Hokuto no Ken/Mamiya: Difference between revisions

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(added infobox, moved combos and matchups to respective pages)
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{{Infobox Character HNK
|name=Mamiya
}}
[[File:Mamiyaportrait.jpg|right]]
[[File:Mamiyaportrait.jpg|right]]
==Introduction==
==Introduction==
Line 153: Line 157:
'''236CD (Fatal KO)'''<br>
'''236CD (Fatal KO)'''<br>
[[File:Mamiya-FKO.png]]
[[File:Mamiya-FKO.png]]
==Combos==
==Basic Combos==
===Combos without banishing strike===
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > 623D
|}
Better than nothing.
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > AC > JA > JB > JC > air 236A > air B+D
|}
Basically a corner combo. Can change a bit depending on the other character. 2 stars.
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > AC > JA > JB > JC > air 236A > land > C+D
|}
Another corner combo. Banishing strike hits OTG. Leaves the opponent in the corner.
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2C > 236C > B
|}
236C > B needs to be done as fast as possible. Getting it blocked basically means dying. Won't combo if her spike gauge is empty. Gives a good okizeme and does not require boost.
{| style="width:100%" cellpadding=10 border="1"
| > 2B > 2C > 236C > B> 5A > 623D
|}
Adds a bit of damage. Doesn't work on Juda, hard on Toki.
{| style="width:100%" cellpadding=10 border="1"
| > (close to corner) 2B > 2C > 236C > B > 2A > cC > cD(1~2) > C+D or land >236D meaty
> (close to corner) 2B > 2C > 236C > B > 2A > cC > A+C > JA > air 236A > JA > JB > JD > air B+D or land > 236D meaty
> (close to corner) 2B > 2C > 236C > B > 2A > cC > 236236A > B*2 > land > A+C > JA > air 236A > JA > JB > JD > air B+D or land > 236D meaty
|}
A+C is easy to do on Kenshiro, Raoh, Toki, Rei, Mamiya.
===Banishing Strike Combos===
====Starters====
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2C > E~C+D > 6~
|}
Basic starter. Won't combo if her spike gauge is empty.
{| style="width:100%" cellpadding=10 border="1"
| > fD (hit confirm) > C+D+E > 6~
|}
====Wall Combos====
{| style="width:100%" cellpadding=10 border="1"
| ~2C > A+C > air 236A > land (small dash) > 5A > JB > JB > land > JB > JB > land > 236236A~
|}
Basic 3 stars combo. Depending on the character, might have to change 5A to 5B. JB > JB > land can be looped up to 4 times. Had a 5A if you feel like you're going to cross-up. 236236A follow-ups will be written after.
{| style="width:100%" cellpadding=10 border="1"
| ~2C > A+C > air 236A > 2C > 236236A~
|}
Easier version that works on everyone.
====236236A follow-ups====
{| style="width:100%" cellpadding=10 border="1"
| ~A*n > C > B > A*n > C > B~
|}
5 or 6 times A each time. C > B is used to manage your opponent's height.
{| style="width:100%" cellpadding=10 border="1"
| ~B*2 > land > A+C > JA > JC > JD (1 hit) > air 236A > JA > JB > JD > air B+D
|}
236236A into Grave combo. 3 stars even without banishing strike.
{| style="width:100%" cellpadding=10 border="1"
| ~B > land > backdash > 236D
|}
Combo into meaty 236D. Can go for A+B for okizeme after the opponent blocks the 236D.
{| style="width:100%" cellpadding=10 border="1"
| ~A > B > land > FKO
|}
236236A into FKO. There are 2 patterns.
''A''
Corner :
Requires at least 2 arrows.
The bottle hits > One arrow upwards to hit the opponent > Another arrow upward to hit both the bottle and the opponent.
There is no need to change the direction mamiya is shooting at.
''B''
Midscreen :
Requires at least 3 arrows.
After hitting the B, try to move under your opponent.
