6 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-20 | -20 | No | No | - | |
|
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 10 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -14 | No | No | - | |
|
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes | - | - |
Command Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 18 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | +5 | - | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 10 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +7 | - | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 10 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -34 | - | - | - | |
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! |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 7 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -15 | No | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 8 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -13 | No | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-12 | -6 | - | - | - |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Feint Cancels
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | No | No | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | Yes | No | - |
Special Moves
Super Moves
Combos
Anywhere
Corner only
Basic Strategy
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.
Advanced Tactics
In-depth video lecture on Hokutomaru. Please use the timestamps to navigate the topics.
Matchup info
Rock Howard


5 - 5
(Slightly favorable matchup)
Kim Dong-Hwan


5 - 5
(Slightly unfavorable matchup)
Hotaru Futaba


5 - 5
(Slightly unfavorable matchup)
Marco Rodrigez


5 - 5
(Slightly unfavorable matchup)
Terry Bogard


5 - 5
(Slightly favorable matchup)
Kevin Rian


3 - 7
(Highly unfavorable matchup)
Freeman


5 - 5
(Slightly favorable matchup)
The Griffon


6 - 4
(Favorable matchup)
B. Jenet


3 - 7
(Highly unfavorable matchup)
Gato


3 - 7
(Highly unfavorable matchup)
Kim Jae Hoon


5 - 5
(Fair matchup)
Grant


4 - 6
(Unfavorable matchup)
Kain R. Heinlein


4 - 6
(Unfavorable matchup)