Hokuto no Ken/Thouther: Difference between revisions

From SuperCombo Wiki
(Added JP wiki frame data)
(added infobox, moved combos and matchups to respective pages)
Line 1: Line 1:
[[File:Southerportrait.jpg|right]]
{{Infobox Character HNK
==Introduction==
|name=Thouther
{| style="width:100%" cellpadding=10 border="0"
}}
|-
| [[Image:Thoutherportrait.png|left]]
| More than any other character in Hokuto no Ken, Thouther is all about being on the offensive. Thanks to his powerful Bakuseiha fireball, Thouther's mixups are perhaps the most devastating in the game. This coupled with his high star-removing ability can make him seem truly be unstoppable when he is on a roll. On the other hand however, his defense is without a doubt the worst in the game, on par with Mamiya - he has a Guard Gauge against all characters, no reliable reversal, and very low health. For these reasons Thouther is considered a "one chance" character and sometimes has trouble achieving a stable win rate. While easy to pick up his basic attack patterns and combos, the difficulty of his more advanced techniques coupled with the amount of work required to be able to win consistently can make Thouther a very frustrating character to play.
|}
<br><br><br>


==Normal Moves==
==Normal Moves==
Line 269: Line 264:
11F Startup<br>
11F Startup<br>
<br>
<br>
==Combos==
==Technique==
Delay j.C air 214A
Grave, delay chase jump, jC, air 214A (extreme delay required on Raoh)
Think of the timing as hitting the bottom of the opponent with jC, and having them "land" on the 214A projectile rather than its startup hit. Midscreen, you'll have to adapt your combo depending on whether air 214A hits once or twice.
Grave-TK 214A
A combo part that's often used after CD or BD. Done easily with 2147A.
Close C Grave Install
Souther's Close C has a special Grave Shoot property that allows him to perform a Grave Install without the use of any Boost.
After a close C, if you TK your special properly, you will get the grounded version that now takes one star. Useful with Spear (62369A/C) and Gekiha (2147A). If you're too slow on the cancel, the chase jump will come out instead.
236A boost
~236A, boost on the second hit.
-Won't become a boost cancel (will only take 20%) but you will recover faster.
Close B>far D, or 2B will connect, and if your opponent guard cancels on 236A's second hit, you should be able to block it (even if it's Mamiya). It has to be linked though, so you need to get used to it.
Can also be used during press.
Cheap boost banishing
There is a way to reduce the boost quantity used by the boost after a boost C+D.
After 2C or far D, do E~C~D instead of E+C+D.
If you do E+C+D, the boost after will cost 50%, but if you do E~C~D correctly, it will only cost 20%.
Really useful when you only have 1 bar.
==Basic Combos==
'''No meter, low starter combos'''
{| style="width:100%" cellpadding=10 border="1"
|
2B*n→236A→236C→236D (doesn't work on crouching Jagi)
2B*n→2C→far D , 236B→236D (doesn't work on crouching Jagi)
tk 214A→far D, banishing strike combo (crouching Rei only)☆
2B*n→A+C, delay JC 214A, (1 hit midscreen) far C, 236C→236D ☆
2B*n→A+C, delay JC 214A, (1 hit midscreen), A+C, JA→214A, JB→214A (will meaty for oki)☆☆
2B*n→A+C, delay JC 214A (2 hit midscreen) close C, far C , 236C→236D ☆
2B*n→grave delay JC 214A (2 hit midscreen) close C 6239A, grave JA→JB→baku ☆☆
2B*n→A+C delay JC 214A →close C, JA→214A, JB→214A (will meaty for oki)☆☆
2B close D→JD→IAD JC , 214A , close A, close C , 2147A (near corner) ☆
2B close D→JD→IAD JC, 214A, far A, far C , 236A~
2B close D→HJ JAJBJCJD→close A, close C, 2147A, ☆
2B2D→623C, dash close A , close C 6329A, close A, close C 2147A ☆☆