Launch your FKO and shoot an arrow > shoot an arrow to hit the opponent >  lower your angle, shoot one more to hit the bottle.
Lowering the angle allows the FKO to hit farther away.
===Other Basic Combos===
====Combos from overhead====
{| style="width:100%" cellpadding=10 border="1"
| 6A > A+C+E > JA > JD > air 236A > air B+D
|}
Combo from a hit confirmed 6A
{| style="width:100%" cellpadding=10 border="1"
| instant air dash JD > land > 2B~
|}
Good way to engage offense from mid range. Mamiya's air dash is quite fast, so it's hard to see and can easily convert into a combo.
====Anti air Combos====
{| style="width:100%" cellpadding=10 border="1"
| 2C > A+C > JA > JD > air 236A > air B+D
|}
2 stars. 3 stars if 2C hits counter. Depending on the height after 236A, you may need to add a JA.
{| style="width:100%" cellpadding=10 border="1"
| 2C > C+D > E~2C > A+C > JA > air B+D
|}
3 stars. Requires boost.
{| style="width:100%" cellpadding=10 border="1"
| JA*n > air B+D
|}
Conversion from air to air.
====RELOAD Combos====
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > 214A or 214C
|}
Most of the time same if your opponent doesn't have boost.
{| style="width:100%" cellpadding=10 border="1"
| 236236A > B > land > 214A or 214C
|}
Kind of like the meaty 236D setup. Choose depending on the situation.
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2C > E~C+D > 6 > 2C > A+C > air 236A > land > JB > JB (cross-up) > land > 214A or 214C
|}
Not a combo you really try to go for, but this is something you can do if you happen to cross-up during a banishing strike combo.
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2C > E~C+D > 6 > 2C > A+C > air 236A > land > JB > JB (cross-up) > land > 236236A > wait a bit and release the bike > 214A or 214C
|}
Hard on Shin. Can get all the 236236C hits into meaty 236D against Juda and Jagi.
==Hyakuretsu and Dribble Combos==
===Basic Starters===
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A~ (Except Toki)
~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > A > cD (1 hit) > Hitstop cancel 236236A~
~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > cD (1 hit) > 236236A~ (Kenshiro only)
|}
Hold back after 236A against Kenshiro to get the needed spacing when going for 2D. Too hard to do in a real match against Toki, don't even bother trying. Use Toki specific combos instead.
====After 236236A====
When going for a Hyakuretsu combo, you want to hit the falling B as low as possible.
=====Spike 30% A+C into Hyakuretsu=====
{| style="width:100%" cellpadding=10 border="1"
| B*3 > A*3 > C > B*3 > A*3 > falling B > Hyakuretsu
|}
Against Kenshiro, Rei, Shin, Juda, Raoh
{| style="width:100%" cellpadding=10 border="1"
| B*3 > A*2 > C > B*3 > A*3 > falling B > Hyakuretsu
|}
Against Thouther
=====Spike 50% A+C into Hyakuretsu=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*1 > C > B*3 > A*1 > C > B*3 > A*4 > falling B > Hyakuretsu
|}
Against Kenshiro, Rei, Shin, Juda, Raoh, Jagi hit at the top of the jump.
Against Toki, Heart hit as soon as possible.
=====Spike 0% A+C into Hyakuretsu=====
{| style="width:100%" cellpadding=10 border="1"
| B*3 > A*2 > delay > B*3 > A*3 > falling B > Hyakuretsu
|}
Against Kenshiro, Rei, Shin, Juda, Raoh
=====Spike 50% A+C into Dribble=====
{| style="width:100%" cellpadding=10 border="1"
| B*3 > A*4 > C > B*4 > A*1 > C > B*5 > D > land > neutral jump JB > air dash JB > land > 2A > Dribble
|}
Against Kenshiro, Juda hit at the top of the jump
Against Rei hit just as soon as you start falling
=====Spike 70% A+C into Dribble=====
