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== '''Special Command Moves''' == | == '''Special Command Moves''' == | ||
{| border="1em" cellspacing="0" width=" | {| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage''' | | '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage''' | ||
|- | |- | ||
| qcf + | | [[File:qcf.gif]] + [[File:punch.gif]] || '''Shuriken''' || 10 || 15 | ||
|- | |- | ||
| qcf + | | [[File:qcf.gif]] + [[File:punch.gif]] (air) || '''Shuriken''' || 12 || 12 | ||
|- | |- | ||
| qcf + | | [[File:qcf.gif]] + [[File:kick.gif]] || '''Kuuha-dan''' || 11 || 18 | ||
|- | |- | ||
| qcf + | | [[File:qcf.gif]] + [[File:kick.gif]] (Break) || '''Kuuha-dan''' || 6 || 7 | ||
|- | |- | ||
| qcb + | | [[File:qcb.gif]] + [[File:kick.gif]] (air) || '''Rakka-zan''' || 0 || 20 | ||
|- | |- | ||
| qcb + | | [[File:qcb.gif]] + [[File:punch.gif]] || '''Karakusa-Giri''' || 20 || 28 | ||
|- | |- | ||
| | | [[File:qcf.gif]], [[File:qcf.gif]] + [[File:punch.gif]] || '''Chou Hissatsu Shuriken''' || 33 || 45 | ||
|- | |- | ||
| | | [[File:qcf.gif]], [[File:qcf.gif]] + [[File:kick.gif]] || '''Hissatsu Tatsumaki''' || 32 || 47 | ||
|} | |} | ||
Revision as of 06:24, 17 February 2011
Hokutomaru
Chou Hissatsu Tatsumaki-
S. Power does a total of 32 points of damage.
P. Power does a total of 47 points of damage.
Chou Hissatsu Shuriken-
This S. Power does a total of 33 points of damage, if the final shuriken isn't fired early.
Chou Hissatsu Kunai-
This S. Power does a total of 45 points of damage, if the final kunai isn't fired early.
Introduction
Introduction
To come.
Character Colors
Gameplay Overview
To come.
Move List
Command Normal Moves
Slide Kick: DF+B
Kutten Keri (Double Kick): DF+D
Double Jump: Press Up in the air
Special Command Moves
Attributes
When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.
Command | Cancel on Hit | Cancel on Block | Feint Cancel |
Far A | O | O | O |
Far B | O | O | O |
Far C | X | X | X |
Far D | X | X | X |
Close A | O | O | O |
Close B | O | O | O |
Close C | O | O | O |
Close D | O | O | O |
dA | O | O | O |
dB | O | O | O |
dC | X | X | X |
dD | X | X | X |
jump A | O | O | NA |
jump B | O | O | NA |
jump C | O | O | NA |
jump D | O | O | NA |
hop A | X | X | NA |
hop B | X | X | NA |
hop C | X | X | NA |
hop D | X | X | NA |
A+B | X | X | NA |
d+A+B | O | X | O |
df + B | X | X | X |
df + D | X | X | NA |
Close B, D | O | O | O |
Close A, C | O | O | O |
Frame Data
To come.
Attack Notes
To come.
Combos
Anywhere:-
1- Jumping D-->Standing B, D (Chain)-->QCB+A
2- Jumping D-->Standing B, D (Chain)-->QCFx2+P
3- Down+AB-->QCF+D, Break-->DF+DxxQCB+D
4- Standing D-Feint->Down+AB-->QCFx2+P
Corner only:-
5- Jumping D-->Standing D-->QCF+D, Break-->DF+DxxQCB+D
6- Jumping D-->Standing D-->QCF+D, Break-->DF+DQCFx2+K
7- Jumping D-->Standing D-Feint->Down+AB-->QCFx2+P
T.O.P. Notes
This is a rising attack that is good for one hit and travels at a 45 degree angle. It has a slow start and can be used as an anti-air. Don't ever get this attack blocked!
Overall Strategy
To come.
Matchup Notes
To come.
Advanced Tactics
To come.
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