Introduction
Hokutomaru
Gameplay
TBD
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source: https://w.atwiki.jp/garoumow/pages/27.html and https://w.atwiki.jp/garoumow/pages/80.html
Data Help | |
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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. |
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.
Standing/Taunting | Crouching | Running | Jumping |
Can low profile certain moves. | 36F (35F for backward jump). Can double jump. |
Close Standing Normals
Close 5A
c5A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
4 | Mid | 4 | 4 | 5 | 13 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+6 | +6 | ◯ / ∞ | ◯ / ∞ | 4 | ||
Standing jab. | ||||||
c5A>B | Damage | Guard | Startup | Active | Recovery | Total |
- | Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+1 | +1 | ◯ | ◯ | 4, 3 | ||
Target combo from c5A. | ||||||
c5A>C | Damage | Guard | Startup | Active | Recovery | Total |
- | Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-10 | -10 | ◯ | ◯ | 4, 3 | ||
Target combo from c5A. | ||||||
c5A>C>C | Damage | Guard | Startup | Active | Recovery | Total |
- | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-2 | -2 | - | - | 4, 3, 0 | ||
Target combo from c5A. Ends in a cancel. |
Close 5B
c5B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
6 | Mid | 4 | 3 | 9 | 16 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+3 | +3 | ◯ | ◯ | 4 | ||
c5B>D | Damage | Guard | Startup | Active | Recovery | Total |
- | Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-3 | -3 | ◯ | ◯ | 4, 3 | ||
Target combo from c5B. | ||||||
c5B>D>C | Damage | Guard | Startup | Active | Recovery | Total |
- | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | - | - | 4, 3, 0 | ||
Target combo from c5B. Ends in a cancel. |
Close 5C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Mid | 5 | 2, 《5》, 3 | 16 | 31 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | ※ | ※ | 3, 3 |
Close 5D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Mid | 3 | 3 | 19 | 25 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | -1 | ◯ | ◯ | 5 | |
Hokutomaru's fastest normal on the ground, easily combos into specials, has incredible frame advantage when feint cancelled letting it link into itself and can't be JD'd low despite being a mid. An incredible normal. |
Far Standing Normals
Far 5A
f5A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
5 | Mid | 4 | 3 | 7 | 14 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+5 | +5 | ◯ / ∞ | ◯ / ∞ | 4 | ||
f5A>B | Damage | Guard | Startup | Active | Recovery | Total |
- | Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+1 | +1 | ◯ | ◯ | 4, 3 | ||
Target combo from f5A. | ||||||
f5A>C | Damage | Guard | Startup | Active | Recovery | Total |
- | Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-10 | -10 | ◯ | ◯ | 4, 3 | ||
Target combo from f5A. | ||||||
f5A>C>C | Damage | Guard | Startup | Active | Recovery | Total |
- | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-2 | -2 | - | - | 4, 3, 0 | ||
Target combo from f5A. Ends in a cancel. |
Far 5B
f5B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
7 | Mid | 6 | 3 | 11 | 20 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+1 | +1 | ◯ | ◯ | 4(3) | ||
f5B>D | Damage | Guard | Startup | Active | Recovery | Total |
- | Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-3 | -3 | ◯ | ◯ | 4, 3 | ||
Target combo from f5B. | ||||||
f5B>D>C | Damage | Guard | Startup | Active | Recovery | Total |
- | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | - | - | 4, 3, 0 | ||
Target combo from f5B. Ends in a cancel. |
Far 5C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
12 | Mid | 11 | 1 | 30 | 42 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-10 | -10 | X | X | 5(3) | |
Slow, can't be cancelled and is punishable on hit... not great traits to have. |
Far 5D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
12 | Mid | 11 | 3 | 21 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-3 | -3 | X | X | 5(3) |
Crouching Normals
2A
2A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
4 | Mid | 4 | 4 | 5 | 13 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+6 | +6 | ◯ / ∞ | ◯ / ∞ | 4 | ||
2A's last 3F of recovery has full-body invincibility.