{| style="width:100%" cellpadding=10 border="1"
| B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*6 > land > dash 2A > Dribble
|}
Against Rei, Shin, Raoh hit just as soon as you start falling
After the 236236A part, you want to use 2A and fB since both are the fastest. fB hits farther.
For example, against Rei you can get up to 25 hits without using boost. Could be either 2A*24 > fB*1 or 2A*16 > fB*9. The only thing you have to be aware is that getting cB is bad.
To make it easier to remember, we'll go as much as possible for 2A*16 or 2A*13.
====236236A hitting a grounded opponent into Dribble====
=====Kenshiro, Rei=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*5 > C > B*2 > A*4 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > Dribble
|}
=====Shin=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*4 > C > B*2 > A*4 > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > Dribble
B*2 > A*7 > C >B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > Dribble
|}
=====Jagi=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*6 > C > B*2 > A*3 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > Dribble
|}
=====Thouther=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*5 > C > B*2 > A*2 > C > B*3 > A*1 > C > B*3 > A*1 > C > B*4 > D > E > Dribble
|}
=====Raoh=====
{| style="width:100%" cellpadding=10 border="1"
| B*2 > A*6 > C > B*2 > A*2 > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > Dribble
|}
=====Juda=====
{| style="width:100%" cellpadding=10 border="1"
| B*1 > A*5 > C > B*2 > A*2 > C > B*3 > A*3 > C > B*4 > A*2 > C > B*5 > D > Dribble
|}
=====Toki, Heart=====
{| style="width:100%" cellpadding=10 border="1"
| B*1 > A*6 > C > B*1 > Delay > A*2 > C > B*2 > A*1 > C > B*3 > A*1 > C > B*4 > E > D > Dribble
|}
===Hyakuretsu Combos against Toki===
====A+C into Hyakuretsu====
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > (cD (1 hit)) > 236236A > B*2 > A*1 > C > B*2 > delay > A*1 > C > B*3 > A*4 > falling B > Hyakuretsu
|}
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > cD (2 hits) > 236236A > B*2 > A*2 > C > B*2 > A*1 > C > B*4 (last one whiffs) > A*1 > C > B*3 > D > land > 6C > 5A > B > 2A~
|}
Requires 70+% spike and 1 Boost. Corner only.
====236236A hitting a grounded opponent into Hyakuretsu====
=====Spike 60+% 8 arrows=====
{| style="width:100%" cellpadding=10 border="1"
| ~2C > E~C+D > 236236A > B*1 > A*7 > C > B*1 > delay > A*2 > C > B*2 > A*2 > E > falling B > Hyakuretsu
|}
=====Spike 60+% 8 arrows without delay that also works against Heart=====
{| style="width:100%" cellpadding=10 border="1"
| ~2C > E~C+D > 236236A > B*1 > A*6 > C > B*2 > A*1 > C > B*2 > A*2 > E > falling B > Hyakuretsu
|}
===Setups while cornered===
What is written here is for no air hit before 236236A.
Reduce one of the numbers between () by the number of air hits before the launching 236236A hit.
Hard to do against Raoh without any air hit.
=====Kenshiro, Rei=====
{| style="width:100%" cellpadding=10 border="1"
| ~B*2 > A*(5) > C > B*2 > A*(4) > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > dash under A > Hyakuretsu
|}
=====Shin=====
{| style="width:100%" cellpadding=10 border="1"
| ~B*2 > A*(4) > C > B*2 > A*(4) > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > dash under  > Rising JB > Falling JB > Dribble
|}
=====Raoh=====
{| style="width:100%" cellpadding=10 border="1"
| ~B*2 > A*(6) > C > B*2 > A*2 > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > dash under  > Rising JB > Falling JB > Dribble
|}
===Other Dribble and Hyakuretsu setups===
=====No boost Spike 50% Basket from when you cannot get boost=====
