Difference between revisions of "XV Broken/Haohmaru"
Bladetastic (talk | contribs) m (The current pro implies that his AC command normal (Iron Flash) is cancellable, which it's not.) |
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Crescent Moon Slash - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | Crescent Moon Slash - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | ||
Renting Tremor Slash - | Renting Tremor Slash - [[image:fd.gif]][[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | ||
Cyclone Slash - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | Cyclone Slash - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
After nearly 30 years of being denied entry into the KoF franchise due to canonical issues, Haohmaru finally makes his playable debut in The King of Fighters XV, in one of his best iterations so far. Being a swordfighter, Haohmaru is a bit on the slow side, but when he hits, he hits very hard. If Haohmaru lands just one heavy normal, he can deplete a sizeable chunk of the opponent's lifebar. His sword-based attacks have a lot of range, so Haohmaru can easily play defensively if he needs to. However, Haohmaru comes from a game where the rules aren't the same, and his tools have been modified to compensate. Most notably, his sword attacks have massive hurtboxes, and Haohmaru players can easily be counterpoked if they're not careful. Nonetheless, Haohmaru is an amazingly effective character who hugely rewards players who use him to his fullest potential. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|ext=webp | |ext=webp | ||
| intro = {{SUBPAGENAME}} is a | | intro = '''''{{SUBPAGENAME}} is a mid-ranged swordsman who tries to keep the opponent at a distance before utilizing meter to score massive damage.''''' | ||
| pros= | | pros= | ||
* '''Heavy Starter Damage''': Haohmaru is easily capable of depleting around half of the opponent's life meter if he lands one of his cancellable heavy normals, even with just half a bar. | * '''Heavy Starter Damage''': Haohmaru is easily capable of depleting around half of the opponent's life meter if he lands one of his cancellable heavy normals, even with just half a bar. His Iron Flash (AC), while not cancellable by any means, can still be used as an ender after 236BD and does great damage. | ||
* ''' | * '''Versatility''': Haohmaru has a variety of specials at his disposal—a fireball that he can fake out of during startup, a leaping overhead, an elbow tackle, a multi-hit attack with lots of blockstun, and more. Given his options, Haohmaru can suit multiple playstyles. | ||
* '''Big Pokes:''' Being a swordfighter, many of Haohmaru's normals have a lot of range. His st.C is a great tool for contesting space, his cr.C is a massive anti-air, and his j.D is a godly air-to-air. Even his st.A has a good amount of range for what it is. | |||
| cons= | | cons= | ||
* '''Poor Reward from Lights''': Haohmaru's specials (excluding his DP and Rice Wine Whack), even in EX form, start up too slowly for them to connect from light normals. Haohmaru's only cancellable command normal, Surprise Attack (6A) also starts up too slowly for it to be used as a converter from lights, so Haohmaru has to rely on landing heavy normals in order to score big damage. | * '''Poor Reward from Lights''': Haohmaru's specials (excluding his DP and Rice Wine Whack), even in EX form, start up too slowly for them to connect from light normals. Haohmaru's only cancellable command normal, Surprise Attack (6A) also starts up too slowly for it to be used as a converter from lights, so Haohmaru has to rely on landing heavy normals in order to score big damage. | ||
* ''' | * '''No Samsho Fundamentals In KOF''': Haohmaru ''CANNOT'' play neutral the same way he'd play it in Samurai Shodown. Zero disjoints on his sword normals means that his grounded poking game is awful. Opponents can easily counterpoke him way before his active frames comes out with just the press of a button. Samsho fundamentals will not help him here. Iron Flash is the only exception to this problem but it's heavily telegraphed and punishable on block and pretty much a death sentence on whiff. | ||
* '''Slow:''' Also as expected of a swordfighter, Haohmaru is on the slower end of the roster. For example, his cr.C has 11 frames of startup, making it one of, if not the slowest cr.C in the game. Cyclone Slash, his only projectile, doesn't even combo from heavies. As mentioned above, most of his specials, excluding his DP and Rice Wine Whack, have very slow startup, so they can be rather hard to combo into, and it's likely that a Haohmaru player will get counterpoked if they try to use one of his specials in neutral. | |||
}} | }} | ||
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|moveId=Haohmaru_fa | |moveId=Haohmaru_fa | ||
|description= | |description= | ||
* | * Far variant of his standing light slash. | ||
Haohmaru performs a quick slash with his katana. Only active for 2 frames, making it his least active normal. | |||
}} | }} | ||
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|moveId=Haohmaru_fb | |moveId=Haohmaru_fb | ||
|description= | |description= | ||
* | * Does not hit low like in the original game. | ||
* Can cancel into specials, but not command normals. | |||
Haohmaru's 6D from ''Samurai Shodown'' serves as his far B in KoF XV. While it can cancel into specials unlike in his home series, it loses its property as a low. | |||
}} | }} | ||
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|moveId=Haohmaru_fc | |moveId=Haohmaru_fc | ||
|description= | |description= | ||
* | * Far variant of his standing medium slash. | ||
* Huge range, huge hurtbox. | |||
* Same frame data as Ralf's far D. | |||
Haohmaru stabs forward with his katana. Has a noticeable amount of range and allows Haohmaru to contest his space, but it comes with a drawback. Unlike in ''Samurai Shodown'', Haohmaru's katana has a hurtbox during the animation, and a clever opponent can severely punish Haohmaru if this move is improperly used. | |||
}} | }} | ||
====Far D==== | ====Far D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Haohmaru_fd | |moveId=Haohmaru_fd | ||
|description= | |description= | ||
* | * Same animation as his close D, but not cancellable, so be careful. | ||
* Works as an anti-air. | |||
Haohmaru performs a high kick with his inner leg. Only one frame faster than his cr.C, making it his fastest anti-airing normal. | |||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
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|moveId=Haohmaru_cla | |moveId=Haohmaru_cla | ||
|description= | |description= | ||
* | * Close variant of his standing light slash. | ||
Haohmaru performs a standing version of cr.A. At 4 frames, this is Haohmaru's fastest normal. | |||
}} | }} | ||
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|moveId=Haohmaru_cld | |moveId=Haohmaru_cld | ||
|description= | |description= | ||
* | * Same animation as far D, but cancels into both specials and 6A. | ||
Haohmaru's cl.D looks exactly the same as his far D, but he can cancel it into both specials and 6A. This can be rather confusing, so just use cl.C when you're in proximity. | |||
}} | }} | ||
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|moveId=Haohmaru_2a | |moveId=Haohmaru_2a | ||
|description= | |description= | ||
* | * Close variant of his crouching light slash. | ||
Haohmaru jabs the opponent with the hilt of his katana. This is his safest crouching normal and it is plus on block, so it can be used to frame trap. | |||
}} | }} | ||
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|moveId=Haohmaru_2d | |moveId=Haohmaru_2d | ||
|description= | |description= | ||
* | * Moves Haohmaru forward during the animation, giving it a lot of range. | ||
* Universal sweep from the original game. | |||
Haohmaru slides along the ground. This moves Haohmaru forward during its animation, so he can use it if he's having a hard time getting in. | |||
}} | }} | ||
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|input=j.C | |input=j.C | ||
|description2= | |description2= | ||
* | * Jumping heavy slash from the original game. | ||
Haohmaru slams downwards with his katana. An unfortunately mediocre aerial; it is slow and actually rather telegraphed, and is only active for 2 frames when performed from a hop. | |||
}} | }} | ||
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|input=j.D | |input=j.D | ||
|description2= | |description2= | ||
* | * Godly aerial, as an air-to-air, or a jump-in. | ||
* Starts up faster that j.C by 2-3 frames. | |||
* Jumping medium slash from the home game. | |||
Haohmaru performs a sideways slash. Covers a large amount of range and is a great air-to-air and a very good jump-in as well. | |||
}} | }} | ||
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|description= | |description= | ||
* Placeholder | * Placeholder | ||
Haohmaru performs a shoulder charge that advances him forward. Good for kara canceling. | |||
}} | }} | ||
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|input=6A | |input=6A | ||
|description= | |description= | ||
* | * As a command overhead, slow if used raw, but starts up faster and turns into a mid if canceled into. | ||
The universal overhead from the ''Samurai Shodown'' series gets implemented into Haohmaru's movelist as his only cancellable command normal. Unfortunately for Haohmaru, who has a rather poor light combo game compared to his heavy combo game, this command normal starts up too slowly, even when cancelled, to combo from lights. Haohmaru's close heavy normals have a lot of pushback, so make sure you're very close to ensure it connects. | |||
}} | }} | ||
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|description= | |description= | ||
* Cannot be canceled into, or cancel into anything, making it and Darli's A+C the only uncancellable command normals in the game. | * Cannot be canceled into, or cancel into anything, making it and Darli's A+C the only uncancellable command normals in the game. | ||
* Does 20 damage on block, meaning it can chip kill if it gets blocked. | |||
Possibly Haohmaru's most iconic normal, Haohmaru's slow, but painful standing far heavy slash gets implemented into KoF as Iron Flash. For a fast-paced game like KoF, this won't see much use as a poke besides his other normals. Connecting this off of a 236D/BD, though, can allow Haohmaru to score a ton of damage with little meter. | Possibly Haohmaru's most iconic normal, Haohmaru's slow, but painful standing far heavy slash gets implemented into KoF as Iron Flash. For a fast-paced game like KoF, this won't see much use as a poke besides his other normals. Connecting this off of a 236D/BD, though, can allow Haohmaru to score a ton of damage with little meter. | ||
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|input=623A/C/AC | |input=623A/C/AC | ||
|description3= | |description3= | ||
* | * Light version is invulnerable to aerial attacks, heavy and '''EX''' version are fully invulnerable. | ||
* Light version is stationary, heavy and '''EX''' move Haohmaru slightly forward. | |||
Haohmaru leaps into the air and performs multiple slashes with his katana. Has one of the faster startups of Haohmaru's specials, and reliably connects from a light or a crumple. Very useful for comboing into a super. | |||
}} | }} | ||
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|moveId=Haohmaru_66623a,Haohmaru_66623c,Haohmaru_66623ac | |moveId=Haohmaru_66623a,Haohmaru_66623c,Haohmaru_66623ac | ||
|name=Renting Tremor Slash | |name=Renting Tremor Slash | ||
|input= | |input=6623A/C/AC | ||
|description3= | |description3= | ||
* | * Can only be performed when Haohmaru is running. | ||
* Faster startup than his regular DP, with more forward movement, but more recovery and block disadvantage. | |||
An immensely damaging DP, even more so than Omega Rugal's Genocide Cutter. Being that this is a dashing-only special, this moves Haohmaru forward significantly when used, and starts up faster than his regular DP. To compensate, Haohmaru is punished more severely if this move is blocked or whiffed | |||
}} | }} | ||
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|input=236A/C/AC | |input=236A/C/AC | ||
|description3= | |description3= | ||
* | * '''A''' version travels halfway across the screen and can be faked out of, '''C''' version travels fullscreen. | ||
* '''EX''' version puts the opponent into a juggle state. | |||
Haohmaru uses his katana to send out a small tornado that travels across the ground. Opponents that are hit by this tornado will be launched upwards, giving Haohmaru plenty of time to approach and prepare for his next move. | |||
The '''EX''' version puts the opponent into a juggle state, meaning anything Haohmaru hits the opponent with afterwards will land instead of whiffing like with the '''A''' or '''C''' version. One of his best options afterwards is his AC command normal. | |||
}} | }} | ||
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|input=4214A/C/AC | |input=4214A/C/AC | ||
|description3= | |description3= | ||
* | * Cannot connect up close unless the opponent is in a juggle state. | ||
* Heavy version is plus on block. | |||
* '''EX''' version hits three times and causes a groundbounce, and is best used after 236D/BD. | |||
Haohmaru somersaults forward before striking the ground with his katana. This has the most startup out of all of Haohmaru's moves and therefore the most telegraphed, so this is not a good move to use in neutral. | |||
}} | }} | ||
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|input=214B/D/BD | |input=214B/D/BD | ||
|description3= | |description3= | ||
* | * Reflects projectiles. | ||
* '''EX''' version causes a crumple state that can be followed up with 623A/C. Most of his other specials are too slow to connect afterwards. | |||
Haohmaru swings his bottle of sake in front of him. This move will reflect projectiles back towards the opponent and can also work as an anti-air. | |||
The '''EX''' version causes a crumple state and is his best metered followup from low confirms. | |||
}} | }} | ||
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===Flame of the Conqueror=== | ===Flame of the Conqueror=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=Haohmaru_236236a,Haohmaru_236236c,Haohmaru_236236ac | ||
|name=Flame of the Conqueror | |name=Flame of the Conqueror | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
| | |description3= | ||
* Placeholder | * Placeholder | ||
* Placeholder | * Placeholder | ||
* Placeholder | * Placeholder | ||
Haohmaru's version of ''Samurai Shodown'''s universal Weapon Flipping Technique is his most damaging Super Special move in KoF XV. Interestingly, the '''C''' version starts 8 frames slower than the '''A''' version, so be careful when using it so it doesn't whiff. | |||
}} | }} | ||
Revision as of 19:06, 27 November 2022
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Adamantine Slash - (close) / +
Command Normals
Special Moves
Renting Tremor Slash - + / (*)
Super Special Moves
Flame of the Conqueror - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Low Confirm |
move > move > move = 0 dmg |
½ Meter |
Anywhere |
move > move > move = 0 dmg |
1 Meter |
Low Confirm |
move > move > move = 0 dmg |
2 Meters |
MAX Confirm |
move > move > move = 0 dmg |
Gameplay Overview
After nearly 30 years of being denied entry into the KoF franchise due to canonical issues, Haohmaru finally makes his playable debut in The King of Fighters XV, in one of his best iterations so far. Being a swordfighter, Haohmaru is a bit on the slow side, but when he hits, he hits very hard. If Haohmaru lands just one heavy normal, he can deplete a sizeable chunk of the opponent's lifebar. His sword-based attacks have a lot of range, so Haohmaru can easily play defensively if he needs to. However, Haohmaru comes from a game where the rules aren't the same, and his tools have been modified to compensate. Most notably, his sword attacks have massive hurtboxes, and Haohmaru players can easily be counterpoked if they're not careful. Nonetheless, Haohmaru is an amazingly effective character who hugely rewards players who use him to his fullest potential.
Haohmaru is a mid-ranged swordsman who tries to keep the opponent at a distance before utilizing meter to score massive damage. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatter Strike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Slash
Slash
(close) 4/6C
(close) 4/6C |
---|
Headwind Slash
Headwind Slash
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Surprise Attack
Surprise Attack
6A
6A |
---|
Iron Flash
Iron Flash
AC
AC |
---|
Special Moves
Crescent Moon Slash
Crescent Moon Slash
623A/C/AC
623A/C/AC |
---|
Renting Tremor Slash
Renting Tremor Slash
6623A/C/AC
6623A/C/AC |
---|
Cyclone Slash
Cyclone Slash
236A/C/AC
236A/C/AC |
---|
Earthquake Slice
Earthquake Slice
4214A/C/AC
4214A/C/AC |
---|
Rice Wine Whack
Rice Wine Whack
214B/D/BD
214B/D/BD |
---|
Shock Blast
Shock Blast
214A/C/AC
214A/C/AC |
---|
Cyclone Wave
Cyclone Wave
236B/D/BD
236B/D/BD |
---|
Super Special Moves
Flame of the Conqueror
Flame of the Conqueror
236236A/C/AC
236236A/C/AC |
---|
Supreme Gale Flash
Supreme Gale Flash
236236B/D/BD
236236B/D/BD |
---|
Climax
Supreme Severing Flash
Supreme Severing Flash
2141236CD
2141236CD |
---|