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2A>B | Damage | Guard | Startup | Active | Recovery | Total |
- | Mid, Low | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+4 | +4 | ◯ | ◯ | 4, 3 | ||
Target combo from 2A. | ||||||
2A>C>C | Damage | Guard | Startup | Active | Recovery | Total |
- | Mid, Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | - | - | 4, 3, 0 | ||
Target combo from 2A. Ends in a cancel. |
2B
2B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
5 | Low | 5 | 4 | 7 | 16 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+4 | +4 | ◯ / ∞ | ◯ / ∞ | 4(3) | ||
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2B>C>C | Damage | Guard | Startup | Active | Recovery | Total |
- | Low, Mid | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | - | - | 4, 3, 0 | ||
Target combo from 2B. Ends in a cancel. | ||||||
2B>D>C | Damage | Guard | Startup | Active | Recovery | Total |
- | Low, Low | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-1 | -1 | - | - | 4, 5, 0 | ||
Target combo from f.5B. Ends in the same cancel. You can kara cancel the 2D with the follow-up C cancel. |
2C
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Mid | 6 | 4 | 16 | 26 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+1 | +1 | X | X | 5(3) | |
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2D
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Low | 10 | 5 | 19 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -3 | X | X | 5(5) | |
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Jumping Normals
jA
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 6 | 12 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 4 | |
Jump A (usually diagonal jump only) can beat out upper-body evasion attacks. |
jB
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 3 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 4 | |
Jump B (usually diagonal jump only) can beat out upper-body evasion attacks. |
jC
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
8 | High | 6 | 5 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 5 |
jD
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
8 | High | 7 | 7 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | ◯ | ◯ | 5 | |
Jump D can beat out upper-body evasion attacks. |
Command Normals
Sliding (3B)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 7 | 13 | 22 | 42 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -13 | X | X | 9 | |
A sliding sweep that is excellent at catching landing frames, making this one of Hokutomaru's better anti-airs. Some characters are completely incapable of hitting Hokutomaru during the low profile. |
Kuuten Kyaku (3D)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Mid | 8 | 4, 4 | 30 | 46 |
Hit Adv | Block Adv | 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. |
Double Jump
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
/ | / | - | / | / | / |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
/ | / | / | / | / | |
Hokutomaru is the only character who can double jump (without the help of a wall) which opens up many options for him in the air.
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Universal Moves
Lower-body Evasion Attack (5AB)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6, 6 | Overhead | 18 | 3, 《4》, 3 | 17 | 45 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-1 | +5 | X | X | 3, 3 | |
The fastest universal overhead in the game. Unfortunately is split up into 2 hits which prevents Hokutomaru from comboing after a counterhit and can leave him punishable if the second hit whiffs.
18F hitstun and 24F blockstun. |
Upper-body Evasion Attack (2AB)
2AB | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
10 | Mid | 10 | 2 | 16 | 28 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
+1 | +7 | ◯ | X | 6 | ||
1~5F upper-body invincibility. 18F hitstun and 24F blockstun. | ||||||
2AB~BC | Damage | Guard | Startup | Active | Recovery | Total |
- | - | - | - | - | 30 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-12 | -6 | - | - | 6, 0 | ||
Follow-up to 2AB where Hokutomaru jumps forward with no collision, meaning he can pass through the opponent. Can be used to reposition after a knockdown. Lower-body invincibility for 12F while in the air. Although he disappears briefly, Hokutomaru is NOT invincible at any point in this move. |
T.O.P. Attack (CD)
Throws
Ground Throw
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4, 4, 4, 4 | - | 0 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+59 | - | - | - | - | |
A typical grab except for the oddly varying frame advantage. Frame advantage varies depending on the height of the opponent as Hokutomaru needs to jump off of them and land before he can act. |
Air Throw
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
13 | - | 0 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Feints
Forward Feint (6AC)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the end recovery animation of Karakusa Giri. |
Down Feint (2AC)
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 8 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Shuriken.
