NormalsClose* cl.
/
/
are cancel-able.
* cl.
can chain into itself.
* cl.
can only be canceled into a
.
Standing* st.
/
are cancel-able.
* st.
has pretty good range.
* st.
has a huge recovery time, but does have some good priority, and initially comes out very fast. It cannot be ACTS'ed.
* st.
is just slow and doesn't connect instantly.
Crouching*
/
/
/
are cancel-able.
*
can chain into itself.
*
has a slow startup animations.
*
can act as an anti-air if timed right, good priority as well.
*
is can be followed up with a
+
/
if not teched.
Jumping*
is a downward slash.
* all
attacks are similar to the
attacks in terms of hitbox, priority, and damage, with the exception of
, which is similar to Haohmaru's cl.
attack.
Guard Cancel Tag Attack* Pressing the
button while blocking will allow Haohmaru to counter with
, and he will then tag out.
ThrowNadareshi~Hien Kirii -
/
+
/
*Can be broken. Does not knockdown. Similar to a typical Samurai Shodown throw where the player "grabs and stabs", leaving the opponent at a distance and slight disadvantage.
Command MovesKnee Breaker -
+
* a low kick that can be chained into and cancel into a special or DM.
Sliding Thrust -
+
* Causes knockdown. This move cannot go into ACTS.
Special Moves Ougi Senpuu Retsu Zan:
+
/
* Projectile with slow startup. If connected, this move will cause knockdown. Using
will just hit the opponent, whereas using
will hit the opponent causing a big whirlwind effect both launching and eventually knocking the opponent down. This knockdown is untechable, and can be followed up with a
+
/
or
+
/
for extra damage.
Okuchi Senpuu Retsu Kiri:
+
/
* Projectile fake. Can be used to psych the opponent into jumping with just enough time to counter.
Ougi Resshin Zan:
+
/
* Hop and slice move. Button strength determines the hop arc and distance. This move is an OTG.
Ougi Kogetsu Zan:
+
/
* Hoahmaru's "shoryuken with a twist". This move isn't as good as a standard shoryuken, but if hit confirmed correctly, it can get enough damage in to pose a threat. Very bad recovery though. Button strength determines height jumped, which effects the recovery time. Using
launches the opponent, which can be followed up with
+
/
, and also causes a knockdown allowing for a
follow up. Using
causes a techable knockdown, and should only be canceled into
+
/
.
Ougi Shippuu Kogetsu Zan: (while running)
+
/
* This is the exact same thing as
/
, properties and all.
Ougi Kiri Hagane Sen:
+
/
* Charging slash. This move has a very slow startup, and somewhat looks like his fireball, and fireball fake in terms of start up animations. Another plus is that its unblockable. This move does not allow for a follow up.
Desperation MovesTenha Danku Retsu Zan: (close)
+
/
* Super slice. This is the best super to cancel a running
+
/
into. It has a huge hitbox, and can be used as a flashy anti-air if desired (for whatever reason). This move causes knockdown and allows for a
+
/
follow up if in range.
Hiougi Tenha Fujin Zan:
+
/
* This is the super version of Haohmaru's
move. The best way to get this to connect is off a hit confirm
x2. If the opponent's recovery time is slower, an easier
can be used instead. This move causes knockdown, but does not allow for a follow up.
Ikari Bakuha:
+
+
* Yeah its the pissed-off mode!!! Moves do extra damage when Haohmaru activates this. It only lasts for a short while though. In this mode, take advantage of the high priority moves, which pretty much is anything direction + the
button. This move causes knockdown, but does not allow for a follow up. This can be used in a combo as a method of safely activating this, since it launches and knocks down for some good distance.
A/D AssaultFlash Slash:
+
(When partner is Genjyuro and within 10 counts after Haohmaru's
+
+
super).
* (to be updated)
Strats and combos, once written up, can be found here:
http://dreamcancel.com/wiki/index.php?title=Haohmaru_(NGBC)