2B2D→623C, dash close A close C,6239A, close A close C, JA→214A, JB→214A (will meaty for oki) ☆☆
|}
==Overhead Combos==
{| style="width:100%" cellpadding=10 border="1"
|
6A> boost 2B close C 6239A, 5A> close C f.C A+C, tk air 214A☆☆
6A>boost 2B close C 6239A close D JACD> close B Close D A+C tk air 214A ☆☆( doesn't work on Toki Mamiya and Souther)
|}
If 6A is guarded but 2B hits then go to close C to Grave combos
If both 6A, 2B are guarded then go to close C Grave follow up
==Banishing strike combo ( start with CDE outside of raw hit)==
'''Direct hit or A+B boost starter'''
{| style="width:100%" cellpadding=10 border="1"
|
~>[A+C tk 214A]*2, JBJD 214A, JBJC 214A, IAD j.B >214A or 214214C ☆☆☆
|}
'''tk 214A or 2B2C f.D starter'''
{| style="width:100%" cellpadding=10 border="1"
|
~>[A+C tk 214A]*2>far A>214A ☆☆☆
|}
'''236C (1hit) starter'''
{| style="width:100%" cellpadding=10 border="1"
|
~>A+C tk 214A>IAD JB, f.D, Geki ☆☆
|}
==Cross down 2C combos (generally starting from raw C+D or A+B boost C+D)==
The 2C*n part will be done with Souther on the wall side. When you'll do tk 2141236A, the opponent will go to the other wall.
{| style="width:100%" cellpadding=10 border="1"
|
C+D, boost, >2C*2~3>236A, boost, 2C*n> tk 21412236A (doesn't work on Heart)
C+D, boost> close D far D, 236A, boost>2C*n> tk 2141236A (doesn't work on Heart)
C+D, boost>2C*2>236A, C> 623A , boost, 2C*n>tk 2141236A (vs Heart but not stable)
C+D, boost, > close C, close D, far D, 236A, boost>2C*n> tk 2141236A (vs Heart)
C+D, boost >2C*2~3>236A 236C 236D, boost, 2C*n , tk 2141236A (good vs all char but need 1.5 boost)
|}
'''Cross down 2C 100%'''
{| style="width:100%" cellpadding=10 border="1"
|
~>cross down >2C*9~10>C>E~214214C>E>B>E>C+D>E>B>C>623A*3~4>tk 2141236A
|}
==6B starter==
{| style="width:100%" cellpadding=10 border="1"
|
corner, 6B→(Non Boost) [A+C dash]*n
|}
- You get a lot of boost but your opponent too. Mixing it with A+C tk 214A allows you take stars.
==Grave combos, corner==
Juda、shin, mamiya, heart, sauza ~2B2C
{| style="width:100%" cellpadding=10 border="1"
|
~>A+C >delay JC 214A>A+C>tk 214A>B>C>C> 214A☆☆
~>A+C, delay JC 214A>A+C>tk 214A, B>C> C+D ☆☆☆
|}
Toki, Kenshiro ~2B2C
{| style="width:100%" cellpadding=10 border="1"
|
~>A+C>delay JC 214A>JAJCJD(>jc>JAJCJD)>close C>214214C or 214A☆
~>A+C>delay JC 214A>JAJCJD(>jc>JAJCJD)>c.C>2Cf.C>214A ☆
~>A+C>delay JC 214A>JAJCJD(>jc>JAJCJD)>c.C>far C>2Cfar C>214A☆
|}
==Jump Install Grave combos==
{| style="width:100%" cellpadding=10 border="1"
|
~>A+C >delay JC 214A>close C>6239A>close A close C> 2147A ☆☆☆
~>A+C >delay JC 214A>close C>6239A>close A close C>C+D>E>2C*n> meaty 214A(vs Rei, Heart)
~>A+C>delay JC 214A>c.C>6239A>A+C>JA 214A>meaty 214A(vs Rei, Heart)
|}
'''Banju route(doesn't work on Toki, Mamiya, Souther)'''
{| style="width:100%" cellpadding=10 border="1"
|
~>A+C, delay JC 214A, close C >6239A>close D>JACD>close B D>A+C>meaty tk 214A
|}
'''(meaty tk 214A vs shin)'''
{| style="width:100%" cellpadding=10 border="1"
|
~>A+C, delay JC 214A, close C , 6239A, close D, JACD, close B C , meaty tk 214A
|}
'''(low height pickup close D)'''
{| style="width:100%" cellpadding=10 border="1"
|
~>A+C, delay JC 214A, close C, 6239A, close D, JABC, jD whiff, 2B A+C meaty tk 214A
|}
'''(doesn't work on Toki)'''
{| style="width:100%" cellpadding=10 border="1"
|
~>A+C, delay JC, close C, 6239A, JACD, close B D, A+C, tk 214A
|}
'''(Normal route when you cant normally land 214A on char like vs. Juda)'''
{| style="width:100%" cellpadding=10 border="1"
|
~>A+C, delay JC 214A, close C, 6239A, JACD, close B C, 2147A
|}
==Bani Combos Concept==
When to use Bani combos or Grave combos
As Souther, you want to get boost then always press and push the opponent as much as possible into the corner and start your corner okizeme game. In order to optimize your corner carry you need to know when to use either combo.
