User:Collaterale15/Haohmaru (SSBU): Difference between revisions

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! colspan="2" style="font-size:110%; text-align:center; background-color:#EEE; color:#000;" | Haohmaru<small><br>in ''[[Super Smash Bros. Ultimate]]''</small>
! colspan="2" style="font-size:110%; text-align:center; background-color:#EEE; color:#000;" | Haohmaru<small><br>in ''[[Super Smash Bros. Ultimate]]''</small>
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{{!}}colspan="2" style="text-align:center;background-color:#FFF;"{{!}}[[File:DiVE_Zero.png|300px|Zero]]<br><br>[[File:SpecialStagesSymbol.svg|50px]]
{{!}}colspan="2" style="text-align:center;background-color:#FFF;"{{!}}[[File:Haohmaru_Smash.png|300px|Haohmaru]]<br><br>[[File:SpecialStagesSymbol.svg|50px]]
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{{!}}-
{{!}}width="45%" style="background-color:#EEE; color:#000;" {{!}}'''[[Universe]]'''
{{!}}width="45%" style="background-color:#EEE; color:#000;" {{!}}'''[[Universe]]'''
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:{{cquote|Zero Slashes The Competition!|cite=Introduction tagline}}
:{{cquote|Haohmaru jumps into the Battlefield!|cite=Introduction tagline}}




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|-
|-
! colspan=2 | Up smash
! colspan=2 | Up smash
| Shoenzan ({{ja|翔炎山|"Soaring Flame Mountain"}}) || {{ChargedSmashDmgSSBU|18}} || Zero swings his Z-Saber upwards that also creates an upward wall of flames for extra reach. Based on the technique he learned from Blaze Heatnix in Mega Man X6.
| || {{ChargedSmashDmgSSBU|20.9}} || Crouches down and performs a slow upward slash attack. Based on his Crouching A+B attack. It has a little slow end-lag.
|-
|-
! colspan=2 | Down smash
! colspan=2 | Down smash
| Earth Gaizer || 5% (each debris), 9% (shockwave), 26% (Bakuenjin) || Zero punches the ground, generating 4 pieces of debris from left to right. The shockwave of the punch stuns the opponent when he is close. Based on the technique he used in Mega Man X2 and the Xtreme games. If charged up, he will use '''Bakuenjin''' ({{ja|爆炎陣|"Bursting Flame Array"}}), where he creates a large explosion that covers more range and deals more damage, it is the technique he gained from Flame Hyenard in Mega Man X7.
| || {{ChargedSmashDmgSSBU|17.1}} || Quickly spins around horizontally with his sword. The move closely resembles his Standing A attack.
|-
|-
! colspan=2 | Neutral aerial  
! colspan=2 | Neutral aerial  
| Kuuenzan ({{ja|空円斬|"Air Circling Slash"}}) || 10%, 3% (hits 1 to 3, C-Sword), 5% (last hit, C-Sword) || Zero performs a rolling slash attack with his Z-Saber whilst in the air. Based on the technique he learned from Split Mushroom in Mega Man X4. If the charge shot is stored, press the button again to perform '''Mikazukizan''' ({{ja|三日月斬|"Crescent Moon Slash/Three Day Moon Slash"}}), which is just like Kuuenzan, but surrounded by crescent aura and deals multiple hits.
| || 10% || A leaping side kick with one leg. Based on both of his Jumping Kick and Jumping Unnarmed attacks.
|-
|-
! colspan=2 | Forward aerial
! colspan=2 | Forward aerial
| || 12.3% || Performs a forward-leaning downward slash. Based on his midair attack in Mega Man X8. Based on the technique he learned from Split Mushroom in Mega Man X4.
| || 11.5% (slash), 5% (punch) || A quick horizontal slash. Based on his Jumping A attack. If he doesn't have the sword, he will throw a straight punch. Based on his Jumping Unnarmed attack.
|-
|-
! colspan=2 | Back aerial
! colspan=2 | Back aerial
| || 7% || Turns around and performs a downward-angled outward swing. Based on his midair attack in Mega Man X4 and X5.
| || 11.5% (slash), 5% (punch) || Same as his Forward aerial, except he turns around for a second.
|-
|-
! colspan=2 | Up aerial
! colspan=2 | Up aerial
|  || 2% (hits 1 to 5) || Equips his D Glaive and spins it overhead to deal multiple hits to his opponent. This is the weapon he used in Mega Man X7 and X8.
|  || 13% (stab), 7% (kick) || Performs a diagonally upward stab, similar to his Medium B attack. If he doesn't have the sword, he will do his upward angled roundhouse kick.
|-
|-
! colspan=2 | Down aerial
! colspan=2 | Down aerial
| Hyouretsuzan ({{ja|氷烈斬|"Ice Fury Slash"}}) || 13.2% || Zero will perform a falling downward thrust with the Z-Saber as a giant light blue icicle. Based on the technique he learned from Frost Walrus in Mega Man X4.
| || 14% (leg), 4.3% (punch) || Swings his sword down. Able to spike the opponent at 50%. Based on his Jumping A+B attack. If he doesn't have the sword, he will do a downward angled punch, similar to his fellow fighting game opponents.
|-
! colspan=2 | Down Right aerial
| Sentsuizan ({{ja|旋墜斬|"Whirling Crash Slash"}}) || 11.2%, 14.5% (Enkoukyaku) || Zero will pause for a few frames, then dives downward at an angle pointed-downward (via his whole body) as he holds out his saber. The screen will shake once he hits the ground. It is very similar to dive attacks. Based on the technique he learned from Ground Scaravich in Mega Man X6, but its animation is based on the Vs. crossover games. If the charge shot is stored, press the button again to perform '''Enkoukyaku''' ({{ja|焔降脚|"Blaze Fall Leg"}}), which is another dive kick attack, but his feet is covered in flames, dealing fire damage and multiple hits. Based on the technique he learned from Burn Rooster in Mega Man X8 if the K Knuckle is equipped.
|-
|-
! colspan=2 | Grab
! colspan=2 | Grab
| || - || Reaches out with both hands
| || - || Reaches out with one hand
|-
|-
! colspan=2 | Pummel
! colspan=2 | Pummel
| || 3% || Knees the opponent in the chest.
| || 3.5% || A medium kick. Based on his Forward + Kick attack. Very slow.
|-
|-
! colspan=2 | Forward throw
! colspan=2 | Forward throw
| || 11% || Jams his charging buster to his foe before firing it. Based on his forward throw in the crossover fighting games.
| || 14% || Pushes the opponent away with other hand, then swings his sword down to slash them. Based on his Forward+C+D throw.
|-
|-
! colspan=2 | Back throw
! colspan=2 | Back throw
| || 10% || Dashes past his opponent and fires it on their back. Based on his back throw in the crossover fighting games, which is itself, a nod to the Transfer Shot from SNK vs. Capcom: SVC Chaos.
