Garou: Mark of the Wolves/Hokutomaru

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< Garou: Mark of the Wolves
Revision as of 04:36, 26 January 2023 by Dnalsi (talk | contribs) (Added to →‎Move List: . Arranged target combos together with the initial normal. And although redundant, separated close/far A/B-starting target combos.)
Hoku.PNG

Introduction

Hokutomaru


Gameplay

TBD


Strengths Weaknesses
  • Varied Specials
  • Good Standard Combo Options
  • Break for Combo Options
  • Lack of Anti Air Options
  • Emblematic Combos are Corner Only
  • Low Stamina
MOTW Hokutomaru Art.png


Character Colors

Hokucolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/27.html and https://w.atwiki.jp/garoumow/pages/80.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
HitBox: A predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
HurtBox: A predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hit box on a projectile attack.
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "basic" damage -- unmodified damage values

"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ 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.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.


Notes for Hokutomaru:

  • Guard crush values within ( ) are when the move is used as the next hit of a target combo.
  • From the 2nd hit and after of the target combo, the active frames and recovery frames will be the same as far moves and crouching moves
  • Jump D, Jump A, and Jump B (Jump A and Jump B are usually diagonal jumps only) can beat out upper-body evasive attacks.


Close Standing Normals

Cl. Kof.lp.png
.
Garou Hokutomaru cl.A.jpg
Cl. Kof.lp.png Damage Guard Startup Active Recovery Total
4 HL 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes/chainable Yes/chainable 4

Standing jab.

Cl. Kof.lp.png>Kof.lk.png Damage Guard Startup Active Recovery Total
- HL - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 Yes Yes Yes 4,3

Target combo from cl.5A.

Cl. Kof.lp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- HL - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 Yes Yes Yes 4,3

Target combo from cl.5A.

Cl. Kof.lp.png>Kof.sp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 4,3,0

Target combo from cl.5A. Ends in a cancel.


Cl. Kof.lk.png
Garou Hokutomaru cl.B.jpg
Cl. Kof.lk.png Damage Guard Startup Active Recovery Total
6 HL 4 3 9 16
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+3 +3 Yes Yes Yes 4
Cl. Kof.lk.png>Kof.sk.png Damage Guard Startup Active Recovery Total
- HL - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 Yes Yes Yes 4,3

Target combo from cl.5B.

Cl. Kof.lk.png>Kof.sk.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 4,3,0

Target combo from cl.5B. Ends in a cancel.


St.Kof.sp.png
Garou Hokutomaru cl.C-1.jpg
Garou Hokutomaru cl.C-2.jpg
Damage Guard Startup Active Recovery Total
6,6 HL 5 2,《5》,3 16 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 Yes (1st hit) Yes (1st hit) Yes (1st hit) 3,3


St.Kof.sk.png
Garou Hokutomaru cl.D.jpg
Damage Guard Startup Active Recovery Total
9 HL 3 3 19 25
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 Yes Yes Yes 5


Far Standing Normals

Far Kof.lp.png
Garou Hokutomaru s.A.jpg
Far Kof.lp.png Damage Guard Startup Active Recovery Total
5 HL 4 3 7 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 Yes Yes/chainable Yes/chainable 4
Far Kof.lp.png>Kof.lk.png Damage Guard Startup Active Recovery Total
- HL - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 Yes Yes Yes 4,3

Target combo from f.5A.

Far Kof.lp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- HL - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 Yes Yes Yes 4,3

Target combo from f.5A.

Far Kof.lp.png>Kof.sp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 4,3,0

Target combo from f.5A. Ends in a cancel.

Far Kof.lk.png
Garou Hokutomaru s.B.jpg
Far Kof.lk.png Damage Guard Startup Active Recovery Total
7 HL 6 3 11 20
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 Yes Yes Yes 4(3)
Far Kof.lk.png>Kof.sk.png Damage Guard Startup Active Recovery Total
- HL - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 Yes Yes Yes 4,3

Target combo from f.5B.

Far Kof.lk.png>Kof.sk.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 4,3,0

Target combo from f.5B. Ends in a cancel.


Far Kof.sp.png
Garou Hokutomaru s.C.jpg
Damage Guard Startup Active Recovery Total
12 HL 11 1 30 42
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-10 -10 No No No 5(3)


Far Kof.sk.png
Garou Hokutomaru s.D.jpg
Damage Guard Startup Active Recovery Total
12 HL 11 3 21 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 -3 No No No 5(3)


Crouching Normals

Cr. Kof.lp.png
Garou Hokutomaru cr.A.jpg
Cr. Kof.lp.png Damage Guard Startup Active Recovery Total
4 HL 4 4 5 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+6 +6 Yes Yes/chainable Yes/chainable 4

Crouching A's (2A) last 3F of recovery has full-body invincibility.

  • Typical crouching Kof.lp.png. Chains into Kof.lp.png,Kof.lk.png and Kof.sp.png
  • You can confirm Kof.lp.png/Kof.sp.png super by doing 2Kof.lp.png362Kof.lk.pngKof.sp.png36 then confirming if it hit or not.
Cr. Kof.lp.png> Cr. Kof.lk.png Damage Guard Startup Active Recovery Total
- HL,L - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 Yes Yes Yes 4,3

Target combo from 2A.

Cr. Kof.lp.png> Cr. Kof.sp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- HL,HL - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 4,3,0

Target combo from 2A. Ends in a cancel.


Cr. Kof.lk.png
Garou Hokutomaru cr.B.jpg
Cr. Kof.lk.png Damage Guard Startup Active Recovery Total
5 L 5 4 7 16
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+4 +4 Yes Yes/chainable Yes/chainable 4(3)
  • Your go-to low poke and confirm. You can confirm Kof.lp.png/Kof.sp.png super by doing 2Kof.lk.png362Kof.lk.pngKof.sp.png36 then confirming if it hit or not.
  • Without meter, chain into 2Kof.sk.png then do the Kof.sp.png feint to recover faster.
Cr. Kof.lk.png> Cr. Kof.sp.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- L,HL - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 4,3,0

Target combo from 2B. Ends in a cancel.

Cr. Kof.lk.png> Cr. Kof.sk.png>Kof.sp.png Damage Guard Startup Active Recovery Total
- L,L - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 - - - 4,5,0

Target combo from f.5B. Ends in a cancel.

You can kara cancel the 2D with the follow-up C cancel.


Cr. Kof.sp.png
Garou Hokutomaru cr.C.jpg
Damage Guard Startup Active Recovery Total
9 HL 6 4 16 26
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 No No No 5(3)
  • A somewhat quick poke that reaches far away and recovers quickly. It's +1 too so , making it very useful to just throw out in neutral since you aren't risking much.


Cr. Kof.sk.png
Garou Hokutomaru cr.D.jpg
Damage Guard Startup Active Recovery Total
9 L 10 5 19 34
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -3 No No No 5(5)
  • Sweep. Can be used as an anti-air by low profiling some moves and hitting the landing frames.


Jumping Normals

Jump Kof.lp.png
Garou Hokutomaru j.A.jpg
Damage Guard Startup Active Recovery Total
6 H 6 12 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - Yes Yes 4

Jump A (usually diagonal jump only) can beat out upper-body evasive attacks.


Jump Kof.lk.png
Garou Hokutomaru j.B.jpg
Damage Guard Startup Active Recovery Total
6 H 3 10 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - Yes Yes 4

Jump B (usually diagonal jump only) can beat out upper-body evasive attacks.


Jump Kof.sp.png
Garou Hokutomaru j.C.jpg
Damage Guard Startup Active Recovery Total
8 H 6 5 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - Yes Yes 5


Jump Kof.sk.png
Garou Hokutomaru j.D.jpg
Damage Guard Startup Active Recovery Total
8 H 7 7 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - Yes Yes 5

Jump D can beat out upper-body evasive attacks.


Command Normals

Df.pngKof.lk.png
Garou Hokutomaru 3B.jpg
Damage Guard Startup Active Recovery Total
10 L 7 13 22 42
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -13 No No No 9

On hit/block, unless hit on the last active frame, 1 frame of active frame recovery is removed. (e.g., hitting on the first frame has 20F blockstun - (11F remaining active recovery + 22F recovery) = -13 adv. Max advantage is -2.


Df.pngKof.sk.png
Garou Hokutomaru 3D-1.jpg
Garou Hokutomaru 3D-2.jpg
Damage Guard Startup Active Recovery Total
6,6 HL 8 4,4 30 46
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -13 - Yes (2nd hit) ×,◯ Yes (2nd hit) ×,◯ 9,9

Block adv on 1st hit only = -17

Apart from kara canceling during the attack's startup, after the 2nd hit it's possible to special cancel anytime in the air, on hit or on whiff.


Evasive Attacks

Kof.lp.png+Kof.lk.png
Garou Hokutomaru AB.jpg
Damage Guard Startup Active Recovery Total
6,6 H 18 3,《4》,3 17 45
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 - No No 3,3

18F hitstun and 24F blockstun. 1st hit only, -8 on hit, -2 on block.


Cr. Kof.lp.png+Kof.lk.png
Garou Hokutomaru 2AB-1.jpg
Garou Hokutomaru 2AB-2.jpg
Garou Hokutomaru 2AB-3.jpg
Garou Hokutomaru 2AB-4.jpg
Damage Guard Startup Active Recovery Total
10 HL 10 2 16 28
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +7 Yes (on hit) Yes No 6

1~5F upper-body invincibility.

18F hitstun and 24F blockstun.


Cr. Kof.lp.png+Kof.lk.png>Kof.lk.png+Kof.sp.png
Garou Hokutomaru BC.jpg
Damage Guard Startup Active Recovery Total
- - - - - 30
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-12 -6 - - - 6,0

Target combo follow-up (non-attack, movement-type) from 2AB.

Lower-body evasion (upper-body hurtbox) for 12F while transitioning and up until landing there is an airborne hurtbox.


Throws

Close B.png/F.png+Kof.sp.png
Garou Hokutomaru Grab.jpg
Damage Guard Startup Active Recovery Total
4,4,4,4 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+59 - - - - -

Correct Damage = 13


Feint Cancels

F.png+Kof.lp.png+Kof.sp.png
Garou Hokutomaru ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the end recovery animation of 214A/C.

  • Minimum Feint Frames = 10

D.png+Kof.lp.png+Kof.sp.png
Garou Hokutomaru DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 8
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of 236A/C.

  • Minimum Feint Frames = 8


T.O.P. Attack

T.O.P Attack
Kof.sp.pngKof.sk.png
Garou Hokutomaru CD-1.jpg
Garou Hokutomaru CD-2.jpg
Garou Hokutomaru CD-3.jpg
Damage Guard Startup Active Recovery Total
17 HL 14 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -31 - - - 25

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!

12~14F full-body invincibility.

Correct damage = 21


Special Moves

Shuriken
Qcf.png+Kof.lp.png/Kof.sp.png
Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
10 HL 12 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 7

Impossible to just defend at 0-pixel health bar.

Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
6,6,6 HL 18 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 - - - 5,5,5

Slows your descent as opposed to a normal empty hop or air normal. Decent option to try and stuff someone who's gonna jump.

Impossible to just defend at 0-pixel health bar.

Correct damage = 15


Shuriken (Air)
Air Qcf.png+Kof.lp.png/Kof.sp.png
Air Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
12 HL 18 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Impossible to just defend at 0-pixel health bar.

Air Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
12 HL 18 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Impossible to just defend at 0-pixel health bar.


Rakka-zan
Qcb.png+Kof.lk.png/Kof.sk.png (Air Ok)
Qcb.png+Kof.lk.png (Air Ok) Damage Guard Startup Active Recovery Total
0 - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

False/fake-out. 7~12F full-body invincibility.

Qcb.png+Kof.sk.png (Air Ok) Damage Guard Startup Active Recovery Total
20 H 28 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -22 - - - 8

7~8F full-body invincibility.

Impossible to just defend at 0-pixel health bar.


Karakusa-Giri
Qcb.png+Kof.lp.png/Kof.sp.png
Qcb.png+Kof.lp.png Damage Guard Startup Active Recovery Total
20 HL 19 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -10 - - - 7

Hold the button input to stop/cancel the attack.

Impossible to just defend at 0-pixel health bar.

Qcb.png+Kof.sp.png Damage Guard Startup Active Recovery Total
14,16 HL 30 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -18 - - - 4,4

Hold the button input to stop/cancel the attack.

Impossible to just defend at 0-pixel health bar.

Correct damage = 28

Kuuhu-dan
Qcf.png+Kof.lk.png
Qcf.png+Kof.lk.png Damage Guard Startup Active Recovery Total
6,6,6 HL 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -12 - - - 3,3,3

Correct damage = 11 (2-hits), 15 (3-hits)

Impossible to just defend at 0-pixel health bar.

Qcf.png+Kof.lk.png Break Damage Guard Startup Active Recovery Total
6 - 11 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - - 3

Impossible to just defend at 0-pixel health bar.


Kuuhu-dan
Qcf.png+Kof.sk.png
Qcf.png+Kof.sk.png Damage Guard Startup Active Recovery Total
7,7,7,7 HL 16 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -9 - - - 3,3,3,3

Correct damage = 18 (3-hits)

Impossible to just defend at 0-pixel health bar.

Qcf.png+Kof.sk.png Break Damage Guard Startup Active Recovery Total
7 HL 16 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +5 - - - 3

Impossible to just defend at 0-pixel health bar.


Super Moves

Chou Hissatsu Shuriken
Qcf.png,Qcf.png + Kof.lp.png/Kof.sp.png
Qcf.png,Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
7,7,7,7,15 HL 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -34 - - - 2×4,5

Can be force-finished early with A+B. 1~6F full-body invincibility.

Impossible to just defend at 0-pixel health bar.

Correct damage = 33

Qcf.png,Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
7,7,7,7,32 HL 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -34 - - - 3×5

Can be force-finished early with A+B. 1~9F full-body invincibility.

Impossible to just defend at 0-pixel health bar.

Correct damage = 45


Hussatsu Tatsumaki
Qcf.png,Qcf.png + Kof.lk.png/Kof.sk.png
Qcf.png,Qcf.png + Kof.lk.png Damage Guard Startup Active Recovery Total
5,5,5,5,5,5,5,5,5 = 45 HL 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -60 - - - 2×9

1~2F full-body invincibility.

Correct damage = 32

Qcf.png,Qcf.png + Kof.sk.png Damage Guard Startup Active Recovery Total
7,7,7,7,7,7,7,7,7,7 = 70 HL 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -54 - - - 3×10

Correct damage = 47


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