Hokuto no Ken/Mr. Heart/Matchups

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Matchups

Kenshiro

-After Kenshiro uses Mensou Tensei, make sure to take caution when using Earthcrush, as he can parry even a fullscreen D Earthcrush to get in your face and punish you for huge damage.
-He can use Tenha Kassatsu to trade with Kenpou Goroshi from anywhere on screen, although you'll win in damage.
-Be mindful of when you charge jC in neutral, as a dashing 5D from Kenshiro can reach very far very fast, and most likely will result in you getting hit if the opponent is attentive.
-Kenshiro's 236D can be punished on normal block with Heart's A, or with a 2B into Banishing Strike on Agility Guard.
-When blocking Kenshiro's DP, you can 214A Guard Cancel it's second hit for a combo.

A fairly difficult match. Ken has powerful pokes that easily contest you at B Earthcrush range, an extra tool to call out guard cancels should you get predictable, and a consistent way to punish fullscreen Earthcrushes. 5D can easily out-lame you if you attempt to play reactively, and Musou Tensei can easily let him ignore fullscreen harassment. Be wary of attempting to float at him after Kenpou Goroshi, as his 623A can easily anti air you and give him time to recover to block the clubs. Liberal use of 5A or guard cancel to scare him out of IAD pressure resets is a must, along with preemptive B Earthcrushes to stuff his grounded approaches.

His large hurtbox however allows BD grab loops on P2 side and some unique confirms via j.236D > j.236C routes in the corner and off of guard cancels, along with some slightly extended corner combos.

Raoh

-Musou Tensei, much like when fighting Kenshiro, is extremely dangerous and must be taken into account when trying to harass Raoh at mid or fullscreen, doubly so thanks to Raoh's kill potential.
-Raoh's j.236C is your main roadblock in this match; deflecting with 214A or trading with D Earthcrush to punish his landing recovery is a must here.
-Watch out for Raoh's charged jC, as when charged it will stall his momentum in the air, throwing off your anti air timings.
-If the Raoh player has a bar of aura and knows the matchup, consider Kenpou Goroshi sealed. Raoh can respond with Tenshou Honretsu from anywhere on the screen for massive damage and stars, and win the exchange every single time.

Probably your hardest matchup next to Toki. Raoh is an infamous brick wall for Heart, and is allowed a lot of freedom in this match. Watch out for him charging at fullscreen or attempting a grounded 236C and be prepared to snipe with D Earthcrush. After Raoh gets Musou Tensei, it only gets harder. Easy ways to negate Earthcrush, Kenpou Goroshi, or even punish super armor charging with boost, Raoh is practically a zoner after you lose the life lead.

On the bright side, Raoh is laughably easy to combo for Heart. Any guard cancel, normal throw, or banishing strike confirm can be easily turned into a BD grab infinite as P1 or P2, and P2 has access to the 623A infinite as well. Raoh also suffers from not being able to switch his guard as fast, buffing your own 5D IAD pressure a small bit. Get a hit, and make it count.


Toki

-Resist the urge to guard cancel 2D; teleports will easily make it whiff, wasting your meter and giving him a free chance to punish.
-Even at close range, Toukei Kohou actually has such little recovery that Toki can recover and send it back at you with his own reflector after you reflect it with 214A.
-Toki cannot be BD grab or 623A looped regardless of P1/P2 side differences.

You all knew it was coming.

Toki's long range and movement options completely out class yours, and are a large part of what makes this matchup so difficult. One minute he can dance around you like a fly, and the other he can be zoning you to hell and back. Practice IB'ing his blockstrings into 2D, as its plus otherwise. You can interrupt 2D > 623B > 2A on IB with 5A or BD throw, and possibly force a trade with 2B if you have super armor stocked. Watch charging armor, as Toki can easily teleport on top of you and either punish or start his oppressive pressure game. Even worse, his small and strange hitbox introduces combo issues; Toki can often fly over you or react strangely to the wall during Typhoon loops, and allows him to ignore both BD and 623A infinites. May your guard cancels be swift, blocks be instant, and nerves be steel.

Somehow, despite his small hurtbox, you can perform the same combo extensions with j.236D > 236C as Kenshiro.

Shin

X

Rei

-623A/C is one of the only moves that can directly beat Rei's Danko Sousaiken. Be on the ready when you see his charging animation as he might delay it to throw off your timing.
-Guard cancel is incredibly effective against Rei's common IAD flowchart, as is 5A.
-Both BD and 623A infinites are possible on Rei as both P1 and P2, giving you easy access to combo routes.
-Rei is one of the few characters without a particularly strong way to respond to Kenpou Goroshi. If you're not confident in your execution (or very confident in your 623A infinite execution) the super can be abused to great effect.

Somehow, this might be your best matchup. Heart is somewhat of an 'anti-Rei'. A large suite of anti airs, plentiful combo routes, multiple strong ways to call out his aerial pressure combined with Rei's relatively weak answers to many of Mr. Hearts tactics grant you a matchup that might actually feel even. Savor it folks, you won't get another one like this.

Rei's best tactic is to zone you with air fireballs and play runaway. 214A can help nullify this threat, but you have few ways of getting around them directly. His blockstrings have several good guard cancel points, as many of them involve him staying aerial, such as 2B 2D IAD, any blocked j.236D, etc. Without meter to guard cancel his mix is still dangerous, but IBing his buttons and using 5A to call out his airdash approaches is a powerful tactic thanks to its great hitbox.

Juda

X

Thouther

X

Jagi

X

Mr. Heart

If you're actually playing this matchup, put down the sticks and buy your fellow Mr. Heart main a beer. You've both earned it.

Mamiya

-5A is an exceptional tool against Mamiya's air arrows, and easily swats them out of the sky
-214A is equally good against low arrows
-Earthcrush will instantly knock her off of her motorcycle, regardless of how it hits
-Her options against Kenpou Goroshi are limited, making it easy to abuse.
-D Earthcrush will hit her attempting to do a fullscreen reload for a large chunk of damage; very important to look out for if the Mamiya keeps shooting at you or used all their Needle Gauge.
-Her small hurtbox often means extended 623A combos in the corner will drop.

A surprisingly even matchup. While you have plenty of ways to neutralize arrows and deal massive damage, Mamiya has plenty of ways to limit your already weak movement and easily kills you off of one opening. Play the neutral for as long as you can and kill her when you're able.


Game Navigation

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