| || 11% || Does a turn-around push, then slashes horizontally. Based on his Backward+C+D throw.
|-
|-
! colspan=2 | Up throw
! colspan=2 | Up throw
| || 2% (two hits), 11% (last hit) || Does a very quick double horizontal slash left and right, then a launching-lift slash to send his foe in the air. Based on his triple slash combo in Mega Man X6.
| || 12% || Throws upwards, then performs an upward slash attack.
|-
|-
! colspan=2 | Down throw
! colspan=2 | Down throw
| Tenshouha ({{ja|天照覇|"Amaterasu/Heaven Shine Rule"}}) || 15% || Punches the ground, generating a beam from the sky above him to hit the opponent. The beam will also hit non-grabbed foes too. Based on the technique he learned from Optic Sunflower in Mega Man X8.
| Sake Kougeki || 4% (slam), 9% (Sake flesk) || Throws his opponent down, then swings his sakè flesk to smash them. This was his special move in the second entry onwards, with the first hit resembling his forward throw in the earlier games. Much like its origin, he will reflect enemy projectiles.
|-
|-
! colspan=2 | Floor attack (front, back and trip)
! colspan=2 | Floor attack (front, back and trip)
| Ganzanha ({{ja|岩斬波|"Rock Slashing Wave"}}) || 12% || After getting up, he punches the ground that generates a spark of energy. Deals huge shield damage. Based on the technique he used while holding the K Knuckle weapon in Mega Man X8.
| || 10% || Haohmaru stabs with sword left, then right after getting up.
|-
|-
! colspan=2 | Edge attack
! colspan=2 | Edge attack
| || 9% || Performs an outward sweeping slash after reaching the ledge. Based on his crouching slash attack in Mega Man X6.
| || 6% (first hit), 8% (second hit) || Swings his sword upward, then down. Based on his Standing A+B attack in earlier titles.
|-
! colspan=2 | Wall attack
| || 7% || An outward slash while sliding on the wall.
|-
|-
! colspan=2 | [[Neutral special]]
! colspan=2 | [[Neutral special]]
| Z-Buster || 1.4% (small pellet), 4% (small charge shot), 7% (big charged shot), 5% (slash wave) || Zero charges up his Z-Buster by holding the button while standing still. Then when released, he shoots a charged energy projectile from his Buster arm cannon. The strength depends how long the button is held. It can be charged up to four stages: Standard has him fire three rapid small shots at a time. The 1st stage is a small charge shot with slow startup and decent knockback. The 2nd stage is a bigger charge shot that deals more damage. The 3rd stage has him firing a Stage 1 shot, then a Stage 2 shot. Deals alot of knockback, and fully charged makes him shoot 2 Stage 3 shots, then uses his Z-Saber to sent out a small crescent wave with a slash, which will home it on a enemy straight or diagonally up. If used in the air while firing a charged up shot, he will slow his fall, but makes him move back when doing so.
| Ougi Senpuu Retsu Zan || 9% (slash, Standard and Input), 11% (tornado, Standard), 15% (tornado, Input) || Haohmaru performs an upward sword swing, sending out a small twister that moves forward along the ground. Any opponent get caught by it will make the twister taller, sending them in the air. It is greatly used as a two-hit combo. Special input is ↓ ↘ → + attack/special, which greatly increases the power of the move.
|-
|-
! colspan=2 | [[Side special]]
! colspan=2 | [[Side special]]
| Raikousen ({{ja|雷光閃|"Lightning Flash"}}) || 17% (ground), 11% (air), 1.2% (hit 1 to 3, trail), 9% (F-Splasher) || Zero enters a pose for a few frames, then dissapears while dashing before reappearing with a lightning thrust. While the range on the ground is a little short, it is nonetheless very strong. If used in the air, he will dash diagonally upwards with larger range while holds his saber straight, though this leaves him helpless. The foe will also be stuned by a trail of lightning that he left behind. Based on the technique he learned from Gigavolt Man-o-War in Mega Man X8. If the charge shot is stored, press the button again to perform '''Hisuishou''' ({{ja|飛水翔|"Flying Water Soar"}}), which is basically a dash attack that generates an ice barrier, protecting him from projectiles and freezes an opponent upon contact. While not as strong as Raikousen, it has more range in both ground and air. Based on the technique he learned from Tidal Whale in Mega Man X5.
| Ougi Resshin Zan || 12% (Standard), 19% (Input) || Haohmaru does a short dash, then roll jumps forward and slams his sword down. This move deals high shield damage and can potentianly meteor smash the opponent at 50%. Pressing up after the dash will make him roll jump in the air, serving as an alternative recovery. Special input is ↙ ↓ ← + attack/special (also known as the reverse Shoryuken), which greatly increases the power of the move.
|-
|-
! colspan=2 | [[Up special]]
! colspan=2 | [[Up special]]
| Ryuenjin ({{ja|龍炎刃|"Dragon Flame Blade"}}) || 3.2% (hist 1 to 3), 5% (last hit), 13% (Rakukojin), 6% (anchor), 17% (Hyouryuushou) ||Zero performs a rising jump while his blade bursts into flames. The move is a mix of Ryu's Shoryuken and Roy's Blazer, since it has the recovery of the former and deals multiple hits like the latter, but it does good horizontal knockback overall. Based on the technique he learned from Magma Dragoon in Mega Man X4. If B is pressed yet again after that, he will perform Rakukojin ({{ja|落鋼刃|"Falling Steel Blade"}}), a move that he learned from Metal Shark Player. Basically, it has the same animation as Hyouretsuzan, except he dives down very fast and the saber will turn into a steel sword that deals alot of damage. If it hits on the ground, it will leave a boucing anchor after the sword explodes. If the charge shot is stored, press the button again to perform '''Hyouryuushou''' ({{ja|氷龍昇|"Ice Dragon Rise"}}), where he performs a jumping spinning slash that freezes opponents, it nevertheless has more vertical recovery than Ryuenjin, but cannot use the followup move. Based on the technique he learned from Avalanche Yeti in Mega Man X8.
| Ougi Kogetsu Zan || 4% (first hit, Standard and Input), 2.1% (4 hits, Standard), 2.3% (7 hits, Input) || Haohmaru peforms an overhead arcing slash before doing a multi-hit rising sword. Despite the almost non-existant horizontal angle, the move has a very strong vertical recovery, rivaling Marth's Dolphin Slash. Special input is → ↓ ↘ + attack/special, which not only greatly increases the power of the move, but makes him rise even higher and deals more hits.
|-
|-
! colspan=2 | [[Down special]]
! colspan=2 | [[Down special]]
| Sougenmu ({{ja|双幻夢|"Twin Phantasm"}}) || 5% (each wave, Rakuhouha) || Zero enters a pose for a bit to create a rainbow duplicate of himself. In this state, the duplicate will mimic all of Zero's moves as they deal more damage for his Specials and can pass through walls, but has lower knockback input, it is a great use as a combo maker, but it only lasts for 6 seconds. If Zero gets hit by the enemy, the duplicate will quickly dissapear and disables him to use it again until 10 seconds have passed. Based on the technique he learned from Spike Rosered in Mega Man X5. If the charge shot is stored, press the button again to perform '''Rakuhouha''' ({{ja|落鳳破 |"Falling Feng Crush"}}), where he generate waves of energy in a fan-like pattern after punching the ground, dealing mega damage if the foe is very close to him. Based on the technique he learned from Cyber Peacock in Mega Man X4.
| Zankousen/Tenha Danku Retsu Zan || 23% (Zankousen), 30% (Tenha Danku Retsu Zan) || Haohmaru leans back while charging up his sword, then quickly spins once and slashes fiercely in front of the opponent with hard swing effects. The move acts similar to Falcon Punch, Warlock Punch and Aymr, has super armor startup, can be reversed, and causes Special Zoom when hit. However, the Tenha Danku Retsu Zan is pretty much the same, but even stronger and causes super high knockback along with a large energy effect, though only exclusive to his Rage Gauce. To perform this move, use the ↓ ↙ ← → + attack/special command.
|-
! colspan=2 | A and B Special
| Rage Explosion || 10% || Haohmaru lets out an explosive burst from his body, though exlusive to his Rage Gauge. If the opponent gets close to him, not only deals damage, but increases his speed and can cancel any of his moves while still retaining Rage power, however, his defence is reduced in half and the gauge drains much faster, meaning the player must be as quick as possible to perform the combo, as well as not getting hit super hard. After that, the gauge will not be refilled again, used once per stock.
|-
|-
! colspan=2 | [[Final Smash]]
! colspan=2 | [[Final Smash]]
| Genmu Zero ({{ja|幻夢零|"Phantasm Zero"}}) || 50% || Zero will draw his saber and performs the Dash technique from Mega Man Xtreme where he performs a very fast rushing dash slash. If he hits the opponent, he will do Rising (reminiscent of the Zero Final technique) that triggers a cutscene, in which he stops time with Dark Hold, enters in his Awakening form, holds his saber up as it enlarges and sends out a giant crescent wave with multiple hits to the opponent, then time resets, ending the attack.
| Hiougi Tenha Fujin Zan/Issen || 40% (Hiougi Tenha Fujin Zan) 55% (Rage version), 30% (Issen) || Like the other fighting game friends, Haohmaru gets two Final Smashes, though different. The standard one will have him performing a dashing slash to the opponent. If done, he will do multiple overhead arcing slashes before ending with a strong rising one. The Rage Explosion version is pretty much the same, except it piercly dashes to all opponent with a high speed slash if the first gets hit, leaving them flying with high knockback after Haohmaru strikes a pose. If the enemy has 100% of damage, they will get instantly KO'd along with the japanese kanji of the move's name and the white background, much like he does in his series.
|}
|}