Generally you want to do:
{| style="width:100%" cellpadding=10 border="1"
|
~236C,E>2C*2>A+C, delay JC 214A, close C, 6239A, close A C, tk meaty 214A
|}
which is fine when you want guaranteed damage with three stars but when you want to corner the likes of Rei and Heart then:
{| style="width:100%" cellpadding=10 border="1"
|
~236C, boost C+D, A+C tk 214A, IAD JB, far D, meaty 214A
|}
This will put them in corner and set up meaty Geki
If you catch a crouching Rei then far D, C+D will combo
==FKO Combos==
'''☆-0'''
You can do this from many normal moves but generally wouldn't recommend it.
'''☆-1'''
{| style="width:100%" cellpadding=10 border="1"
|
~delay JC 214A(2HIT)→land (close C) FKO(possible midscreen)
~C+D→2C→FKO
|}
'''☆-2'''
{| style="width:100%" cellpadding=10 border="1"
|
~delay Jc Baku, boost f.A f.C, bani, boost f.C, kill (midscreen, hit f.A low)
~Delay Jc Baku, c.C, install spearr, c.A, kill (corner)
~bani, grave baku,→IAD JB→kill
|}
'''☆-3'''
{| style="width:100%" cellpadding=10 border="1"
|
~Delay Jc Baku, c.C, install spear, c.A c.C, Bani, E, c.A c.C , kill
~JC→Baku 2 hit, JA, JD, Boost Baku, land Bani, Boost cancel, kill
~JA→JB→baku 2 hit, JA JB, Boost Baku, land Bani, Boost Cancel, kill ( vs Toki, Jagi, Juda)
2B2Cf.D, Boost Bani, Grave Baku, E, c.C, IAD Baku, IAD JB, kill
2B2Cf.D, Boost Bani, Grave Baku x2, E, kill
raw Bani, Grave Baku x 2, IAD JB, kill
~Kobinu, Boost Bani, Heavy, Grave Baku, IAD JB, kill (back to corner)
6A>boost 2B, c.C, install spear, Grave, JA JB, Boost Baku, Bani, boost kill ( boost 1.5 , corner)
|}
'''☆-4'''
{| style="width:100%" cellpadding=10 border="1"
|
Corner, lift/catch throw,  grave IAD Baku loop x 2, c.AC , Bani, E, c.C, kill
Corner, catch throw, grave, IAD Baku, c.C, install spear, Bani, boost c.AC, kill
Corner, catch throw, grave, IAD Baku, c.C, install spear, c.AC, bani, boost kill ( Toki ok)
Catch throw, boost grave (vs ken no boost) , JC ( vs Heart JD) , Baku, JAJD, boost baku, bani, boost kill ( vs ken, sauza, raoh, rei, heart, can do anywhere)
Max charge Bani (guard)→E→2C→bani, E→grave baku (IAD), c.AC, kill
|}
==Houou youko kaiten combos==
{| style="width:100%" cellpadding=10 border="1"
|
2B*n→grave, delay JC Baku, c.C, install spear, c.AC, youko
C.D, HJABCD, c.AC, youko 近D→HJABCD
Corner, c.D, neutral JD, IAD JC, c.C, install spear, c.AC, youko
Corner, 2D, spear, dash c.AC, install spear, c.AC, youko
Things to try after youko
~2B Grave Baku set up
~2B Geki set up
~2B low hitting hikanu/kobinu?
|}
'''Okizeme from Youko'''
{| style="width:100%" cellpadding=10 border="1"
|
IAD Baku, 2B, 6A, 2A, 5B, spear * 4, f.C, Geki
2B→6A、6A、from throw 2A→5A→spear*
Kobinu Low, fastest Kaeriminu (unblockable)
|}
'''After Youko , from set up Baku or Geki'''
{| style="width:100%" cellpadding=10 border="1"
|
~ charge Bani, (no boost) hikanu, bani combo
~charge bani, (no boost), grave, dash grave, hikanu low hit, bani combo
~heavy, boost bani
|}
'''Vs Juda, side switch'''
Not in corner
{| style="width:100%" cellpadding=10 border="1"
|
Grave, delay JC Baku, grave, JAB, switch sides, Baku
Grave, delay Jc Baku 2hit, c.C, install spear, grave, JAB, switch, Baku ☆☆
Grave, delay JC 2hit, c.C, grave, JAB, switch, Baku ☆
|}
From Bani
{| style="width:100%" cellpadding=10 border="1"
|
Bani combo→グレ剥がし(HSC)→JA→JB→JD→switch, baku
|}
==Chikuseki Combos==
'''Midscreen'''
{| style="width:100%" cellpadding=10 border="1"
|
close D>HJA>JB>JC>JD>A>close C , delay far C, A+C, 2B> A+C tk 214A
close D>HJA>JB>JC>JD>A>close C>JA>214A, JB> 214A
close D>JD>IAD JC, close C , 6239A, dash, OTG 2B , A+C tk 214A
close D, JD>IAD JC, close D>JA>JC>JD>far C, 236C, 236D ( vs Ken, Rei)