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A > B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*3 > falling B > land > 2A~
|}
Against Kenshiro, Rei, Shin, Juda, Raoh.
Starting from 2D against Kenshiro and Juda doesn't increase chikuseki enough.
Doesn't work straight from 2C for the same reason. 1 hit before 2D is enough though.
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A > B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*3 > D (whiffs) > falling C > land > 6C4 > A > 2A~
|}
Against Kenshiro, Rei, Shin, Juda, Raoh.
Starting from 2D against Kenshiro and Juda doesn't increase chikuseki enough.
Doesn't work straight from 2C for the same reason. 1 hit before 2D is enough though.
Can get up to 1.2 boost against Kenshiro, Rei and Raoh.
Against Kenshiro, Rei and Juda, falling B instead of falling C is also OK.
=====No boost Spike 0%=====
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > JA > delay > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A > B*3 > A*2 > B*3 > A*2 >  B*4 > A*3 > D (whiffs) > falling C > land > 6C4 > A > 2A~
|}
Against Kenshiro, Raoh, Shin, Rei, Juda. Corner combo.
Hard to do on Shin.
To avoid crossing your opponent, doing a neutral jump after A+C, and then holding 6 after the first JA is better.
=====1 Boost Spike 70+% against Heart=====
{| style="width:100%" cellpadding=10 border="1"
| ~2D > A+C > cD (2 hits) > 236236A > B*1 > A*2 > C > B*2 > A*1 > C > B*3 > A*1 > C > B*3 > D > land > 6C4 > 2A~
|}
Corner only.
====Dribbles from 2C anti air====
{| style="width:100%" cellpadding=10 border="1"
| ~2C > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > C > B*3 > A*1 > C > B*3 > A*1 > C > B*4 > D > land > 6C4 > 2A~
|}
Against Kenshiro, Rei, Raoh, Juda, Shin
=====No spike Dribble=====
{| style="width:100%" cellpadding=10 border="1"
| ~2C > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > B*2 > A*1 >  B*2 > A*1 > B*3 > A*1 > B*4 > D > land > 6C4 > 2A~
|}
If the height is bad, you can go for B*3 > D > land > 6C into Hyakuretsu instead.
=====Raoh=====
{| style="width:100%" cellpadding=10 border="1"
| ~JA > JB > JD (1 hit) > air 236A~E > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > C > B*2 > A*1 > C > B*3 > A*1 > C > B*3 > A*1 > C > B*4 > D > land > 6C > 2A~
|}
=====Spike 0%=====
{| style="width:100%" cellpadding=10 border="1"
| ~JA > JB > JD (1 hit) > air 236A~E > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > B*2 > A*1 > B*2 > A*1 > B*3 > A*1 > B*4 > D > land > 6C > 2A~
|}
===2A*n ・ fB*n===
{| style="width:100%" cellpadding=10 border="1"
| Kenshiro 16 ・ 6
Shin 16 ・ 5
Rei 16 ・ 9
Thouther 16 ・ 5
Raoh 13 ・ 6
Heart 13 ・ 0
Toki 13 ・ 4
Jagi 10 ・ 2
Juda 2 ・ 20
|}
Against Juda 2A only hits twice, so there will be some cB too.
===After increasing hit count with Hyakuretsu===
{| style="width:100%" cellpadding=10 border="1"
| Around 75~85 hits : fB > 2D > 236236A
Around 85~95 hits : fB > delay > fB > fD > JA
Around 95~115 hits : fB > fD > JA
Over 100 hits : fB > fC > 214B
|}
==Fatal KO Combos==
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > FKO
|}
Mainly a corner combo. Can work midscreen too, but it gets harder. The farther you are the harder.
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > A+C > JA > JC > JD > 236A > land > FKO
|}
1 star version of the previous combo.
{| style="width:100%" cellpadding=10 border="1"
| 2B > 2D > A+C > JA > JB > JC > JD > 236A > land > FKO
|}
Toki version.
==Matchups==
===Kenshiro===
X
===Raoh===
X
===Toki===
X
===Shin===
X
===Rei===
X
===Juda===
X
===Thouther===
X
===Jagi===
X
===Mr. Heart===
X
===Mamiya===
X