===Taunts===
===Taunts===
*'''Up Taunt''': Turns around and says "This isn't fun anymore!" before turning back.
*'''Up Taunt''': Haohmaru leans back, then fakes it with a shrug while saying "Senpuu... not!"
*'''Side Taunt''': Performs a pose while holding his saber with both hands.
*'''Side Taunt''': Haohmaru takes out his sake flesk and drinks, then spits on his sword while saying "What's wrong?".
*'''Down Taunt''': Stores his deactivated saber on his back and puts his hand on the headphone, then says "I have aquired the target!" before sheathing the saber back.
*'''Down Taunt''': Haohmaru drops his sword to the ground. This taunt affect his gameplay entirely, as he will be unnarmed for the rest of his match. The only way to get it back is by using it again when close.


===On-Screen Appearance===
===On-Screen Appearance===
*Teleports in and quickly sheaths his saber while saying "Bring it on!"
*Jumps onto the battlefield and poses while shouting "Let's do this!". This is a reference to the old games where he jumps backward along with his opponent before the match begins.


===Victory Fanfare===
===Victory Fanfare===
A rock remix of the jingle heard from the original ''{{s|wikipedia|Mega Man X}}'' when a maverick is defeated, literally taken straight from Mega Man X Legacy Collection 1 and 2.
A remix of the jingle heard from the original ''Samurai Shodown'' when winning a match.


===Victory Poses===
===Victory Poses===
*'''Up''': Performs the Zero Final technique, then poses.
*'''Up''': Haohmaru throws his sword in the air and uses the mount to catch it in his back, then smiles at the camera. This is his recurring victory pose since the first game.
*'''Side''': Stores his saber on the back, turns around and gives a thumbs up to the camera before teleporting away, a reference to his victory pose when he defeats a maverick in Mega Man X4 and X5.
*'''Side''': Haohmaru drinks in his sake flesk, then throws it in the air and catches it with the mount of the sword, hanging it, then smiles.
*'''Down''': Put his hand to the headphone and says "This is Zero, i'm done with the mission" before looking at the side.
*'''Down''': Haohmaru performs a down and up swing before striking a pose.


==Alternate costumes==
==Alternate costumes==
*'''Red''' - Based on his current rebuilt appearance since Mega Man X2, which is updated from recent games.
*'''White''' - Based on his morden appearance in recent Samurai Shodown games. It is listed as his main Color A swap in his series.
*'''Blue''' - References his fellow hunter X. May also be a nod to an alternate costume based on X for him in Ultimate Marvel Vs. Capcom 3.
*'''Red''' - Resembles his Color B swap in Samurai Shodown V Special. It is also his Bust version in Samurai Shodown IV.
*'''Blue''' - Resembles his Color C swap in Samurai Shodown V Special.
*'''Yellow''' - Resembles his Color B swap in Samurai Shodown V.
*'''Green'''
*'''Green'''
*'''Dark Red''' - Resembles his appearance in the Mega Man Zero series
*'''Violet''' - Resembles his Color D swap in Samurai Shodown V.
*'''Light Blue''' - Resembles ViA, former administrator of the Deep Log from Rockman X DiVE
*'''Black''' - Resembles his Color B swap in the first game. Also resembles his Rasetsu/Bust mode in Samurai Shodown 64-2.
*'''Orange'''
*'''Purple''' - Based on his evil doppelganger, Rasetsumaru, debuting in Samurai Shodown V.
*'''Black''' - Based on the recurrent Black Zero appearance, starting with Mega Man X2.


==Trivia==
==Trivia==
*
*

Revision as of 05:14, August 29, 2020

Haohmaru
in Super Smash Bros. Ultimate
Haohmaru

SpecialStagesSymbol.svg
Universe Samurai Shodown
Availability Unlockable
Final Smash Hiougi Tenha Fujin Zan/Issen
Haohmaru jumps into the Battlefield!
—Introduction tagline


Haohmaru (覇王丸) is a playable character in Super Smash Bros. Ultimate.

Daiki Nakamura, who has been voicing the character since Samurai Shodown 64, reprise his role in this game.

Attributes

As a middle-lightweight, Haohmaru is one of the most strongest swordwielders in the game, as his attacks (especially his Smash attacks) are slow, yet very powerful, devastating his opponents very easily. He also runs very fast, but his attacking speed are a little slow, leaving him open to be attacked.


