Garou: Mark of the Wolves/Hokutomaru

From SuperCombo Wiki
Hoku.PNG

Introduction

Pros Cons
  • Varied Specials
  • Good Standard Combo Options
  • Break for Combo Options
  • Lack of Anti Air Options
  • Emblematic Combos are Corner Only
  • Low Stamina

Character Colors

Hokucolors.JPG

Move List

Esoterics

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

Legend:

  • Hit Box: Area that will hit the opponent
  • Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
  • 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: Hit box 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 hurt/hit boxes. Just allows characters to not pass through each other.
  • Command = the input for the attack.
  • Start Up = How many start up frames a move/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.

Close Standing Normals

St. Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Standing jab.

St. Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

St. Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

St. Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Standing Normals

Far Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Far Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Crouching Normals

Cr. Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cr. Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cr. Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Cr. Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jumping Normals

Jump Kof.lp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.lk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.sp.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Jump Kof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Command Normals

Slide Kick: Df.png + Snkb.gif
Kutten Keri (Double Kick): Df.png + Snkd.gif
Double Jump: U.png, U.png

Throws

Feint Cancels

Special Moves

Command Move Weak Damage Strong Damage
Qcf.png + Punch.gif Shuriken 10 15
Qcf.png + Punch.gif (air) Shuriken 12 12
Qcf.png + Kick.gif Kuuha-dan 11 18
Qcf.png + Kick.gif (Break) Kuuha-dan 6 7
Qcb.png + Kick.gif (air) Rakka-zan 0 20
Qcb.png + Punch.gif Karakusa-Giri 20 28
Qcf.png, Qcf.png + Punch.gif Chou Hissatsu Shuriken 33 45
Qcf.png, Qcf.png + Kick.gif Hissatsu Tatsumaki 32 47

Super 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.

Command Cancel on Hit Cancel on Block Feint Cancel
Far Snka.gif O O O
Far Snkb.gif O O O
Far Snkc.gif X X X
Far Snkd.gif X X X
Close Snka.gif O O O
Close Snkb.gif O O O
Close Snkc.gif O O O
Close Snkd.gif O O O
D.png Snka.gif O O O
D.png Snkb.gif O O O
D.png Snkc.gif X X X
D.png Snkd.gif X X X
jump Snka.gif O O NA
jump Snkb.gif O O NA
jump Snkc.gif O O NA
jump Snkd.gif O O NA
hop Snka.gif X X NA
hop Snkb.gif X X NA
hop Snkc.gif X X NA
hop Snkd.gif X X NA
Snka.gif + Snkb.gif X X NA
D.png + Snka.gif + Snkb.gif O X O
Df.png + Snkb.gif X X X
Df.png + Snkd.gif X X NA
Close Snkb.gif, Snkd.gif O O O
Close Snka.gif, Snkc.gif O O O

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.

Command Start Up Hit Guard
Close Snka.gif 4 +6 +6
Close Snkb.gif 4 +3 +3
Close Snkc.gif 5 +2 +2
Close Snkd.gif 3 -1 -1
Far Snka.gif 4 +5 +5
Far Snkb.gif 6 +1 +1
Far Snkc.gif 11 -10 -10
Far Snkd.gif 11 -3 -3
D.png Snka.gif 4 +5 +5
D.png Snkb.gif 5 +1 +2
D.png Snkc.gif 6 -20 -20
D.png Snkd.gif 10 KD -14
Snka.gif + Snkb.gif 18 -1 +5
D.png + Snka.gif + Snkb.gif 10 +1 +7
---Snkb.gif + Snkc.gif -12 -6
Df.png + Snkb.gif 7 KD -15
Df.png + Snkd.gif 8 KD -13
Qcf.png + Snkb.gif 11 KD -12
Qcf.png + Snkb.gif (Break) 11 KD +5
Qcf.png + Snkd.gif 16 KD -9
Qcf.png + Snkd.gif (Break) 16 KD +5
Qcf.png + Snka.gif 12 -2 -2
Qcf.png + Snkc.gif 18 -2 -2
Dp.png + Snka.gif 7 KD -24
Qcb.png + Snkd.gif 28 KD -22
Qcb.png + Snka.gif 19 KD -10
Qcb.png + Snkc.gif 30 KD -18
Snkc.gifSnkd.gif 10 KD -34
Qcf.png, Qcf.png + Snka.gif 10 KD -34
Qcf.png, Qcf.png + Snkc.gif 10 KD -34
Qcf.png, Qcf.png + Snkb.gif 1 KD -60
Qcf.png, Qcf.png + Snkd.gif 0 KD -54

Data from Howard's Arena

Attack Notes

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.