|}
'''Corner'''
{| style="width:100%" cellpadding=10 border="1"
|
close D, JD, IAD JC, close C, 6239A, close D, JABC, 214A, 2B, A+C tk 214A
close D >HJA>JB>JC>JD>A>close C, JA>214A, JB> 214A set up
close D>HJA>JB>JC>JD>close D, JA>JC>JD, close B D, A+C tk 214A
Corner vs Ken Raoh Shin Souther (done on the side of Souther's health bar, both sides against Raoh)
close D, JD , IAD JC, 2C*10, A+C, B, A+C tk 214A
close D, JD, IAD JC, 2C *15, A+C, tk 214A setup
|}
'''Midscreen reliable chikuseki'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, delay jC 214A 2Hit, close C, 6239A, (vs Ken, 5AC, 236A), 2B (if corner add A+C tk 214A)
A+C, delay jC 214A 2hit, close C, 6239A, A+C, JAB, 214A setup
(vs Ken Toki Shin Juda Souther)
|}
'''Dizzy chikuseki (1 boost)'''
{| style="width:100%" cellpadding=10 border="1"
|
~236A 236C, E2C, 2C, 2C, boost 2C, 2C, A+C, delay jC 214A 2hit, close C (if corner add far C), A+C, 2B, A+C tk 214A
For toki, after close C, A+C use C tk 214A ender
|}
'''Rei dizzy(1 boost)'''
{| style="width:100%" cellpadding=10 border="1"
|
~236A, 236C, E~2C, 2C, 2C, boost 2C, 2C, A+C, delay jC 214A 2hit, falling JA, JC, 214A, JB, 214A
|}
==Debouncing Bani Chikuseki==
{| style="width:100%" cellpadding=10 border="1"
|
Rei Shin Mamiya Juda Toki
2B*3>2C boost C+D>close D A+C tk 214A boost>close D, forward jumpBB 214A>Debouncing A+C> far C A+C>JAB 214A>OTG with JB 214A set
|}
{| style="width:100%" cellpadding=10 border="1"
|
Raoh Jagi
2B*3>2C boost C+D>close D A+C tk 214A boost >close D forward JBB>forward JBB 214A, Debouncing A+C A+C>JAB 214A>OTG with JB 214A setup
|}
{| style="width:100%" cellpadding=10 border="1"
|
Heart
2B*3, 2C boost C+D, close D A+C tk 214A boost, close D forward JBB, dash JB air dash D 214A, Debouncing A+C A+C, JAB 214A
|}
{| style="width:100%" cellpadding=10 border="1"
|
Rei ken
2B*3, 2C boost C+D, close D A+C tk 214A boost, close D forward JBB, dash JBA 214A, Debouncing A+C A+C, JAB 214A
|}
Egure Style
{| style="width:100%" cellpadding=10 border="1"
|
Charge bani, if it hits do close C or 2C), if charged bani is blocked, do close C close D or 2Cx2), A+C, tk 214A, JD air dash JD 214A, JBJD 214A, JD air dash JD 214A, iad jD 214A, A+C*2, JA 214A, OTG with 2B A+C, tk 214A okizeme
|}
For Ken Toki Heart, take out the IAD D 214A
For Juda, from JABD you take the side switch route
Raoh Rei, doesnt matter if the bani hits or gets blocked, go into ~ close C close D starter
Jagi and Heart, doesnt matter if hits or gets blocked, go into C+D, boost A+C starter
For jagi, if bani hits then its fine with just going into C+D A+C, 214A, JD air dash JD ~
If it's blocked then go into A+C, tk 214A, dash close D , JD ~
==1 boost, every char except Raoh Heart Juda, 3 star dizzy chikuseki==
{| style="width:100%" cellpadding=10 border="1"
|
(Boost) 2Bx2-4, 2C, E~C~D (cheap bani), A+C tk 214A, 20% boost,
C+D boost B close C 6239A
Then
2C FKO
Or
close A C 623A, dash 2B A+C, tk 214A setup
|}
{| style="width:100%" cellpadding=10 border="1"
|
vs Rei
close C close D, JABC 214A, dash 2B A+C, 214A
|}
Since the period where you cannot get boost back after using it is not over yet, make sure that the meaty 214A is properly blocked then open them up so you can expect get a lot of meter, approximately 2 boost bars back maximum. If you open the guard, the opponent should get dizzy.
==Basket/Dribble Combos==
==Ken==
'''Corner on the side of Souther's health bar'''
{| style="width:100%" cellpadding=10 border="1"
|
close D JD air dash JC cross up, 2C*7 far C 2C 236C, boost 5A, 2A, 5AA,
Boost 5A*10 , hyakuretsu
|}
'''1.6 boost starter'''
{| style="width:100%" cellpadding=10 border="1"
|
close D JD air dash, some delay JC, 214A 2hit, close B C, far C 2C far C 236C, boost cancel 2A, 5A*4, 5A*10, dash 5A, dash 2A, hyakuretsu