Moveset

  • Haohmaru can lose his sword by getting hit by either a Final Smash or Special Moves at high percentage, altering his entire moveset to just being punches, which also loses all of his Special Moves, but it can be brought back after enough time has passed.
  • Haohmaru's Deflection mechanic from Smaurai Shodown V can stun an opponent for a little while after doing a perfect shield via the ↓ ↙ ← → command and release the shield button.
  • Taking from his series, he has the Rage Gauce, which fills up whenever Haohmaru gets damaged, filling up to the max will make his red skin and increase his strength for a long period of time, usually 20 seconds or so.
  • When he hits opponents with Smash attacks, the game intentionally slows down, replicating the way his games does after delivering a hard hit to the enemy.
  • Like his fighting game friends, he has command inputs to his Special Moves and always faces his opponent in one-on-one matches.
  • Like other fighting game fellas, he has command inputs to his Special Moves, which the A/B button is listed as the Slash icon in the pause menu and always faces his opponent in one-on-one matches.
Name Damage Description
Neutral attack 1.2%, 9%, 6% (sword), 2% (punch) Haohmaru jabs the opponent with the hilt of the sword, then slashes horizontally and ends with a stab. Based on his Close A, Standing A and Medium B attacks. If he doesn't have the sword, he will do a left jab instead. Based on his Light Standing Unnarmed attack from his older games.
Forward tilt 14% (slash), 5% (punch) Haohmaru swings his sword down to the ground. Based on its Hard Close A+B/Running attack. If he doesn't have it, he will throw a straight punch, based on his Standing Unnarmed Aattack.
Up tilt 7.7% An upward angled roundhouse kick. Based on his Standing Kick attack. Has a very low hitbox range, but it deals decent knockback.
Down tilt 11.5% (slash), 5% (kick) Haohmaru performs a horizontal slash, similar to the second hit of his neutral attack. Based on his Crouching A attack. If he doesn't have the sword, he will do a lunging, Hapkido-style shin kick. Very similar to Ryu's held down tilt, but faster. Based on his Crouching Kick attack.
Dash attack 13% (slash), 6% (slide kick) Haohmaru will perform a dashing fierce slash. Based on his Close A+B/Running attack. If he doesn't have the sword, he will simply do a slide kick. Based on his Running/Down+Forward+Kick attack.
Forward smash 23.4% Haohmaru leans back while charging up his sword, then slashes fiercely in front of the opponent. One of the most strongest Smash attacks next to Ganondorf. Based on his Standing A+B attack.
Up smash 20.9% Crouches down and performs a slow upward slash attack. Based on his Crouching A+B attack. It has a little slow end-lag.
Down smash 17.1% Quickly spins around horizontally with his sword. The move closely resembles his Standing A attack.
Neutral aerial 10% A leaping side kick with one leg. Based on both of his Jumping Kick and Jumping Unnarmed attacks.
Forward aerial 11.5% (slash), 5% (punch) A quick horizontal slash. Based on his Jumping A attack. If he doesn't have the sword, he will throw a straight punch. Based on his Jumping Unnarmed attack.
Back aerial 11.5% (slash), 5% (punch) Same as his Forward aerial, except he turns around for a second.
Up aerial 13% (stab), 7% (kick) Performs a diagonally upward stab, similar to his Medium B attack. If he doesn't have the sword, he will do his upward angled roundhouse kick.
Down aerial 14% (leg), 4.3% (punch) Swings his sword down. Able to spike the opponent at 50%. Based on his Jumping A+B attack. If he doesn't have the sword, he will do a downward angled punch, similar to his fellow fighting game opponents.
Grab - Reaches out with one hand
Pummel 3.5% A medium kick. Based on his Forward + Kick attack. Very slow.
Forward throw 14% Pushes the opponent away with other hand, then swings his sword down to slash them. Based on his Forward+C+D throw.
Back throw 11% Does a turn-around push, then slashes horizontally. Based on his Backward+C+D throw.
Up throw 12% Throws upwards, then performs an upward slash attack.
Down throw Sake Kougeki 4% (slam), 9% (Sake flesk) Throws his opponent down, then swings his sakè flesk to smash them. This was his special move in the second entry onwards, with the first hit resembling his forward throw in the earlier games. Much like its origin, he will reflect enemy projectiles.
Floor attack (front, back and trip) 10% Haohmaru stabs with sword left, then right after getting up.
Edge attack 6% (first hit), 8% (second hit) Swings his sword upward, then down. Based on his Standing A+B attack in earlier titles.
Neutral special Ougi Senpuu Retsu Zan 9% (slash, Standard and Input), 11% (tornado, Standard), 15% (tornado, Input) Haohmaru performs an upward sword swing, sending out a small twister that moves forward along the ground. Any opponent get caught by it will make the twister taller, sending them in the air. It is greatly used as a two-hit combo. Special input is ↓ ↘ → + attack/special, which greatly increases the power of the move.
Side special Ougi Resshin Zan 12% (Standard), 19% (Input) Haohmaru does a short dash, then roll jumps forward and slams his sword down. This move deals high shield damage and can potentianly meteor smash the opponent at 50%. Pressing up after the dash will make him roll jump in the air, serving as an alternative recovery. Special input is ↙ ↓ ← + attack/special (also known as the reverse Shoryuken), which greatly increases the power of the move.
Up special Ougi Kogetsu Zan 4% (first hit, Standard and Input), 2.1% (4 hits, Standard), 2.3% (7 hits, Input) Haohmaru peforms an overhead arcing slash before doing a multi-hit rising sword. Despite the almost non-existant horizontal angle, the move has a very strong vertical recovery, rivaling Marth's Dolphin Slash. Special input is → ