Garou: Mark of the Wolves/Hokutomaru

From SuperCombo Wiki

Introduction

Hokutomaru


Gameplay

TBD


Strengths Weaknesses
  • Many target combos for hit confirming and pressuring
  • Good air-to-air capabilities
  • The only character with a double jump
  • Has an air throw
  • Normals are fairly stubby and have mediocre range
  • Somewhat poor damage and conversions off of lows
  • Struggles to build meter
  • Lower defense and guard crush gauge than average
MOTW Hokutomaru Art.png


Character Colors

Hokucolors.JPG

Move List

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 group of rectangles or circles) that tell 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 or circles) 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: 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. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "basic" damage -- unmodified damage values

"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ 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.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.


Notes:

  • Guard crush values within ( ) are when the move is used as the next hit of a target combo.
  • From the 2nd hit and after of the target combo, the active frames and recovery frames will be the same as far moves and crouching moves
  • Jump D, Jump A, and Jump B (Jump A and Jump B are usually diagonal jumps only) can beat out upper-body evasive attacks.
  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.


Close Standing Normals

Cl. Kof.lp.png
.
Garou Hokutomaru cl.A.jpg
Cl. Kof.lp.png Damage Guard Startup Active Recovery Total
4 Mid 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Standing jab.

Cl. Kof.lp.png>Kof.lk.png Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 4, 3

Target combo from cl.5A.

Cl. Kof.lp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 4, 3

Target combo from cl.5A.

Cl. Kof.lp.png>Kof.sp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 4, 3, 0

Target combo from cl.5A. Ends in a cancel.


Cl. Kof.lk.png
Garou Hokutomaru cl.B.jpg
Cl. Kof.lk.png Damage Guard Startup Active Recovery Total
6 Mid 4 3 9 16
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+3 +3 4
Cl. Kof.lk.png>Kof.sk.png Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 4, 3

Target combo from cl.5B.

Cl. Kof.lk.png>Kof.sk.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 4, 3, 0

Target combo from cl.5B. Ends in a cancel.


Cl. Kof.sp.png
Garou Hokutomaru cl.C-1.jpg
Garou Hokutomaru cl.C-2.jpg
Damage Guard Startup Active Recovery Total
6, 6 Mid 5 2, 《5》, 3 16 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 3, 3


Cl. Kof.sk.png
Garou Hokutomaru cl.D.jpg
Damage Guard Startup Active Recovery Total
9 Mid 3 3 19 25
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 5


Far Standing Normals

Far Kof.lp.png
Garou Hokutomaru s.A.jpg
Far Kof.lp.png Damage Guard Startup Active Recovery Total
5 Mid 4 3 7 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 ◯ / ∞ ◯ / ∞ 4
Far Kof.lp.png>Kof.lk.png Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 4, 3

Target combo from f.5A.

Far Kof.lp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 4, 3

Target combo from f.5A.

Far Kof.lp.png>Kof.sp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 4, 3, 0

Target combo from f.5A. Ends in a cancel.

Far Kof.lk.png
Garou Hokutomaru s.B.jpg
Far Kof.lk.png Damage Guard Startup Active Recovery Total
7 Mid 6 3 11 20
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 4(3)
Far Kof.lk.png>Kof.sk.png Damage Guard Startup Active Recovery Total
- Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 4, 3

Target combo from f.5B.

Far Kof.lk.png>Kof.sk.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 4, 3, 0

Target combo from f.5B. Ends in a cancel.


Far Kof.sp.png
Garou Hokutomaru s.C.jpg
Damage Guard Startup Active Recovery Total
12 Mid 11 1 30 42
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 X X X 5(3)


Far Kof.sk.png
Garou Hokutomaru s.D.jpg
Damage Guard Startup Active Recovery Total
12 Mid 11 3 21 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 X X X 5(3)


Crouching Normals

Cr. Kof.lp.png
Garou Hokutomaru cr.A.jpg
Cr. Kof.lp.png Damage Guard Startup Active Recovery Total
4 Mid 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 ◯ / ∞ ◯ / ∞ 4

Crouching A's (2A) last 3F of recovery has full-body invincibility.

  • Typical crouching Kof.lp.png. Chains into Kof.lp.png,Kof.lk.png and Kof.sp.png
  • You can confirm Kof.lp.png/Kof.sp.png super by doing 2Kof.lp.png362Kof.lk.pngKof.sp.png36 then confirming if it hit or not.
Cr. Kof.lp.png> Cr. Kof.lk.png Damage Guard Startup Active Recovery Total
- Mid, Low - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 4, 3

Target combo from 2A.

Cr. Kof.lp.png> Cr. Kof.sp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- Mid, Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 4, 3, 0

Target combo from 2A. Ends in a cancel.


Cr. Kof.lk.png
Garou Hokutomaru cr.B.jpg
Cr. Kof.lk.png Damage Guard Startup Active Recovery Total
5 Low 5 4 7 16
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 ◯ / ∞ ◯ / ∞ 4(3)
  • Your go-to low poke and confirm. You can confirm Kof.lp.png/Kof.sp.png super by doing 2Kof.lk.png362Kof.lk.pngKof.sp.png36 then confirming if it hit or not.
  • Without meter, chain into 2Kof.sk.png then do the Kof.sp.png feint to recover faster.
Cr. Kof.lk.png> Cr. Kof.sp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- Low, Mid - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 4, 3, 0

Target combo from 2B. Ends in a cancel.

Cr. Kof.lk.png> Cr. Kof.sk.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- Low, Low - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 4, 5, 0

Target combo from f.5B. Ends in a cancel.

You can kara cancel the 2D with the follow-up C cancel.


Cr. Kof.sp.png
Garou Hokutomaru cr.C.jpg
Damage Guard Startup Active Recovery Total
9 Mid 6 4 16 26
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X X X 5(3)
  • A somewhat quick poke that reaches far away and recovers quickly. It's +1 too so , making it very useful to just throw out in neutral since you aren't risking much.


Cr. Kof.sk.png
Garou Hokutomaru cr.D.jpg
Damage Guard Startup Active Recovery Total
9 Low 10 5 19 34
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -3 X X X 5(5)
  • Sweep. Can be used as an anti-air by low profiling some moves and hitting the landing frames.


Jumping Normals

Jump Kof.lp.png
Garou Hokutomaru j.A.jpg
Damage Guard Startup Active Recovery Total
6 High 6 12 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4

Jump A (usually diagonal jump only) can beat out upper-body evasion attacks.


Jump Kof.lk.png
Garou Hokutomaru j.B.jpg
Damage Guard Startup Active Recovery Total
6 High 3 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4

Jump B (usually diagonal jump only) can beat out upper-body evasion attacks.


Jump Kof.sp.png
Garou Hokutomaru j.C.jpg
Damage Guard Startup Active Recovery Total
8 High 6 5 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5


Jump Kof.sk.png
Garou Hokutomaru j.D.jpg
Damage Guard Startup Active Recovery Total
8 High 7 7 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5

Jump D can beat out upper-body evasion attacks.


Command Normals

Sliding
Df.png+Kof.lk.png
Garou Hokutomaru 3B.jpg
Damage Guard Startup Active Recovery Total
10 Low 7 13 22 42
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -13 X X X 9

On hit/block, unless hit on the last active frame, 1 frame of active frame recovery is removed. (e.g., hitting on the first frame has 20F blockstun - (11F remaining active recovery + 22F recovery) = -13 adv. Max advantage is -2.


Kuuten Kyaku
Df.png+Kof.sk.png
Garou Hokutomaru 3D-1.jpg
Garou Hokutomaru 3D-2.jpg
Damage Guard Startup Active Recovery Total
6, 6 Mid 8 4, 4 30 46
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -13 - X , ◯ X , ◯ 9, 9

Block adv on 1st hit only = -17

Apart from kara canceling during the attack's startup, after the 2nd hit it's possible to special cancel anytime in the air, on hit or on whiff.


Universal Moves

St. Kof.lp.png+Kof.lk.png
Lower-body evasion attack
Garou Hokutomaru AB.jpg
Damage Guard Startup Active Recovery Total
6, 6 Overhead 18 3, 《4》, 3 17 45
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 - X X 3, 3

18F hitstun and 24F blockstun. 1st hit only, -8 on hit, -2 on block.


Cr. Kof.lp.png+Kof.lk.png
Upper-body evasion attack
Garou Hokutomaru 2AB-1.jpg
Garou Hokutomaru 2AB-2.jpg
Garou Hokutomaru 2AB-3.jpg
Garou Hokutomaru 2AB-4.jpg
Damage Guard Startup Active Recovery Total
10 Mid 10 2 16 28
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +7 X 6

1~5F upper-body invincibility.

18F hitstun and 24F blockstun.


Cr. Kof.lp.png+Kof.lk.png>Kof.lk.png+Kof.sp.png
Garou Hokutomaru BC.jpg
Damage Guard Startup Active Recovery Total
- - - - - 30
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-12 -6 - - - 6, 0

Target combo follow-up (non-attack, movement-type) from 2AB.

Lower-body evasion (upper-body hurtbox) for 12F while transitioning and up until landing there is an airborne hurtbox.


Ninpou Bakuho (T.O.P. Attack)
Kof.sp.pngKof.sk.png
Garou Hokutomaru CD-1.jpg
Garou Hokutomaru CD-2.jpg
Garou Hokutomaru CD-3.jpg
Damage Guard Startup Active Recovery Total
17 (base damage) Mid 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -31 - - - 25

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!

12~14F full-body invincibility.


Throws

Hikkakimanesu
Scratch
Close B.png/F.png+Kof.sp.png
Garou Hokutomaru Grab.jpg
Damage Guard Startup Active Recovery Total
4, 4, 4, 4 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+59 - - - - -


Noumen Tsukuri
Noh mask making
Air Close D.png+Kof.sp.png
Damage Guard Startup Active Recovery Total
- - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -


Feints

F.png+Kof.lp.png+Kof.sp.png
Forward Feint
Garou Hokutomaru ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the end recovery animation of Karakusa Giri.

D.png+Kof.lp.png+Kof.sp.png
Down Feint
Garou Hokutomaru DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 8
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Shuriken.


Special Moves

Shuriken
Qcf.png+Kof.lp.png/Kof.sp.png
Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
10 Mid 12 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 7
Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
6, 6, 6 Mid 18 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 5, 5, 5

Triple shuriken.


Shuriken (Air)
Air Qcf.png+Kof.lp.png/Kof.sp.png
Air Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
12 Mid 18 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -
Air Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
12 Mid 18 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Slows your descent as opposed to a normal empty hop or air normal. Decent option to try and stuff someone who's gonna jump.


Rakkazan
Qcb.png+Kof.lk.png/Kof.sk.png (Air Ok)
Qcb.png+Kof.lk.png (Air Ok)
Kyo (Void)
Damage Guard Startup Active Recovery Total
0 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

False/fake-out. 7~12F full-body invincibility.

Qcb.png+Kof.sk.png (Air Ok)
Jitsu (Real)
Damage Guard Startup Active Recovery Total
20 High 28 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -22 - - - 8

7~8F full-body invincibility.


Karakusa Giri
Qcb.png+Kof.lp.png/Kof.sp.png
Qcb.png+Kof.lp.png Damage Guard Startup Active Recovery Total
20 Mid 19 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -10 - - - 7
Qcb.png + Hold Kof.lp.png
(Empty Follow-up)
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Hold the button input to stop/cancel the attack.

Qcb.png+Kof.sp.png Damage Guard Startup Active Recovery Total
14, 16 Mid 30 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -18 - - - 4, 4
Qcb.png + Hold Kof.sp.png
(Empty Follow-up)
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Hold the button input to stop/cancel the attack.


Kuuha Dan
Qcf.png+Kof.lk.png
Qcf.png+Kof.lk.png Damage Guard Startup Active Recovery Total
6, 6, 6 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -12 - - - 3, 3, 3
Qcf.png+Kof.lk.png Break Damage Guard Startup Active Recovery Total
6 Mid 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - - 3


Kuuha Dan
Qcf.png+Kof.sk.png
Qcf.png+Kof.sk.png Damage Guard Startup Active Recovery Total
7, 7, 7, 7 Mid 16 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 3, 3, 3, 3
Qcf.png+Kof.sk.png Break Damage Guard Startup Active Recovery Total
7 Mid 16 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - - 3


Super Moves

Chou Hissatsu Shuriken
Qcf.png,Qcf.png + Kof.lp.png
Qcf.png,Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
7, 7, 7, 7, 15 Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -34 - - - 2×4, 5

1~6F full-body invincibility.

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

Can be force-finished early with A+B.


Chou Bakuen Kunai
Qcf.png,Qcf.png + Kof.sp.png
Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
7, 7, 7, 7, 32 Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -34 - - - 3×5

1~9F full-body invincibility.

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

Can be force-finished early with A+B.


Ougi • Chou Hissatsu Tatsumaki
Qcf.png,Qcf.png + Kof.lk.png
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
5×9 Mid 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -60 - - - 2×9

1~2F full-body invincibility.


Kyuukyoku Ougi • Chou Bakuen Tatsumaki
Qcf.png,Qcf.png + Kof.sk.png
Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
7×10 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -54 - - - 3×10


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