{{Navbox-HNK}}
{{Navbox-HNK}}
[[Category:Hokuto no Ken]]
[[Category:Hokuto no Ken]]

Revision as of 15:46, 20 October 2021

Introduction

Mamiya, the only female character in Hokuto no Ken, is a long-range specialty character with very good maneuverability. Her normal moves and zoning abilities are top-class, however like Thouther she suffers greatly due to her terrible defense. Mamiya is unique in that she has no throws, and possesses two addition gauges that some of her moves use - an arrow gauge and a spike gauge, which require reloading via a special move when empty.

While considered the worst character early in the games history, Mamiya has risen quite a bit in the rankings thanks to the development of new combos. Despite this, Mamiya remains the least-used character in the game, and thus many players lack experience playing against her. Due to her reliance on fairly difficult 100% combos to win, Mamiya is definitely not a beginner's character, but she can be quite powerful in the right hands and is hands-down the most unique character in the game.

Pros Cons
  • 5D/236A/236B are great long range pokes and neutral tools
  • Can follow up her Heavy Strike without the use of boost
  • 236D setplay gives her a wide array of okizeme options
  • 236236A is a nearly guaranteed infinite starter
  • No throw whatsoever
  • Lower health than average
  • Has a guard bar against every character
  • Must reload both her 236 arrows and C normal spikes
  • Poor reversal options
  • Gimmicky FKO
Mamiya
HNK Mamiya portrait.jpg
Character Data

Introduction

Mamiyaportrait.png
Mamiya, the only female character in Hokuto no Ken, is a long-range specialty character with very good maneuverability. Her normal moves and zoning abilities are top-class, however like Thouther she suffers greatly due to her terrible defense. Mamiya is unique in that she has no throws, and possesses two addition gauges that some of her moves use - an arrow gauge and a spike gauge, which require reloading via a special move when empty. While considered the worst character early in the games history, Mamiya has risen quite a bit in the rankings thanks to the development of new combos. Despite this, Mamiya remains the least-used character in the game, and thus many players lack experience playing against her. Due to her reliance on fairly difficult 100% combos to win, Mamiya is definitely not a beginner's character, but she can be quite powerful in the right hands and is hands-down the most unique character in the game.



Normal Moves

Standing

Close A

Mamiya-c.A.png


Far A

Mamiya-A.png


Close B

Mamiya-c.B.png


Far B

Mamiya-B.png


Close C

Mamiya-c.C.png


Far C

Mamiya-C.png


Close D

Mamiya-c.D.png


Far D

Mamiya-D.png

Crouching

A

Mamiya-2A.png


B

Mamiya-2B.png


C

Mamiya-2C.png


D

Mamiya-2D.png


Air

A

Mamiya-j.A.png


B

Mamiya-j.B.png


C

Mamiya-j.C.png


D

Mamiya-j.D.png


Other

6A

Mamiya-6A.png


6C

Mamiya-6C.png


(Air)BD

Mamiya-BD.png

Grave Shoot

Mamiya-Grave.png


Heavy Strike

Mamiya-Heavy.png


Banishing Strike

Mamiya-Bani.png

Special Moves

Bowgun (Upper)

(Air or Ground) 236A
Mamiya-UpperBowgun.png

Bowgun (Lower)

236B
Mamiya-LowerBowgun.png

Helmet Bomb

236D
Mamiya-HelmetBomb.png

Forward Roll

214B
Mamiya-Roll.png

Steel Spike Switch

214C
Mamiya-SpikeSwitch.png

Spike Attack

236C -> A or B
Mamiya-SpikeAttackA.png
Mamiya-SpikeAttackB.png

Bowgun Reload

214A
Mamiya-BowgunReload.png

Bind Yo-Yo

623C
Mamiya-Yoyo.png

Backslash Kick

623D
Mamiya-Backslash.png

Bind Trick

236236A (Uses 1 Bar Aura)
Mamiya-Bind.png
Mamiya-BindA.png
Mamiya-BindB.png
Mamiya-BindC.png
Mamiya-BindD.png
Mamiya-BindE.png

Bike

236236C (Uses 1 Bar Aura)
Mamiya-Bike.png

Sayonara

236CD (Fatal KO)
Mamiya-FKO.png

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Jagi
Juda
Kenshiro
Mamiya
Mr. Heart
Raoh
Rei
Shin
Thouther
Toki