Combos

Anywhere

  • j.Snkd.gif,s.Snkb.gif > Snkd.gif (Chain),QCB+A
  • j.Snkd.gif,s.Snkb.gif > Snkd.gif (Chain),QCFx2+P
  • cr.Snka.gif Snkb.gif,QCF+D, Snka.gif Snkb.gif,DF+DxxQCB+D
  • s.Snkd.gif-Feint->cr.Snka.gif Snkb.gif,QCFx2+P

Corner only

  • j.Snkd.gif,s.Snkd.gif,QCF+D, Snka.gif Snkb.gif,DF+DxxQCB+D
  • j.Snkd.gif,s.Snkd.gif,QCF+D, Snka.gif Snkb.gif,DF+DQCFx2+K
  • j.Snkd.gif,s.Snkd.gif-Feint->cr.Snka.gif Snkb.gif,QCFx2+P

Hitboxes

Garou Hokutomaru Grab.jpg

Command Total Frames
Close B.png/F.png + Snkc.gif x


Garou Hokutomaru ForwardTaunt.jpg

Command Total Frames
F.png + Snka.gif + Snkc.gif x



Garou Hokutomaru DownTaunt.jpg

Command Total Frames
D.png + Snka.gif + Snkc.gif x


Garou Hokutomaru cl.A.jpg

Command Start Up Hit Guard
Close Snka.gif 4 +6 +6


Garou Hokutomaru cl.B.jpg

Command Start Up Hit Guard
Close Snkb.gif 4 +3 +3


Garou Hokutomaru cl.C-1.jpgGarou Hokutomaru cl.C-2.jpg

Command Start Up Hit Guard
Close Snkc.gif 5 +2 +2


Garou Hokutomaru cl.D.jpg

Command Start Up Hit Guard
Close Snkd.gif 3 -1 -1


Garou Hokutomaru s.A.jpg

Command Start Up Hit Guard
Far Snka.gif 4 +5 +5


Garou Hokutomaru s.B.jpg

Command Start Up Hit Guard
Far Snkb.gif 6 +1 +1


Garou Hokutomaru s.C.jpg

Command Start Up Hit Guard
Far Snkc.gif 11 -10 -10


Garou Hokutomaru s.D.jpg

Command Start Up Hit Guard
Far Snkd.gif 11 -3 -3



Garou Hokutomaru cr.A.jpg

Command Start Up Hit Guard
D.png Snka.gif 4 +5 +5


Garou Hokutomaru cr.B.jpg

Command Start Up Hit Guard
D.png Snkb.gif 5 +1 +2


Garou Hokutomaru cr.C.jpg

Command Start Up Hit Guard
D.png Snkc.gif 6 -20 -20


Garou Hokutomaru cr.D.jpg

Command Start Up Hit Guard
D.png Snkd.gif 10 KD -14


Garou Hokutomaru j.A.jpg

Command Start Up Hit Guard
Jumping Snka.gif 6 ? ?


Garou Hokutomaru j.B.jpg

Command Start Up Hit Guard
Jumping Snkb.gif 3 ? ?


Garou Hokutomaru j.C.jpg

Command Start Up Hit Guard
Jumping Snkc.gif 6 ? ?



Garou Hokutomaru j.D.jpg

Command Start Up Hit Guard
Jumping Snkd.gif 7 ? ?


Garou Hokutomaru AB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 18 -1 +5


Garou Hokutomaru 2AB-1.jpgGarou Hokutomaru 2AB-2.jpgGarou Hokutomaru 2AB-3.jpgGarou Hokutomaru 2AB-4.jpg

Command Start Up Hit Guard
D.png + Snka.gif + Snkb.gif 10 +1 +7


Garou Hokutomaru BC.jpg

Command Start Up Hit Guard
---Snkb.gif + Snkc.gif x -12 -6


Garou Hokutomaru 3B.jpg

Command Start Up Hit Guard
Df.png + Snkb.gif 7 KD -15


Garou Hokutomaru 3D-1.jpgGarou Hokutomaru 3D-2.jpg

Command Start Up Hit Guard
Df.png + Snkd.gif 8 KD -13



Garou Hokutomaru CD-1.jpgGarou Hokutomaru CD-2.jpgGarou Hokutomaru CD-3.jpg

Command Start Up Hit Guard
Snkc.gif + Snkd.gif 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!

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

TinyHoku.gif X TinyRock.gif
5 - 5
(Slightly favorable matchup)


Kim Dong-Hwan

TinyHoku.gif X TinyDong.gif
5 - 5
(Slightly unfavorable matchup)


Hotaru Futaba

TinyHoku.gif X TinyHotaru.gif
5 - 5
(Slightly unfavorable matchup)


Marco Rodrigez

TinyHoku.gif X TinyMarco.gif
5 - 5
(Slightly unfavorable matchup)


Terry Bogard

TinyHoku.gif X TinyTerry.gif
5 - 5
(Slightly favorable matchup)


Kevin Rian

TinyHoku.gif X TinyKevin.gif
3 - 7
(Highly unfavorable matchup)


Freeman

TinyHoku.gif X TinyFreeman.gif
5 - 5
(Slightly favorable matchup)


The Griffon

TinyHoku.gif X TinyTizoc.gif
6 - 4
(Favorable matchup)


B. Jenet

TinyHoku.gif X TinyJenet.gif
3 - 7
(Highly unfavorable matchup)


Gato

TinyHoku.gif X TinyGato.gif
3 - 7
(Highly unfavorable matchup)


Kim Jae Hoon

TinyHoku.gif X TinyJae.gif
5 - 5
(Fair matchup)


Grant

TinyHoku.gif X TinyGrant.gif
4 - 6
(Unfavorable matchup)


Kain R. Heinlein

TinyHoku.gif X TinyKain.gif
4 - 6
(Unfavorable matchup)

Game Navigation

General
Controls
HUD
System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant