Samurai Shodown V SP/Haohmaru

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覇王丸, Haohmaru
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Introduction

The face of the Samurai Shodown.

Well balanced famous character with a famous strong slash. Thanks to the balance, his strength and familiar manner of playing he is great for beginners.

Pros:

  • High damage moves and combos.
  • Easy to use.
  • Almost guaranteed issen setups.
  • 5AB is good.
  • Like, really really good.

Cons:

  • Short normals, besides 5AB.
  • ALL specials heavily punishable.
  • Boring mixups.
  • Big problems with good pokers/keepaway zoners.
  • Empties sword gauge fast.

Data

  • Damage taken: 100%
  • Rage duration: 10 seconds
  • Amount to rage: 23
  • Walk speed: 544
  • Backwalk speed: 480
  • Dash speed: 1600
  • Jump duration: 44 frames
  • Width: 24
  • Throw range: 16

Normals

Far Slashes

5A:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Quick midheight slash. Can combo with 236CD. -10 on HIT so use it as ranged poke or for tick throw on block.
5B:
Properties: Recoil cancel on block. Deflectable.
Slow long ranged stab. Good mid-range harassment tool.
5AB:
Properties: Recoil cancel on block. Deflectable.
Heavy horizontal slice. Probably the best 5AB in game. Huge range and damage, startup is a little slow but still very fast for its range. Does a little more damage than a super. This move is like a truck, if you're in its way it's going to hit you and it's going to hurt.
This will beat many specials and normals on reaction and is Haoh's main long range punish. It has two disadvantages: one being it's really unsafe on block and whiff, and even a little unsafe on hit, though the big pushback of the move means you won't get hit by anything on hit. It also takes a huge chunk off of your sword gauge on block, and even completely empties it on whiff / hit.
2A:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Same as Rasetsumaru 2A, this means that it is extremely BAD.
2B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Crouching horizontal slash. Main purpose - hit confirm tool. Its cancelable and have more range than n.5B.
2AB:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Heavy sword uppercut. Since it slow - don't use it as antiair unless you good at prediction. Cancelable on whiff, so it becomes a little safer.
Best use - hard punish combos.

Near Slashes

n.5A:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Fast hilt thrust. Spacing tool. Good for tick throws.
Small characters can duck under it!
n.5B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Fast close range sword slice, with good combo potential.
n.5AB:
Properties: Recoil cancel on block. Deflectable.
Downward slash. Come out pretty quick for a n.5AB but this is compensated by small hitbox.
n.5B/n.2B combo is faster with same damage. It's risky but you can hit opponent, on landing or on hop / laydown, with it for a good damage.
n.2A:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Same as n.5A, but crouching and a bit faster on hit recovery.
n.2B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Leg level hilt thrust. It a damn fast, with enormous active frames and almost to no recovery. It's a best meaty in the game, i assume.
n.2AB:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Same as 2AB.

Overheads

5BC:
Properties: Hits high.
Slow overhead punch. Short ranged, slow and completely grouned, but leaves you in good frame advantage on hit and it not knock opponent down. If used wisely it gives you hit-confirmable WFT / 623AB or issen setup.
u.5BC:
Properties: Hits high. Knockdown.
Tobi geri. Slow, short ranged, long recovery. Unfavourable move, since 214C have better damage, faster startup, same recovery, not so obvious animation but a bit less range in exchange.

Kicks

5C:
Properties:
Axe kick. Pushes grounded opponents back or can be used as antiair because of some horizontal reach. Not bad, but Haohmaru has better options.
6C:
Properties: Hits low.
Low kick. It beat many attacks because of fast startup and long active frames. Main point of this move is force opponent to think that he must block low.
Punishable at point-blank, so use next move at that distance.
2C:
Properties: Hits low.
Kick at foot. One of the fastest pokes in the game. While it's easily hopped over, it recovers too fast for that to be hugely relevant.
Great for setting up a tick throw.
3C:
Properties: Hits low. Knockdown.
Low slide. It goes a decent distance and knocks down, use it when these features are needed. Ok recovery at max range.

Jumping

j.A:
Properties: Hits high. Deflectable.
Mid-height slash. j.C is by all means better, stick to it!
j.B:
Properties: Hits high. Deflectable.
Another mid-height slash. Have tiny less startup and more horizontal reach than j.AB. Worthless most of time.
j.AB:
Properties: Hits high. Deflectable.
Heavenly heavy sword stroke. Huge vertical hitbox, damage and deep hit capability, so it shines at jumpins. Little caution and prediction and it become a very good antiair. One deep hit or few j.AB antiairs can easily turn tide of battle in your favor, so practice all it possible uses.
If done early j.AB beats most characters hops(4D/6D).It can even crossup on standing tall characters like Zankuro.
j.C:
Properties: Hits high.
Flying kick. Good reach, fast startup and long active frames makes that kick good for air to air. It can even replace jumpin j.AB in some cases, since it can deep hit more easily. Its horizontal reach and priority makes it decent for runaway jumping.

