Hokuto no Ken/Mamiya/Combos

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Combos

Basic Combos

Combos without banishing strike

2B > 2D > 623D

Better than nothing.


2B > 2D > AC > JA > JB > JC > air 236A > air B+D

Basically a corner combo. Can change a bit depending on the other character. 2 stars.


2B > 2D > AC > JA > JB > JC > air 236A > land > C+D

Another corner combo. Banishing strike hits OTG. Leaves the opponent in the corner.


2B > 2C > 236C > B

236C > B needs to be done as fast as possible. Getting it blocked basically means dying. Won't combo if her spike gauge is empty. Gives a good okizeme and does not require boost.


> 2B > 2C > 236C > B> 5A > 623D

Adds a bit of damage. Doesn't work on Juda, hard on Toki.


> (close to corner) 2B > 2C > 236C > B > 2A > cC > cD(1~2) > C+D or land >236D meaty

> (close to corner) 2B > 2C > 236C > B > 2A > cC > A+C > JA > air 236A > JA > JB > JD > air B+D or land > 236D meaty > (close to corner) 2B > 2C > 236C > B > 2A > cC > 236236A > B*2 > land > A+C > JA > air 236A > JA > JB > JD > air B+D or land > 236D meaty

A+C is easy to do on Kenshiro, Raoh, Toki, Rei, Mamiya.


Banishing Strike Combos

Starters

2B > 2C > E~C+D > 6~

Basic starter. Won't combo if her spike gauge is empty.


> fD (hit confirm) > C+D+E > 6~


Wall Combos

~2C > A+C > air 236A > land (small dash) > 5A > JB > JB > land > JB > JB > land > 236236A~

Basic 3 stars combo. Depending on the character, might have to change 5A to 5B. JB > JB > land can be looped up to 4 times. Had a 5A if you feel like you're going to cross-up. 236236A follow-ups will be written after.


~2C > A+C > air 236A > 2C > 236236A~

Easier version that works on everyone.


236236A follow-ups

~A*n > C > B > A*n > C > B~

5 or 6 times A each time. C > B is used to manage your opponent's height.


~B*2 > land > A+C > JA > JC > JD (1 hit) > air 236A > JA > JB > JD > air B+D

236236A into Grave combo. 3 stars even without banishing strike.


~B > land > backdash > 236D

Combo into meaty 236D. Can go for A+B for okizeme after the opponent blocks the 236D.


~A > B > land > FKO

236236A into FKO. There are 2 patterns.

A Corner : Requires at least 2 arrows. The bottle hits > One arrow upwards to hit the opponent > Another arrow upward to hit both the bottle and the opponent. There is no need to change the direction mamiya is shooting at.

B Midscreen : Requires at least 3 arrows. After hitting the B, try to move under your opponent. Launch your FKO and shoot an arrow > shoot an arrow to hit the opponent > lower your angle, shoot one more to hit the bottle. Lowering the angle allows the FKO to hit farther away.


Other Basic Combos

Combos from overhead

6A > A+C+E > JA > JD > air 236A > air B+D

Combo from a hit confirmed 6A


instant air dash JD > land > 2B~

Good way to engage offense from mid range. Mamiya's air dash is quite fast, so it's hard to see and can easily convert into a combo.


Anti air Combos

2C > A+C > JA > JD > air 236A > air B+D

2 stars. 3 stars if 2C hits counter. Depending on the height after 236A, you may need to add a JA.


2C > C+D > E~2C > A+C > JA > air B+D

3 stars. Requires boost.


JA*n > air B+D

Conversion from air to air.


RELOAD Combos

2B > 2D > 214A or 214C

Most of the time same if your opponent doesn't have boost.


236236A > B > land > 214A or 214C

Kind of like the meaty 236D setup. Choose depending on the situation.


2B > 2C > E~C+D > 6 > 2C > A+C > air 236A > land > JB > JB (cross-up) > land > 214A or 214C

Not a combo you really try to go for, but this is something you can do if you happen to cross-up during a banishing strike combo.


2B > 2C > E~C+D > 6 > 2C > A+C > air 236A > land > JB > JB (cross-up) > land > 236236A > wait a bit and release the bike > 214A or 214C

Hard on Shin. Can get all the 236236C hits into meaty 236D against Juda and Jagi.


Hyakuretsu and Dribble Combos

Basic Starters

~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A~ (Except Toki)

~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > A > cD (1 hit) > Hitstop cancel 236236A~

~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > cD (1 hit) > 236236A~ (Kenshiro only)

Hold back after 236A against Kenshiro to get the needed spacing when going for 2D. Too hard to do in a real match against Toki, don't even bother trying. Use Toki specific combos instead.


After 236236A

When going for a Hyakuretsu combo, you want to hit the falling B as low as possible.


Spike 30% A+C into Hyakuretsu
B*3 > A*3 > C > B*3 > A*3 > falling B > Hyakuretsu

Against Kenshiro, Rei, Shin, Juda, Raoh


B*3 > A*2 > C > B*3 > A*3 > falling B > Hyakuretsu

Against Thouther


Spike 50% A+C into Hyakuretsu
B*2 > A*1 > C > B*3 > A*1 > C > B*3 > A*4 > falling B > Hyakuretsu

Against Kenshiro, Rei, Shin, Juda, Raoh, Jagi hit at the top of the jump. Against Toki, Heart hit as soon as possible.


Spike 0% A+C into Hyakuretsu
B*3 > A*2 > delay > B*3 > A*3 > falling B > Hyakuretsu

Against Kenshiro, Rei, Shin, Juda, Raoh


Spike 50% A+C into Dribble
B*3 > A*4 > C > B*4 > A*1 > C > B*5 > D > land > neutral jump JB > air dash JB > land > 2A > Dribble

Against Kenshiro, Juda hit at the top of the jump Against Rei hit just as soon as you start falling


Spike 70% A+C into Dribble
B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*6 > land > dash 2A > Dribble

Against Rei, Shin, Raoh hit just as soon as you start falling


After the 236236A part, you want to use 2A and fB since both are the fastest. fB hits farther. For example, against Rei you can get up to 25 hits without using boost. Could be either 2A*24 > fB*1 or 2A*16 > fB*9. The only thing you have to be aware is that getting cB is bad. To make it easier to remember, we'll go as much as possible for 2A*16 or 2A*13.


236236A hitting a grounded opponent into Dribble

Kenshiro, Rei
B*2 > A*5 > C > B*2 > A*4 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > Dribble


Shin
B*2 > A*4 > C > B*2 > A*4 > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > Dribble

B*2 > A*7 > C >B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > Dribble


Jagi
B*2 > A*6 > C > B*2 > A*3 > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > Dribble


Thouther
B*2 > A*5 > C > B*2 > A*2 > C > B*3 > A*1 > C > B*3 > A*1 > C > B*4 > D > E > Dribble


Raoh
B*2 > A*6 > C > B*2 > A*2 > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > Dribble


Juda
B*1 > A*5 > C > B*2 > A*2 > C > B*3 > A*3 > C > B*4 > A*2 > C > B*5 > D > Dribble


Toki, Heart
B*1 > A*6 > C > B*1 > Delay > A*2 > C > B*2 > A*1 > C > B*3 > A*1 > C > B*4 > E > D > Dribble


Hyakuretsu Combos against Toki

A+C into Hyakuretsu

~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > (cD (1 hit)) > 236236A > B*2 > A*1 > C > B*2 > delay > A*1 > C > B*3 > A*4 > falling B > Hyakuretsu


~2D > A+C > cD (2 hits) > 236236A > B*2 > A*2 > C > B*2 > A*1 > C > B*4 (last one whiffs) > A*1 > C > B*3 > D > land > 6C > 5A > B > 2A~

Requires 70+% spike and 1 Boost. Corner only.


236236A hitting a grounded opponent into Hyakuretsu

Spike 60+% 8 arrows
~2C > E~C+D > 236236A > B*1 > A*7 > C > B*1 > delay > A*2 > C > B*2 > A*2 > E > falling B > Hyakuretsu


Spike 60+% 8 arrows without delay that also works against Heart
~2C > E~C+D > 236236A > B*1 > A*6 > C > B*2 > A*1 > C > B*2 > A*2 > E > falling B > Hyakuretsu


Setups while cornered

What is written here is for no air hit before 236236A. Reduce one of the numbers between () by the number of air hits before the launching 236236A hit. Hard to do against Raoh without any air hit.

Kenshiro, Rei
~B*2 > A*(5) > C > B*2 > A*(4) > C > B*3 > A*1 > C > B*4 > A*1 > C > B*5 > D > dash under A > Hyakuretsu


Shin
~B*2 > A*(4) > C > B*2 > A*(4) > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > dash under > Rising JB > Falling JB > Dribble


Raoh
~B*2 > A*(6) > C > B*2 > A*2 > C > B*3 > A*2 > C > B*4 > A*1 > C > B*5 > D > dash under > Rising JB > Falling JB > Dribble


Other Dribble and Hyakuretsu setups

No boost Spike 50% Basket from when you cannot get boost
~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A > B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*3 > falling B > land > 2A~

Against Kenshiro, Rei, Shin, Juda, Raoh. Starting from 2D against Kenshiro and Juda doesn't increase chikuseki enough. Doesn't work straight from 2C for the same reason. 1 hit before 2D is enough though.


~2D > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A > B*3 > A*2 > C > B*3 > A*1 > C > B*4 > A*3 > D (whiffs) > falling C > land > 6C4 > A > 2A~

Against Kenshiro, Rei, Shin, Juda, Raoh. Starting from 2D against Kenshiro and Juda doesn't increase chikuseki enough. Doesn't work straight from 2C for the same reason. 1 hit before 2D is enough though. Can get up to 1.2 boost against Kenshiro, Rei and Raoh. Against Kenshiro, Rei and Juda, falling B instead of falling C is also OK.


No boost Spike 0%
~2D > A+C > JA > delay > JA > JB > JD (2 hits) > air 236A > falling JD > land > 2D (1 hit) > 236236A > B*3 > A*2 > B*3 > A*2 > B*4 > A*3 > D (whiffs) > falling C > land > 6C4 > A > 2A~

Against Kenshiro, Raoh, Shin, Rei, Juda. Corner combo. Hard to do on Shin. To avoid crossing your opponent, doing a neutral jump after A+C, and then holding 6 after the first JA is better.


1 Boost Spike 70+% against Heart
~2D > A+C > cD (2 hits) > 236236A > B*1 > A*2 > C > B*2 > A*1 > C > B*3 > A*1 > C > B*3 > D > land > 6C4 > 2A~

Corner only.


Dribbles from 2C anti air

~2C > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > C > B*3 > A*1 > C > B*3 > A*1 > C > B*4 > D > land > 6C4 > 2A~

Against Kenshiro, Rei, Raoh, Juda, Shin


No spike Dribble
~2C > A+C > JA > JB > JD (2 hits) > air 236A > falling JD > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > B*2 > A*1 > B*2 > A*1 > B*3 > A*1 > B*4 > D > land > 6C4 > 2A~

If the height is bad, you can go for B*3 > D > land > 6C into Hyakuretsu instead.


Raoh
~JA > JB > JD (1 hit) > air 236A~E > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > C > B*2 > A*1 > C > B*3 > A*1 > C > B*3 > A*1 > C > B*4 > D > land > 6C > 2A~


Spike 0%
~JA > JB > JD (1 hit) > air 236A~E > land > cD (1 hit) > Hitstop cancel 236236A > B*2 > A*1 > B*2 > A*1 > B*2 > A*1 > B*3 > A*1 > B*4 > D > land > 6C > 2A~


2A*n ・ fB*n

Kenshiro 16 ・ 6

Shin 16 ・ 5

Rei 16 ・ 9

Thouther 16 ・ 5

Raoh 13 ・ 6

Heart 13 ・ 0

Toki 13 ・ 4

Jagi 10 ・ 2

Juda 2 ・ 20

Against Juda 2A only hits twice, so there will be some cB too.


After increasing hit count with Hyakuretsu

Around 75~85 hits : fB > 2D > 236236A

Around 85~95 hits : fB > delay > fB > fD > JA

Around 95~115 hits : fB > fD > JA

Over 100 hits : fB > fC > 214B


Fatal KO Combos

2B > 2D > FKO

Mainly a corner combo. Can work midscreen too, but it gets harder. The farther you are the harder.


2B > 2D > A+C > JA > JC > JD > 236A > land > FKO

1 star version of the previous combo.


2B > 2D > A+C > JA > JB > JC > JD > 236A > land > FKO

Toki version.

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