Haohmaru Moveset and Attributes

Haohmaru Moveset and Attributes

Repost from Google’s cache.

And once more from Majestros:

"Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties."

Character attributes:
Height: 64 (same as Shoto)
HitPoints: 14000 (-400 from Shoto)
Stun Value: 70 (average)
Dizzy resistance: +0.
Roll: 120 [27/2U/4R]
Same as Shoto’s.
Dash: 96/0 64/0
I like it. It’s fast.
Run speed: 7.4 (very slightly below average, 8.2 is Ryu)

Duckable Moves:
63 - standing far jab
Cammy and taller can’t duck it.
64 - standing far forward
Shotos and taller can’t duck.
73 - standing close roundhouse
Taller than Eagle can’t duck.

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Frame Data
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Notation:
For projectiles, * indicates when a projectile is released. Note, sometimes i got lazy, listed projectiles as something like 14/26, assume projectile released on frame 15 in this case.
x/x/o refers to cancellability of a move, is it rapid fire move/special cancellable/super cancellable?
Moves with damage 1100, 1000 indicate damage varies according to when the move hits, like 1100 up close, 1000 far.
x,x/o,x/o,o refers to cancellability of moves, e.g. can cancel into special only on close hit, but cancels into super fine on either close or far hit.

Moves 1000+400, have a first hit of 1000, and 2nd hit of 400.
Cancellability written in the form: x+x/o+x/o+o, where the first symbol indicates cancellability of the 1st hit, and the second symbol indicates the cancellability of the second hit.
So the described move is not rapid fire on either hit, cancels into specials on only the first hit, and cancels into a super on either hit.

Note’s on /'s and +'s and :'s
/'s indicate a change from startup/recovery to a hit, a + indicates more recovery, or in the case of hits, another hit becoming active immediately after the previous hit.
[edit] :'s now used for super startup, to match Buktooth’s way of listing.
:'s separate the startup frames before and after the super flash freeze for supers.

Note, sometimes use your judgement when reading a move. Some moves that clearly don’t hit, like athena’s teleport, obviously don’t hit. 17/12/14 refers to 17 frames of startup, 12 frames of teleporting, and 14 frames of recovery. Until I can get around to revising all my work and including full notes to all the moves that need’em, well use your own judgement.
Counters tend to be listed in the form 14/25 or 3/14/25
14/25 generally means the counter is active from frame 0, stays out for 14, has 25 frames of recovery.
3/14/25 counter has 3 frames of startup, counter active for 14, 25 frames of recovery if whiffed.

Examples:
for supers, 4:5/13/11 means 4 frames of startup before flash, 5 startup after flash, 13 active hit frames, 11 recovery.
4/5+3+3/13, means 4 frames startup, 5 active hit frames, followed immediately by next hit for 3 frames, followed immediately by next hit for 3 frames, then 13 frames of recovery.

Some air moves, stay active or keep recovering until they land. This is indicated writing land in a slot where there would be a number.
Example:
14/land/13.
Move has 14 frames of startup, hits till landing, 13 frames of recovery while landing.
14/5/land+13
Move has 14 frames of startup, 5 active hit frames, then is recovering till lands, then needs 13 more frames to recover.

=============
Normals:


Standing Close:

LP: 400, -3/-3, x/o/o
3/4/16
22 frames total
MP: 1100, -1/-1, x/x/o
6/4/27
37 frames total
HP: 1800, +2/-12, x/x/x
11/4/42
57 frames total
LK: 300, +2/+2, x/o/o
4/2/13
19 frames total
MK: 800, -6/-6, x/o/o
4/3/23
30 frames total
RH: 1300, -1/-1, x/o/o
6/7/21
34 frames total


Standing Far:

LP: 400, -3/-3, x/o/o
3/4/16
23 frames total
MP: 1000, -4/-4, x/x/x
8/6/22
36 frames total
HP: 3000, -10/-24, x/x/x
18/4/52
74 frames total
LK: 300, +2/+2, x/o/o
4/2/13
19 frames total
MK: 900, -3/-3, x/x/o
6/5/23
34 frames total
RH: 1200, -4/-4, x/x/x
9/3/26
38 frames total.