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Special Moves
Shuriken (236P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
10 | Mid | 12 | / | 35 | 47 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-2 ~ +32 | -2 ~ +32 | X | X | 7 | ||
Single shuriken. Unlike all other projectiles, the shurikens can be destroyed by the opponent's melee attacks (without absorbing it, the same attack can still hit Hokutomaru) which makes them not as effective for deterring divekicks or... most things actually. This particular version is unlikely to be used as the air version is faster when TK'd or done from a backdash. | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
6, 6, 6 | Mid | 18, 22, 27 | / | 40 | 58 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
-2 ~ +37 | -2 ~ +37 | X | X | 5, 5, 5 | ||
A triple shuriken. MUCH harder for people to JD or swat away, so one of the least risky projectiles at full range. | ||||||
jA/C | Damage | Guard | Startup | Active | Recovery | Total |
12 | Mid | 18 | / | 6 + falling + 10 | Minimum 38 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
Up to +32 | Up to +32 | X | X | / | ||
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 (214K)
B Kyo (Void) |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
/ | / | / | / | 43 | 43 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
/ | / | X | X | / | ||
Fake-out. Hokutomaru is counterhit punishable. | ||||||
D Jitsu (Real) |
Damage | Guard | Startup | Active | Recovery | Total |
20 | High | 28 | 3 | 31(hit/whiff) / 46(block) | 62(hit/whiff) / 77(block) | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -22 | X | X | 8 | ||
Cheesy homing teleport overhead that carries enormous risk in exchange for just decent reward. |
Karakusa Giri (214P)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
20 | Mid | 19 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -10 | - | - | 7 | ||
Used in meterless combos. Can GC into this to punish a fireball at footsies range. | ||||||
A (Hold) | Damage | Guard | Startup | Active | Recovery | Total |
/ | / | / | / | 33 | 33 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
/ | / | / | / | / | ||
Hold the button input to stop/cancel the attack. Trying to make use of this after a blocked normal still leaves Hokutomaru very minus, but it can be useful to approach a downed opponent while building a bit of meter. | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
14, 16 | Mid | 30 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -18 | - | - | 4, 4 | ||
Far too slow to be comboed into practically and is extremely unsafe. | ||||||
C (Hold) | Damage | Guard | Startup | Active | Recovery | Total |
/ | / | / | / | 40 | 40 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
/ | / | / | / | / | ||
Hold the button input to stop/cancel the attack. |
Kuuha Dan (236K)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
6, 6, 6 | Mid | 11 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -12 | X | X | 3, 3, 3 | ||
Andy Bogard's signature multihit arcing kick that is very unsafe and unrewarding. | ||||||
B Break | Damage | Guard | Startup | Active | Recovery | Total |
6 | Mid | 11 | 2~4 | 18~20 | 31~35 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | +5 | - | - | 3 | ||
When braked, this move becomes a plus on block launcher which is very nice, although this version has little range which restricts its use in combos/pressure. | ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
7, 7, 7, 7 | Mid | 16 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | X | X | 3, 3, 3, 3 | ||
Travels in a larger arc than the B version and hits an additional time. Each individual hit also does slightly more damage. | ||||||
D Break | Damage | Guard | Startup | Active | Recovery | Total |
7 | Mid | 16 | 2~4 | 18~21 | 36~41 | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | +5 | - | - | 3 | ||
While slower than the B version, this brake has more damage and range, so it's better for combos when available. |
Super Moves
Chou Hissatsu Shuriken / Chou Bakuen Kunai (236236A/C)
A | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
7, 7, 7, (7,) 15 | Mid | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
HKD (+37 ~ +49) | -34 | - | - | 2×4, 5 | ||
Midscreen combo ender.
| ||||||
A Break | Damage | Guard | Startup | Active | Recovery | Total |
- | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | -34 | - | - | - | ||
Pressing A+B will throw the large shuriken earlier. This can be useful to make it hit OTG after an aerial counterhit. | ||||||
C | Damage | Guard | Startup | Active | Recovery | Total |
7, 7, 7, 7, 32 | Mid | 9 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
HKD (+37 ~ +49) | -34 | - | - | 3×5 | ||
| ||||||
C Break | Damage | Guard | Startup | Active | Recovery | Total |
- | - | - | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
- | -34 | - | - | - | ||
Pressing A+B will throw the large kunai earlier. |
Ougi • Chou Hissatsu Tatsumaki / Kyuukyoku Ougi • Chou Bakuen Tatsumaki (236236B/D)
B | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
5×9 | Mid | 1 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
HKD (+38) | -60 | - | - | 2×9 | ||
Corner combo ender and Hokutomaru's only invincible reversal. Due to the hitbox being modest, the short length of the invincibility and the damage being spread between many weak hits, when used outside of combos it will often miss many hits and even trade/lose to attacks, limiting its use as a raw reversal or anti-air. It is pretty reliable as a GC, though you may still lose damage.
| ||||||
D | Damage | Guard | Startup | Active | Recovery | Total |
7×10 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -54 | - | - | 3×10 | ||
|