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: +
Kutten Keri (Double Kick): +
Double Jump: ,
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.
Frame Data
Legend :
Command = the input for the attack.
Start Up = How many start up frames an attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
Data from Howard's Arena
Attack Notes
To come.
Combos
Anywhere:-
1- j.,s. > (Chain),QCB+A
2- j.,s. > (Chain),QCFx2+P
3- cr. ,QCF+D, ,DF+DxxQCB+D
4- s.-Feint->cr. ,QCFx2+P
Corner only:-
5- j.,s.,QCF+D, ,DF+DxxQCB+D
6- j.,s.,QCF+D, ,DF+DQCFx2+K
7- j.,s.-Feint->cr. ,QCFx2+P
Hitboxes
Command | Total Frames |
Close / + | x |
Command | Total Frames |
+ + | x |
Command | Total Frames |
+ + | x |
Command | Start Up | Hit | Guard |
Close | 4 | +6 | +6 |
Command | Start Up | Hit | Guard |
Close | 4 | +3 | +3 |
Command | Start Up | Hit | Guard |
Close | 5 | +2 | +2 |
Command | Start Up | Hit | Guard |
Close | 3 | -1 | -1 |
Command | Start Up | Hit | Guard |
Far | 4 | +5 | +5 |
Command | Start Up | Hit | Guard |
Far | 6 | +1 | +1 |
Command | Start Up | Hit | Guard |
Far | 11 | -10 | -10 |
Command | Start Up | Hit | Guard |
Far | 11 | -3 | -3 |
Command | Start Up | Hit | Guard |
4 | +5 | +5 |
Command | Start Up | Hit | Guard |
5 | +1 | +2 |
Command | Start Up | Hit | Guard |
6 | -20 | -20 |
Command | Start Up | Hit | Guard |
10 | KD | -14 |
Command | Start Up | Hit | Guard |
Jumping | 6 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping | 3 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping | 6 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping | 7 | ? | ? |
Command | Start Up | Hit | Guard |
+ | 18 | -1 | +5 |
Command | Start Up | Hit | Guard |
+ + | 10 | +1 | +7 |
Command | Start Up | Hit | Guard |
--- + | x | -12 | -6 |
Command | Start Up | Hit | Guard |
+ | 7 | KD | -15 |
Command | Start Up | Hit | Guard |
+ | 8 | KD | -13 |
Command | Start Up | Hit | Guard |
+ | 10 | KD | -34 |
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.
Template:Garou: Mark of the Wolves