Haohmaru isn't low tier in K

something

my point exactly…

something else

The skill of a player is always a must have but haoh is still a good character, cause of the poke and how quick it comes out …that and the air Hp…for some reason it just about never fails for me.
To tell the truth to me the only con haoh has is that he is a bit on the slow side but if played right he could easily take out any character.
(note im talking about k haoh)
To me a well played haoh can take done any character in the game with no prob…sagats punch is easily seen (at least for me…most likely cause when i frist started playing all i saw was sagats fist in my face.) and must multi hit moves can be jd with easily after you see it a few times and figure out the speed of the attack…you know when i think about it i kinda think k hoah is one of the best characters…but it still dose end up being who has the most skill cause i have seen a p kyo , egale and cammy get mashed in by todo ryu and ryo …and todo was doing most of the smashing

Punishing heavy slash

In response to the question "Who can punish a blocked Heavy Slash at heavy slash distance?"
These guys.

Akuma
Balrog
Bison
Blanka
Cammy
Chang
Chun-li
Dhalsim
Evil Ryu
Hibiki
Iori
Kyo
Morrigan
Rock
Sagat
Shin Akuma
Terry
Vice
Wild Iori
Yun

Characters that deserve special mention-
Blanka- Blanka can use his cr.LP to hit Haoh as he steps forward.
Cammy- Cammy can stuff the heavy slash with her spin drive smasher super. She’s also fast enough to hit you with just about any basic move as you step forward.
Chun-li- Chunny’s supers stop this move cold. Both of them can be done easily on reaction to stuff the heavy slash cleanly.
Geese- Geese can actually counter throw Haoh’s heavy slash.
Ken- Ken can actually LP shoryuken Haohmaru straight through his sword. :wtf:
Sakura- I haven’t tried, but I’m pretty sure A-Groove Sakura can shoshosho you after blocking the heavy slash. I’m not completely sure, though.
Vega- Backflip lets Vega easily counter the heavy slash.
Vice- Vice can hit Haoh with a sleeve as he steps forward. She can also use her QCF, QCF+P super to avoid the move entirely.

Also, if the heavy slash is done anywhere but at maximum range, the number of characters on the list increases. Also, this list was compiled without using things like parrying, just defense, and roll canceling, which generally screws up everyone anyways.

Other things to keep in mind: although these are the only characters that can directly smack Haohmaru after a max range blocked heavy slash, any character can use the oppurtunity to gain ground on you. Also, it tends to reset your pressure; the opponent moves in on you and can set themselves up for their ideal range (except for some of the really close range characters).

Actually Bison deserves special mention too cause he can block it and then scissor kick haomaru and if in a-groove activate. And that means your gonna get painted.

so basically anyone can panish haomaru??

If you’re a moron, yeah.

I use K and N for haoh and I find his RC fake fireball baits people into eating a hard slash. Everyone talked about his pokes but once he gets you dizzy in K- and your character isnt like Geese with the stun bonus, your eating a Flame of the you just like 75% health super. I use haoh alot I can see why he pisses people off.

level 4, K groove. murder people with the tactics and strategies found in a Book of Five Rings. now Haohmaru is a GOD tier, and people around the world will fear him for the unstoppable, murderous force that he is.

Gosh, I’ve been punishing people with S.HK -> Gougetsuzan and I never mentioned it.

OK, now I’ve mentioned it.

Haomaru is one of the best pokers in the game…his slash in my opinion is hard as crap tp parry…and it’s got good range. If his fireball were faster…he would be a lot better…but use the fireball sparingly, VERY sparingly. One of my favorite pokes is C.MP, and if they block low, do QCB+LP after the C.MP, and it will probably hit them with the overhead attack (unless they’re REALLY fast at reacting and do a LVL 3 super or DP). MP overall I think is Haomaru’s best poking tool…I don’t use S.HP too often unless it’s a good chance that I will hit…NEVER use it just to whiff…whiffing is better with LP or MP (crouching or standing…mix it up to keep ur opponent guessing). His fake fireball is cool too, usually makes your opponent jump in for a free DP.

A-Haomaru is awesome because his CC is pretty easy (Hold forward and mash on HP…does anybody know any other CC’s?)

K-Haomaru is awesome too because of the raw power it gives him…and it makes jumping in with him A LOT safer

I like his air game…his J.MP and J.HP seem to do pretty good

I use j.LP, j.MP, and j.MK.

j.LP for hitting them as soon as I get off the ground, and either of the mediums to simply knock them away (both his mediums have great priority, in the air or on the ground).

As for his CC, I do s.FP x 9, s.MK x 12, super.

:smiley:

Isn’t he that dude who also has a sick Zangief

His kickthrow doesn’t affect the timer on opponent’s stun, so as long as you are able to tag with d.LP (or whatever) you have good chance at dizzying em.

Now Haoh’s got the guard bar and stun working in his favor.

I like using his s.HP when their Guard meter is say… about a 3rd or 4th left? Depends on groove. After a few d.LK x 3, d.LP, dash kickthrow, meaty d.LP’s… etc… You can always sneak in a d.LK x 3, d.LP, then s.HP when you see their Guard meter’s around that point. If they’re conditioned to Haoh’s dash by then they’ll probably try to mash him out of it or some such. s.HP will deliver a nasty counter-hit.
If not, then you guard crush and nothing happens. Stun will stay there though:badboy:

That’s too funny.

Hey I dunno how vulnerable Haoh’s pokes are to DP’s, whether or not there’s a bit of invincibility on the swords or whatever, but after a punch throw you could land a meaty fireball and be somewhat safe against anything short of a reversal lvl 3 or RC’s like the Godpress. Blanka Balls should be ok though, for example, only because the damn fireball is so slow, but the trade in damage isn’t worth it in that case. Perhaps against S-groove?:wasted:

Not really much invincibility, you can DP his S.LP or S.MP. But you can’t DP his S.HP.

yeah, I have pissed many people off at my college, I just poke and jump punch all day, lol.

I’ve only used the N groove just because of the things that I like in it. I guess I can see the N groove limiting the things you can do with him, but if there are any other N players out there that would like to prove me wrong, then feel free to do so.

I’m only a beginner, but I guess posting my tactics could discover some holes in my strategy.

I like using his pokes when in close range and using the FP or FK to get in some great damage.

As far as using the fireball, I try to use it sparingly but I often accidentally use it sometimes :(. But I always go for using it either as a combo or as a nice wakeup call to someone who is downed.

For antiair, I like the FP and uppercut move to get them down since it has it’s good properties.

I know that all of this stuff is obvious, but I would at least like to give tips to those that are using him for the first time. As for Haoh being a bad character to use, that just makes him a good character to use. Since it’s a general consensus that people don’t like him, then they will be surprised to see someone that is good with him. Besides, I do Kendo and I am required to use a Japanese swordsman.

Men!
Tsuki!
And S.MK for AA too!

wat are his good matches and bad ones?

Whoa
Ok, assuming we’re sticking to K haoh
Lets go By Alphabetical, according to If it is a Bad Match or not…ready?
I’m also not going too in depth because it’s just too deep for all cahracters in all grooves, SO I’ll generalise a bit. You can disagree, but then again, we have to talk about the players skills, so…oh well…

Akuma - Neutral.
They have no major advantage toward each other. Akuma may have fireballs and a nice close range combat. But after that, Haoh gets to get away.

Athena - Neutral (Her C.HP isn’t that effective against his J.HP)
Her tricks aren’t that scary to K Haoh.

Balrog - Neutral
Balrog has long range punches, but haoh has his Long range pokes too. They don’t have an advantage oer each other.

Benimaru - Good
Haoh has a slight edge (pun intended) here because Beni’s Jump is too high and long, and his moves are outpoked by Haoh most of the time.

Blanka - Bad
Ok, RC Blanka? Haoh has a bad, bad match. Blanka has too many moves up his sleeve. His slide goes under Haoh’s S.MP for one. If he manages to do his crossup then his close range game can really pressure Haoh. Blanka Without RC? Means he has Short Jump. Which also makes it hard for Haoh to choose what to do.

Cammy- Bad, Since Haoh doesn’t have a decent instant move, he can’t do much against random pokes by way of Psychic…anything. his LP is actually slow and his c.lk is too short ranged. Haoh has to work very hard for this one.

Chang - Good, if you’re careful. I’m not saying Chang isn’t good, but he IS big, and his jumps aren’t so spectacular. SO even with his short jump HP or funny tricky moves, Haoh gets the better of it by poking his way out.

Chun-Li - Frankly, I’m not too sure. I’d say neutral but someone will come along and say no way because Chuns is good at close combat. To which I will reply but yeah, We’re K haoh, we tend to confuse stuff by JDing some stuff and not JDing others. But I haven’t seen a Chun dominate a K Haoh, so i’d say, I don’t know.

Dan - Eeerm…It’s a bad match if it’s a Ratio 4 Dan in P-Groove who parries every shit his way, and you’re Ratio 1 haoh. Ok seriously, Dan will get outpoked.

Dhalsim - Well since it IS K Haoh, then i’d go as far as to say, it should give Haoh a slight edge here. Because we aren’t that afraid to try to get in, and we can always anticipate Sim’s long range AA attacks from the Jump on, (with JD), so yeah. Haoh for this one.

E.Honda - RC Crazy honda has a Slight edge. You can’t really punish a Honda Head butt. You can’t really punish anything. Jump and you get smacked by a light Head butt. If the other guy wants to play Zone, you have to work hard.

Eagle - A careful eagle may have the advantage, because his pokes and especially his sweep can affect Haoh’s Gameplay. Haoh doesn’ really have anything against Eagle in this case.

Geese - Geese can’t outpoke Haoh, but he can counter. It’s all a guessing game. So it’s not really a bad match for Haoh, it’s jus that if Geese gets a full combo in, you suffer. But the same applies for everyone, so it’s a neutral game to see who has better control.

Guile - Neutral Match. Guila may be able to control the situation because of his Sonic boom traps. But K haoh players can JD the Sonic Boom and then anticipate JDing the next jump, run in move. If it ends up at such a close range, Haoh can usually safely do a S.MP, as that outpokes everything guile has, unless Guile does a Sonic Boom, in which yada yada yada Theory Fighter Crap. In other words, Neutral match.

Hibiki - Sigh. Bad match. You can’t really punish her long range poke attempts unless you JD it, but that means guessing game. Which means, she has the upper hand. Your Jump in’s can be AA’s unless you JD, but again, Guessing game. Actually Hibiki ahs more moves that are scarier during close combat, so Haoh has a slight Disadvantage although he has nice pokes.

Iori - Iori with a Roll? Bad match for haoh because his pokes last a while. iori without a Roll? Good match because Iori doesn’t have anything to outpoke Haoh.

Joe - Neutral. If haoh plays a mean zoning game, Joe may have trouble despite his slide. RC Joe? I dunnoe, how good is this K haoh?

Ken - Neutral to Good match.

Kim - Neutral. I’d say k-haoh has a slight advantage, but RC Hangetsu zan screws him up, but that’s all.

King - Good match. I’m not dissing King here, but again, Haoh outpokes her.

Kyo - Both playing careful? Haoh -> Good match. If Kyo gets in Close? Kyo -> Good match. outcome? Depends -> So actually neutral.

Kyosuke - Good match. Outpw’kd!

M.Bison - A/C-Bison? With RC? Bad Match. poke all you want, but when the RC Scissors come, be prepared to JD and do minimal punishing. Bison without RC? Also may be bad match because of bison’s Jump trajectory, making it hard for Haoh to do anything much agaisnt crossups. Plus Bisons low jump makes trade between the two unfavourable since Haoh trades MP with HK.

Mai - A careful Mai has the Advantage. She’s never thre for Haoh to ‘outpoke’ And she can really jump behind you if she’s careful. The close pressure strings REALLY pressure Haoh.

Maki - Seriously dunnoe about this, again theres the running away, but the way Maki moves, if haoh suspects she wants to do any jump move at her, he can S.MK to prevent most of the mid screen off the wall attacks. If maki gets the offensive and haoh is trapped in the corner, maki has the advantage because Haoh doesn’t have any instant DP. The best he can do is try to jump and slash his way out, and do a re-range. Thing about Maki is that it’s easy for her to jump behind him, so this might be a problem for him.

Morrigan - If Haoh is willing to Zone, Morrigan will have a hard time Closing in. If she traps him in a corner and fails to get at him, he can S.MP to push her away.

Nakoruru - Her Jump Trajectory makes it easy for her to get. Her speed too. Bad match for haoh.

Raiden - Normally a good match for careful haoh.

Rock - not too sure. Rock uses distance as his advantage, so haoh may have a tough match here since Rock’s fireball traps him for a while and makes him wary.

Rolento - Hmmmmmmm…depends on a lot of things. Haoh’s Jump HP stops Rolento’s usual s.MP AA. but Rolento can keepaway like a bitch. This one is a tough match for both. But if Rolento is patient, Rolento has the upper hand.

Rugal - Rugal DOES have moves that can stop Haoh’s momentums. His C.HP sometimes discourages random Haoh pokes. His fireball from far lets him mix up his next move of running over close or jumping over. Hmmmmmmmmm…

To Be Continued…