Dashing

66A:
Properties:
Dashing punch. Frame advantage on hit, so it usefull for tick throws.
Since it safe and will reset airborn opponent, you can use it instead of 66AB if you are not sure that it hits or just want post-reset mixups.
Be aware that opponent can throw you on block if do it point-blank. And it will whiff on small crouched characters!
66B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Dashing n.5B. Pretty much same as n.5B with same comboability but with a few differences. First - come out a bit faster. Second - IT HAVE MORE RECOVERY THAN 5AB!
Really extend Haohmaru combo range, but because of second moment you must be completely sure that it hit! Some specials will not connect at max range.
66AB:
Properties: Knockdown.
Haoh's j.AB now comes in dashing version! Punishable, but decent antiair. Huge vertical hitbox.
66C:
Properties: Hits low. Knockdown.
Dashing low slide. Pretty much same as 3C, only come out faster.

Unarmed

u.5S:
Properties:
Straight punch. Main unarmed poke. Only advantage over kicks - fast startup.
As with other Haohmaru's punches, it will whiff on small crouching characters.
u.2S:
Properties:
Sitting straight punch. Same as u.5S but with a bit more startup and a bit less range. USELESS.
ju.S:
Properties: Hit high.
Jumping punch. Nice attack, especially if opponent too high for j.C.
u.66S:
Properties: Knockdown!
Same dashing punch as 66A, but now it knocks down! Even if blocked it's a decent tick setup, because of smaller recovery.
After hit you can followup with dash xx 2BC or 8BC (in corner).

System

Deflect - 216D:
Average deflect.
Weapon Pickup - 5A:
Average pickup.
Taunt Disarm - Start Start Start:
Haohmaru stands and take a few sips from his bottle then throws his sword. If Haohmaru connects the tornado, he can disarm before they hit the ground for an unarmed win.

Specials

Ougi Senpuuretsuzan - 236S:
Tornado projectile. Versions differ in startup, recovery and travel distance. A - fastest, goes half-screen, B - goes 70% of screen, AB - slowest, goes - full screen.
Zoning and pressure tool, it forces opponent to jump at you or make mistake and get hit by it, if used wisely. All versions punishable on startup, so it's not recommended to use in hit range of opponent with fast 5AB.
After all versions you can followup with 8BC pursuit if you in range.
Ou'gi' Senpuuretsuzan - 236C:
Fake version of Senpuuretsuzan. If opponent start react on real versions by jumping or turtling, you can try to this fake out. If he try to jump in - j.AB or 66AB. If he start turtling - dash-in & grab.
Ougi Kogetsuzan - 623S:
Crescent uppercut. It looks like dragon-punch but it's NOT.
A, B versions have long start-up and HIT invincibility that not even fully cover start up, AB version have realy fast start up, but dont have any invincibility, so they easely get stuffed by jump ins, meaties, grabs, low kicks. If opponent get hit in the air with Kogetsuzan it always will deal minimum damage. Dont forget about long recovery on whiff/block! So Kogetsuzan is very bad as anti-air and just bad as reversal.
Use - combos and if you feel lucky - occasional reversal.
Ougi Shippuu Kogetsuzan - 6623S:
Dashing crescent uppercut. Longer range, faster start up, twice as long invincibility, a bit less recovery, not cut damage on anti-air hit, 8BC followup!
Cons - cannot be used as fast reversal/anti-air because Haohmaru must run at least half screen before he can use it. Can be deflected!
Stick to A version.
Ougi Resshinzan - 421S:
Somersault slam. Long recovery so it's not a reliable but it give Haohmaru some edge on his mixups.
A version send you to 1/4 screen, B to 1/2, AB a huge leap in air then earthquake slam that have incredible long start up and bad recovery. All version will whiff last hit and will not knockdown if opponent is airborn.
Use it in punish combos or as punishable overhead.
Sake Kougeki - 214C:
Sake bottle bash. Faster than other Haohmaru overheads but with less damage. It have throw invincibility on startup.
For someone who want bash opponent head with bottle or lost his sword to do standart overhead.
Zankousen - 6432146AB:
Wind up then energy amplified slice. Slow and telegraphed move, same as 5AB range but enormous damage on hit and recovery on block/whiff.
If raged, its possible to one-hit-kill low health charaters like Mina, Basara and such, but there is very few ways to reliable(or not, beacause they gonna rage explode if they see it coming) land it: after medium attack deflect, as combo after backhit 2AB and in concentration after any B slash or BC. Plus there is some moves like Enja's Rikudou Rekka where you can punish with it.
Ougi Tenha Fuujinzan - 236CD - WFT:
Haohmaru perform six Kogetsuzans in row. Not a best thing that Haohmaru can do while in Rage but it have some tactical niche.
In short: 623AB with startup invincibility. Suffer from same things as Kogetsuzan - can be stuffed, worthless anti-air and terrible as hell recovery. It do same damage as 623AB in combos. Can be rage exploded on any hit.
Tactical use: chip damage, disarm, force opponent to rage explode.