|}
'''1 boost , just when getting it, if you have too much then you cant do it'''
{| style="width:100%" cellpadding=10 border="1"
|
close D, JD,JC, close C, close D, JA, JC, JC, A*3, far C, 236C, A*10, 2B~
|}
'''B+D starter'''
{| style="width:100%" cellpadding=10 border="1"
|
B+D, A+C, boost C, JAC, switch sides here, JD cancel E+214A 1hit, close B, close C, far C, 2C, far C, 236C, boost cancel 2A*3, 5A*2, Boost 5A*11, hyakuretsu
|}
'''Easy version, corner, 2 boost'''
{| style="width:100%" cellpadding=10 border="1"
|
Close D, JD air dash side switch JC, close C D, JACD, 5AAA, Boost A, C, 2C, C, Boost 5A*10, dash 5A, 2A, dash 5B, 2B*12, 14, 8, 16 , 236A, 236C, basket
|}
'''Midscreen'''
{| style="width:100%" cellpadding=10 border="1"
|
Grave, JA, JB, JD, 214A+E, dash side switch, ACC2CC, 236C, E2A5AAAA>EA*11>2B*13>14>8>15> 236A 236C basket
|}
'''Dribble'''
{| style="width:100%" cellpadding=10 border="1"
|
close D JD air dash side switch j.C, 2C*7, far C 2C far C, boost cancel, 2A, 5A*6, Boost 5A*8, Boost 5A*2, 5B*5, dash 2A, dash [close B delay 2A]*11, dash 5A*5, dribble
|}
==Raoh==
'''Corner'''
{| style="width:100%" cellpadding=10 border="1"
|
close D JD air dash JC cross up, 2C*8 , high hitting close D 236C, boost cancel 5A*5, Boost 5A*9-10, hyakuretsu
|}
{| style="width:100%" cellpadding=10 border="1"
|
close D, j.D, j.C, 2C*8, high hitting close D, 236C, E A*5, EA EA8-9, hyakuretsu (2B*13, 13, 8, 15)
|}
'''Midscreen'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, JA, JB, JD, 214A+E, dash change sides A, C*2, 2C, C, 236C, E, 2A,5A*4, boost cancel 5A*10, 2B*13, 13, 8,14, 236A 236C
|}
'''Opponent corner~starting position,1 boost bar'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, delay JBCD, HSC boost 214A, forward jump cross over JC or JD, 214A, 5A*20, A+C, close B, hyakuretsu (2B*9, 15, 8, 13, far D 236A 236C)
|}
'''Dribble, corner , 1 boost'''
{| style="width:100%" cellpadding=10 border="1"
|
close D, JD, air dash cross JC, 2C*7, close D2D, boost cancel 5A*6, boost cancel 5A*8, boost cancel 5AAB*6, dash far A, [dash close B delay 2A]*5 , dash close 5A*5, dash far A*6,
|}
At this point dribble already activated and the opponent is bouncing.
Use this bounce pattern to finish him off:
{| style="width:100%" cellpadding=10 border="1"
|
Jump AC*8, 5AC 623A, 5AC 214A, 5AC C+D, JABC, basket
|}
'''Corner'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, delay JBCD (ABD or ACD is fine too), HSC boost 214A, forwar jump cross up JD, 214A, close B*26 (or 5A*20,close B*6) , when the opponent is bounces 2C movement boost side switch, 5A, dash 2A*n, dribble
|}
==Toki==
'''Midscreen'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, JABCD, 214A+E, dash side switch, ACC2CC, 236C, E2A5AAAA, EA*9, close B, 2B*12, E2B*12, strict small delay 2B, E2B*8, E2B*2, close B*6, 2B*9, dash 2B*n
|}
'''Corner, over 1.8 boost meter'''
{| style="width:100%" cellpadding=10 border="1"
|
~A+C, delay JC 214A 1 hit, close C 623A, close A C C+D, HSC boost side switch close B, 2C*6 far C far D, boost A*5, boost A*2, close B*3, boost close B*5, 2A, close B, 2A*10
|}
'''Near corner , 2 boost'''
{| style="width:100%" cellpadding=10 border="1"
|
~A+C, JCD, 214A, push lever to direction of corner JAD, boost 214A side switch, 2C*7, far C far D, boost A*5, boost A*6, boost A*2, boost close B*5 , 2A close B2A*10
|}
{| style="width:100%" cellpadding=10 border="1"
|
~A+C, JCD, 214A, lever towards corner JAD, boost 214A side switch, CC2C far C 236C, boost, 5A*5, 5A*9, dash close B, 2B*12, 2B*12, 2B*8, 2B, close B*4, 2B*11. 236A or dash 2B,
|}
'''Stable dribble recipe (around edge of midscreen, 1.8 boost)'''
{| style="width:100%" cellpadding=10 border="1"
|
Close D, HJ.ABCD, close AC C+D, boost A, 2C*6, far C boost A*5, boost A*6, boost A*2, close B*3, boost close B*5 2A, close B 2A*10
|}
==Rei==
'''Corner on side of your health bar, 2 boost'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, delayC JB A( side switch here) CD, 214A+E 1hit, land, let the opponent get lower while doing close C far C 2C far C 236C boost cancel 2A*4, boost A*9, dash close B2B*14, boost 2B*15, boost 2B*8, boost 2B*14, far D 236A 236C, basket
|}
or
{| style="width:100%" cellpadding=10 border="1"
|
A+C, delay C JB A(switch here) B, 214A, JAB, boost 214A land, close A*2, close C far C 2C 2C far C , boost A*4, boost Ax*0-14, dash close B2B*14, boost 2B*14, boost 2B*15, boost 2B*8,boost 2B*14, far D 236A 236C, basket
|}
'''Dribble'''
'''Corner, leave about one characters space between the wall and the opponent, 2.5 boost'''
{| style="width:100%" cellpadding=10 border="1"
|
6A, boost cancel 2A slight delay 2C*10, close D far D, boost cancel A*5, boost A*7, boost A*2 B*3, boost B*5, slight delay 2A, [close B 2A]*11, 5A
|}
'''Stable dribble recipe (mid to start position, 2 boost)'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, JC 214A, JABC boost 214A, dash side switch, close A close C, far C 2C 2C far C, boost, far A*4, 5A*8, 5A*2 close B*5, close B*2-3, dribble
|}
'''Starting position, 2 boost'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, neutral JACD→E+214A, dash side switch close AC, far C 2C far C 236C, boost cancel 2A*4, movement boost 5A*9, dash close 2B*14, 15, 8, 15, 236A 236C, basket
|}
'''Corner, 1.2 boost, keep one boost bar for hyakuretsu'''
{| style="width:100%" cellpadding=10 border="1"
|
close D, HJ.ABCD, close D, JACD, move boost 5A*2, move boost 5A*16 , A+C side switch, 2A, [dash 2A]*2, dash close B or 2B, 2B*13, 236C boost, 2B*2-5 (changes depending on meter gained), 2B*18, 236C, 2B*3, move boost 2B
|}
==Juda==
'''Corner, on side health bar side, 2 boost'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, boost JABCD, E+214A whiff, close B close C, 2C far C, 236C, boost cancel 5A2A*3, boost 5A*10, 2B13, 2B15, 2B8, 2B15, 236A 236C, basket
|}
{| style="width:100%" cellpadding=10 border="1"
|
A+C, JB+E, side switch ACD, 214A+E, C2CC, 236C, E2A5AAAA, EA*10, 2B*13, E2B*16, E2B*8, E2B*16, 236A 236C
|}
'''Midscreen'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, JABD, 214A+E, dash side switch, ACC2CC, 236C, E2A*4, EA*10,2B*13, E2B*16,E2B*8,E2B*16, 236A 236C
|}
{| style="width:100%" cellpadding=10 border="1"
|
A+C, neutral JCD, E+214A, dash side switch close CD, JACD, 5AAA, move boost AC2CC, boost cancel 5A*19, dash close 2B13, 15, 8, 15, 236A 236C, basket
|}
==Shin==
'''Corner'''
{| style="width:100%" cellpadding=10 border="1"
|
close D JD IAD JC cross up, 2C*7, close D far D 236C, boost cancel 5A*5, boost 5A*10, 2B13, 11, B*2 A*3 B*2, 2B*2 close B*8, far D 236A, close B renda, 236A 236C, basket
|}
'''Midscreen'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, JABD, 214A+E, dash side switch, ACC2CC, 236C, E2A5AAAA, EA*11, 2B*13, E2B*10, E2B*8, E2B, close B*8, 2A*6, far D 236A 236C
|}
==Heart==
'''Dribble, starting position~near corner, 2 boost'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, neutral JACD, E 214A, dash 2C*6, close AD far D, boost cancel A*6, boost A*8, boost A*2, B*5, dash 2A, dash [close B 2A]*10, dribble
|}
'''Corner to back'''
{| style="width:100%" cellpadding=10 border="1"
|
A+C, JC 214A delay 2hit, A+C or close C, JAB, HSC 214A, 5a close C far C 236C, E2A2A5A*2, A*7, 5A5A5B*4, B*6, basket
|}
==Matchups==
===Kenshiro===
X
===Raoh===
X
===Toki===
X
===Shin===
X
===Rei===
X
===Juda===
X
===Thouther===
X
===Jagi===
X
===Mr. Heart===
X
===Mamiya===
X


{{Navbox-HNK}}
{{Navbox-HNK}}
[[Category:Hokuto no Ken]]
[[Category:Hokuto no Ken]]

Revision as of 17:25, 20 October 2021

Introduction

More than any other character in Hokuto no Ken, Thouther is all about being on the offensive. Thanks to his powerful Bakuseiha fireball, Thouther's mixups are perhaps the most devastating in the game. This coupled with his high star-removing ability can make him seem truly be unstoppable when he is on a roll. On the other hand however, his defense is without a doubt the worst in the game, on par with Mamiya - he has a Guard Gauge against all characters, no reliable reversal, and very low health.

For these reasons Thouther is considered a "one chance" character and sometimes has trouble achieving a stable win rate. While easy to pick up his basic attack patterns and combos, the difficulty of his more advanced techniques coupled with the amount of work required to be able to win consistently can make Thouther a very frustrating character to play.

Pros Cons
  • Great mixups with his Bakuseiha fireball
  • Multiple very fast normals
  • Good star taking capabilities
  • Unblockable setups with his Speed Up super
  • Guard Crush bar against every other character
  • Incredibly low health
  • Short normals
  • Unreliable 100% combos
Thouther
HNK Thouther portrait.jpg
Character Data

Normal Moves

Standing

Close A

Thouther-c.A.png

5F Startup, 4F Active, -3 on block


Far A

Thouther-A.png

5F Startup, 4F Active, +3 on block


Close B

Thouther-c.B.png

4F Startup, 4F Active, -1 on block


Far B

Thouther-B.png

7F Startup, 2F Active, -3 on block


Close C

Thouther-c.C.png

10F Startup, 2F Active, -9 on block

Launches at an angle identical to his Grave Shoot. Can be super jump cancelled.

Far C

Thouther-C.png

9F Startup, 2F Active, -5 on block


Close D

Thouther-c.D.png

10F Startup, 4F Active, -11 on block

Launches diagonally, can be jump cancelled.

Far D

Thouther-D.png

8F Startup, 2F Active, +1 on block


Crouching

A

Thouther-2A.png

7F Startup, 2F Active, +5 on block


B

Thouther-2B.png

6F Startup, 3F Active, +4 on block


C

Thouther-2C.png

9F Startup, 2F Active, -1 on block


D

Thouther-2D.png

12F Startup, 3F Active, +1 on block


Air

A

Thouther-j.A.png

5F Startup, 6F Active


B

Thouther-j.B.png

8F Startup, 6F Active


C

Thouther-j.C.png

11F Startup, 12F Active


D

Thouther-j.D.png

15F Startup, 6F Active

Can be jump cancelled.

Other

6A

Thouther-6A.png

25F Startup, 2F Active, -2 on block


6B

Thouther-6B.png

29F Startup, 4F Active, -1 on block

Applies a banishing strike effect on hit.

Throw

Thouther-Throw.png

4F Startup, 4F Active


BD Throw

Thouther-BD.png

9F Startup, 4F Active


Grave Shoot

Thouther-Grave.png

9F Startup, 4F Active, +3 on block


Heavy Strike

Thouther-Heavy.png

41F Startup, 4F Active


Banishing Strike

Thouther-Bani.png

18-33F Startup, 4F Active, -8 on block

Special Moves

Kyokusei Jyuji Shohafu

214A
Thouther-Kyokusei.png

Physical hit: 28F Startup, 4F Active, -12 on block
Projectile: 32F Startup, 96F Active

Cross-shaped projectile, travels relatively slowly across just shy of half the screen before disappearing. Takes off one star on counter hit.

Nanto Bakuseiha

(Air) 214A
Thouther-Bakuseiha.png

Physical hit: 17F Startup, 3F Active
Projectile: 20F Startup, Active until it hits the ground

Takes off one star on counter hit.

Holy Spear

623A or C
Thouther-DPA.pngThouther-DPC.png

A Version: 27F Startup, 24F Acive
C Version: 27F Startup, 10F Active

C version will travel faster and at a higher angle. Takes off one star on counter hit.

Kyokusei Jyuuji Ken(Hitai)

236A
Thouther-Kyokusei-A.png

Standard version: 10F Startup, 2F Active on both hits (3F gap between them), -5 on block
Spedup version: 7F Startup, 1F Active on all 4 hits (2F gap between them), -2 on block

Takes off one star on counter hit. Can link into itself with install active.

Kyokusei Jyuuji Ken(Hibi - Gedan)

236B
Thouther-Kyokusei-B.png

Standard version: 17F Startup, 3F Active first hit, 13F Active second hit, -28 on block
Spedup version: 9F Startup, 3F+2F+2F+9F Active, -10 on block

Hits low. Takes off one star on counter hit.

Kyokusei Jyuuji Ken(Hibi)

236C
Thouther-Kyokusei-C.png

Standard version: 13F Startup, 8F Active on both hits (8F gap between them), -16 on block
Spedup version: 9F Startup, 4F Active on all 4 hits (2F gap between them), +0 on block

Takes off one star on counter hit.

Kyokusei Jyuuji Ken(Hishou)

236D
Thouther-Kyokusei-D.png

Solo standard version: 33F Startup, 2F Active on both hits (2F gap between them)
Rekka standard version: 12F Startup, 2F Active on both hits (2F gap between them)
Spedup solo version: 17F Startup, 1F Active on all 4 hits (1F gap between them)
Spedup rekka version: 7F Startup, 1F Active on all 4 hits (1F gap between them)

Takes off one star on counter hit.

Houshou Jyuujihou

(Air) 2141236A (Uses 1 Bar Aura)
Thouther-Houshou.png

Ground version: 23F Startup, 8F Active on first 3 hits, 24F Active on last 3 hits (6F gap between all hits), -33 on block
Air version: 13F Startup, 24F Active on all 8 hits

Takes off one star on hit, two on counter hit.

Houou Kotou Kaiten

214214C (Uses 1 Bar Aura)
Thouther-Houou.png

53F Startup

Seitei Jyuji Ryou

236236C (Uses 1 Bar Aura) -> 623C (Uses 1 Bar Aura)
Thouther-Seitei.png
Thouther-Seitei-2.png

21F Startup

Tenshou Jyuujihou

236CD (Fatal KO)
Thouther-FKO.png

11F Startup

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Jagi
Juda
Kenshiro
Mamiya
Mr. Heart
Raoh
Rei
Shin
Thouther
Toki