Crouching:

LP: 400, +0/+0, x/o/o
2/4/17
23 frames total.
MP: 1000, -1/-1, x/x/o
6/2/25
33 frames total.
HP: 1400/900 (deep/far), -12/-12, x+x/x+x/o+x
5/5/46
56 frames total
LK: 300, +5/+5, o/o/o
3/4/8
15 frames total
MK: 700, +3/+3, x/o/o
4/8/11
23 frames total
RH: 1100, down/-6, x/x/x
16/8/25
49 frames total


Jumping:

LP: 600, 7/16
23 frames total
MP: 1000, 4/8
12 frames total
HP: 1600, 9/6
15 frames total
LK: 500, 5/20
25 frames total
MK: 800, 5/12
17 frames total
RH: 1100, 6/7
13 frames total

Throws:
Punch: 1900, 52 pixels. Cannot be tech rolled. Opponent stays down longer than usual.
Kick: 2100, 52 pixels. Opponent gets up quickly.

Dodge Attacks:
Punch: 1100,-9/-9, x/o/o
6/4/27
37 frames total
Kick: 1200, down/+2, x/x/x
9/3/22
34 frames total

Alpha Counter:
400+200, down/-39
4/7/9/7/56.
Frames 1-4 have fullbody invincibility.
Airborne from 21-70.

===============
Specials:


Ougi Senpuuretsuzan QCF +P

All versions: down/-18, mid block, parry high, not airblockable.
LP: 1000
27/55
MP: 1100
28/55
HP: 1200
29/55


Senpuuretsuzan Fake QCF+K

LP: 28 frames
MP: 29 frames
HP: 30 frames


Ougi Kogetsuzan DP + P

All versions:
Block mid, parry high or low, not airblockable when done deep.
Note, NONE of Haoh’s DP’s have invincibility listed. Shrugs.

LP: 1400, down/-28
6/7/9/7/45. Hits during the two 7 frame windows. However only 1 can connect. Airborne 23-61.
MP: 900+600, down/-39
6/7/9/7/56. Airborne 23-72
HP: 1000+600, down/-49
6/7/9/7/65 Airborne 22-81


Ougi Resshinzan QCB+P

All versions:
down/-6, Overhead, Parry high, not airblockable (don’t think it hits ppl in midair though…)

LP: 1200
26/8/22 airborne from 4-26
MP: 1300
32/8/22 airborne from 5-32
HP: 1400
39/8/22 airborne from 6-39

==============
Supers


Tenhafuujinzan QCFx2 + P

Block mid, Parried high or low, not airblockable.

Lvl 1: 2300, down/-48
4:4/3+3/13/3+3/14/3+3/11/3+6+12/54
8 frames of fullbody invincibility. Airborne 67-117

Lvl 2: 4400, down/-55
4:4/3+3/13/3+3/14/3+3/14/3+3/11/3+6+12/64
8? frames of fullbody invincibility. Likely a typo in the book.
Expected around 14.
Airborne 88-147

Lvl 3: 5800, down/-65
4:4/3+3/13/3+3/14/3+3/14/3+3/14/3+3/11/3+6+12/75
22 frames of fullbody invincibility. Airborne 108-178


Tenhaseiouzan (AKA Flame of the Conqueror)

Lvl 3 only.
6700, down/-34, block mid, parry high, not airblockable.
4:38/2/60.
Full body invicibility from 1-42.

Now I just need to understand this information. I would like to see Haohmaru videos though to see how good people play him.

haohmarus :dp:+:p: can be used to anti air if you do it really early. he has to basically hit them at a little after the highest part of a jump arc.

its not like a shoto dp where you want to hit it deep.

think of it more as an anti air normal attack.

wow there’s nothing goin on for CvS2 hao? :frowning:
this makes me sad i wanted to really learn him.

Probably more of a brain dead character than Cammy.