Combos

Normal

  • (5A or 2A) xx (236CD or 623AB)

Adds small damage to WFT but it is not hit-confirmable thus risky.

  • (n.5B or n.2B or 2B or 66B) ...
  • ... xx 623A 2BC(corner)
Short range and small damage.
  • ... xx 623B
Most damaging followup. Medium range.
  • ... xx 623AB
Most range of Kogetsuzans.
  • ... xx 214C
Least range and damage.
  • ... xx 236CD 2BC(corner)
WFT combo, it have most range. When you want to opponent lost his weapon or rage explode out of it.
  • (n.2AB or 2AB) ...
  • ... xx 421B
Default followup.
  • ... xx 236CD 2BC(corner)
Same damage as 421B, but with disarm.
  • ... xx 214CD
Most opponents will be dead after Rage Explosion enhanced 2AB when it becomes possible to kill them with Fatality, but why not try it?
  • 5BC (623AB or 236CD)
Overhead combo. You actually need to link it. Very usefull combo, practice timing on it.
  • 6623A 8BC
Lots of invincibility, impressive damage, terrible recovery. 8BC must be timed right.
  • 66AB dash xx 2BC
Tiny bit of extra damage if you can do it consistently.
  • 236S 8BC
After first Senpuuretsuzan hit you have time to: meditate, taunt, Rage Explode. Use last one for massive damage on 8BC.
  • 66C 2BC
Basic stuff.
  • 3C 2BC
Basic stuff.

Backhit

  • Backhit (n.5B or n.2B or 2B or 66B) ...
  • ... xx 421B 2BC(corner)
Kogetsuzan followups tend to miss on backhit. Cancel to Resshinzan as early as possible.
  • ... xx 214CD
Nice way to finish match. Try to cross-under their jump.
  • Backhit (n.2AB or 2AB) ...
  • ... xx 421AB
Less damage but easy inputs.
  • ... xx 6432146AB
Most damaging Haohmaru combo.
  • Backhit 6C 236CD 2BC(corner)
A low-hitting kick that links into 236CD.
  • Backhit 66A 236CD 2BC(corner)
Old combo from SS4. Sadly now it not so usefull as it was.
  • Backhit 66A 5A 236CD 2BC(corner)
You can add additional hit if you want.

Time slow

  • (vs air) j.AB x n
On some match-ups it's better to cross under them and start j.AB sequence from behind.
  • 2C or 6C or 5BC Issen
Vary order and/or add some 2C or 6C reps for mixups.
  • 2C or 6C (n.5B or n.2B or 2B or 66B or 5BC) xx 6432146AB
If you dont have enough meter or if they used Issen damage glitch. After low hit do any B combo into Zankousen, and after 5BC hit just do Zankousen.

Strategies

Frame Data

Move Damage Startup Active Total Cancel Recoil
Cancel
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 6 8 2 28 8~11(4) / 20~25(5) 6~7(2) / 10(1) -10 -10 -3 Mid Weak attack, Deflectable(weak)
5B 13 15 6 39 1~5(5) 12~14(3) -6 +2 -9 Mid Medium attack, Deflectable(med)
5AB 32 18 2 66 1(1) 16~17(2) / 21~22(2) -11 +1 -28 Mid Heavy attack, Deflectable(heavy)
2A 6 11 1 39 1~6(6) / 11~39(29) - -18 -18 -3 Mid Weak attack, Deflectable(weak)
2B 9 11 2 31 11~31(21) - -2 +6 -9 Mid Medium attack, Deflectable(med)
2AB 25 19 4 63 23~48(26) - -7 +3 -21 Mid Heavy attack, Deflectable(heavy)
n.5A 5 5 5 19 5~9(5) / 12~15(4) - -4 -4 -3 Mid Weak attack, Deflectable(weak)
n.5B 8 9 2 30 9~28(20) 7~8(2) -3 +5 -9 Mid Medium attack, Deflectable(med)
n.5AB 28 14 3 53 1~6(6) 10~13(4) -2 +8 -28 Mid Heavy attack, Deflectable(heavy)
n.2A 5 5 7 17 5~11(7) / 14~17(4) - -2 -2 -3 Mid Weak attack, Deflectable(weak)
n.2B 7 5 14 25 5~18(14) - -2 +6 -9 Mid Medium attack, Deflectable(med)
n.2AB 25 19 4 63 23~48(26) - -7 +3 -21 Mid Heavy attack, Deflectable(heavy)
5C 6 9 3 35 1~2(2) - -1 +7 -14 Mid Medium attack
6C 6 7 6 26 1~3(3) - -1 +7 -14 Low Medium attack
2C 2 6 4 17 1~5(5) - -1 -1 -6 Low Weak attack
3C 7 13 8 40 1~7(7) - KD KD -22 Low Knockdown attack
j.A 6 10 1 26 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 10 14 3 38 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 25 15 1 24 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 10 9 31 x - -- -- -- High Heavy attack
ju.C 4 10 9 31 x - -- -- -- High Heavy attack
5BC 14 20 2 37 x - +8 +16 -12 High Medium attack
u.5BC 6 20 13 49 x - KD KD -23 High Medium attack Knockdown attack
66A 4 5 7 20 1~2(2) - +3 +11 -10 Mid Medium attack
66B 10 7 2 28 7~10(4) - -3 +5 -29 Mid Medium attack, Deflectable(heavy)
66AB 16 10 3 35 x - KD KD -20 Mid Knockdown attack
66C 6 7 13 38 1~3(3) - KD KD -26 Low Knockdown attack
u.5S 4 5 7 25 1~2(2) - -2 +6 -15 Mid Medium attack
u.2S 4 7 7 27 1~4(4) - -2 +6 -15 Mid Medium attack
ju.S 4 6 14 28 x - -- -- -- High Medium attack
u.66S 6 5 7 20 1~2(2) - KD KD -10 Mid Knockdown attack
u.66C 6 7 13 38 1~3(3) - KD KD -26 Low Knockdown attack
2BC 4 7 11 37 1~3(3) - -- -- -- Mid
u.2BC 4 7 11 37 1~3(3) - -- -- -- Mid
8BC 13 39 38 92 x - -- -- -- Mid
u.8BC 8 40 1 86 x - -- -- -- Mid
Senpuuretsuzan - 236A 8, 10 33 x 56 x - KD KD -10 Mid second hit fixed damage
Senpuuretsuzan - 236B 8, 10 35 x 67 x - KD KD -19 Mid second hit fixed damage
Senpuuretsuzan - 236AB 8, 10 37 x 79 x - KD KD -29 Mid second hit fixed damage
Senpuuretsuzan - 236C x x x 33 x - -- -- -- Mid
Kogetsuzan - 623A 22 14 x 60 x - KD KD -38 Mid Knockdown attack
1-8f hit invincible
Kogetsuzan - 623B 22 13 x 81 x - KD KD -58 Mid Knockdown attack
1-10f hit invincible
Kogetsuzan - 623AB 22, 2 5 x 102 x - KD KD -79 Mid Medium attack Knockdown attack
Shippuu Kogetsuzan - 6623A 16, 7 ,8 11 x 69 x - KD KD -36 Mid Weak attack, Deflectable(weak)
Knockdown attack
1-17f hit invincible
Shippuu Kogetsuzan - 6623B 16, 2x3, 8 10 x 87 x - KD KD -57 Mid Weak attack, Deflectable(med)
Knockdown attack
1-10f hit invincible
Shippuu Kogetsuzan - 6623AB 16, 2x4, 8 10 x 104 x - KD KD -75 Mid Weak attack, Deflectable(heavy)
Knockdown attack
1-10f hit invincible
Resshinzan - 421A 2, 2, 16 22 1 58 x - KD KD -27 High Weak attack Knockdown attack
Resshinzan - 421B 2, 26 26 2 68 x - KD KD -34 High Weak attack Knockdown attack
Resshinzan - 421AB 45 46 6 113 x - KD KD -62 High Medium attack Knockdown attack
1-10f hit invincible
Sake Kougeki - 214C 10 15 9 43 x - KD KD -23 High Knockdown attack
1-14f throw invincible
Zankousen - 632146AB 55 40 6 118 x - KD KD -72 Mid Knockdown attack
Tenha Fuujinzan - 236CD 3x9, 20 5 x 137 x - KD KD -74 Mid Deflectable(weak) Knockdown attack
1-4f fully invincible
5-17f only rear foot is normal
18-56f throw invincible
Samurai Shodown V Special
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