Dream Cancel Forum

News:

New to the forums? Introduce yourself HERE!

NGBC - Haohmaru

Started by jinxhand, May 26, 2011, 09:30:32 PM

Previous topic - Next topic

jinxhand

Normals

Close
* cl. ;a / ;b / ;d are cancel-able.
* cl. ;a can chain into itself.
* cl. ;c can only be canceled into a ;db ;d .

Standing
* st. ;a / ;b are cancel-able.
* st. ;b has pretty good range.
* st. ;c has a huge recovery time, but does have some good priority, and initially comes out very fast. It cannot be ACTS'ed.
* st. ;d is just slow and doesn't connect instantly.

Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able.
* ;dn ;a can chain into itself.
* ;dn ;c has a slow startup animations.
* ;dn ;c can act as an anti-air if timed right, good priority as well.
* ;dn ;d is can be followed up with a ;qcb + ;a / ;c if not teched.

Jumping
* ;uf ;c is a downward slash.
* all ;uf attacks are similar to the ;dn attacks in terms of hitbox, priority, and damage, with the exception of ;uf ;c , which is similar to Haohmaru's cl. ;c attack.


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Haohmaru to counter with ;dn ;c , and he will then tag out.


Throw
Nadareshi~Hien Kirii - ;bk / ;fd + ;c / ;d
*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 Moves
Knee Breaker - ;db + ;b
* a low kick that can be chained into and cancel into a special or DM.

Sliding Thrust - ;df + ;d
* Causes knockdown. This move cannot go into ACTS.


Special Moves
Ougi Senpuu Retsu Zan: ;qcf + ;a / ;c
* Projectile with slow startup. If connected, this move will cause knockdown. Using ;a will just hit the opponent, whereas using ;c 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 ;qcb + ;a / ;c or ;hcb ;fd + ;a / ;c for extra damage.

Okuchi Senpuu Retsu Kiri: ;qcf + ;b / ;d
* Projectile fake. Can be used to psych the opponent into jumping with just enough time to counter.

Ougi Resshin Zan: ;qcb + ;a / ;c
* Hop and slice move. Button strength determines the hop arc and distance. This move is an OTG.

Ougi Kogetsu Zan: ;dp + ;a / ;c
* 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 ;c launches the opponent, which can be followed up with ;hcb ;fd + ;a / ;c , and also causes a knockdown allowing for a ;qcb follow up. Using ;a causes a techable knockdown, and should only be canceled into ;qcf ;qcf + ;a / ;c .

Ougi Shippuu Kogetsu Zan: (while running) ;dp + ;a / ;c
* This is the exact same thing as ;dp ;a / ;c , properties and all.

Ougi Kiri Hagane Sen: ;hcb + ;b / ;d
* 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 Moves
Tenha Danku Retsu Zan: (close) ;hcb ;fd + ;a / ;c
* Super slice. This is the best super to cancel a running ;dp + ;a / ;c 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 ;qcb + ;a / ;c follow up if in range.

Hiougi Tenha Fujin Zan: ;qcf ;qcf + ;a / ;c
* This is the super version of Haohmaru's ;dp move. The best way to get this to connect is off a hit confirm ;dn ;b x2. If the opponent's recovery time is slower, an easier ;dn ;c can be used instead. This move causes knockdown, but does not allow for a follow up.

Ikari Bakuha: ;a + ;b + ;c
* 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 ;c 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 Assault
Flash Slash: ;df ;df + ;a ;e (When partner is Genjyuro and within 10 counts after Haohmaru's ;a + ;b + ;c super).  
* (to be updated)

Strats and combos, once written up, can be found here: http://dreamcancel.com/wiki/index.php?title=Haohmaru_(NGBC)
I'm on FightCade!!!
www.soundcloud.com/jinxhand
www.youtube.com/jinxhand

marchefelix

Not meaning to be a dick or anything, but you spelled "Haohmaru" wrong in the topic title.

jinxhand

Quote from: marchefelix on June 11, 2011, 10:19:15 PM
Not meaning to be a dick or anything, but you spelled "Haohmaru" wrong in the topic title.

Nah, I don't see that as sheer utter "dickery", just being helpful... Fixed!  :)
I'm on FightCade!!!
www.soundcloud.com/jinxhand
www.youtube.com/jinxhand

marchefelix

Quote from: jinxhand on June 12, 2011, 11:00:04 AM
Quote from: marchefelix on June 11, 2011, 10:19:15 PM
Not meaning to be a dick or anything, but you spelled "Haohmaru" wrong in the topic title.

Nah, I don't see that as sheer utter "dickery", just being helpful... Fixed!  :)

Thank goodness. I've come across many a person who call me a dick just because
I want to correct their spelling.

jinxhand

Comboing ;a + ;b + ;c from a ;db ;b (x2) doesn't do as much damage, but it allows Haohmaru to create a gap that if used correctly, will force the opponent in the corner, making this move even more deadly, since the opponent's options are limited to a degree. And I thought this move was useless...

Standing ;c is Haohmaru's best tool!!! It punishes things that other characters might not be able to, plus it does a good amount of damage. Pretty much any normal involving ;c is great, the problem with using it is timing, since although it has good priority, it can still be beaten out by something faster, and there are quite a few characters who can out prioritize him in certain situations.

Use ;qcb + ;a / ;c as much as possible, especially after supers and ;qcf + ;c !!!
I'm on FightCade!!!
www.soundcloud.com/jinxhand
www.youtube.com/jinxhand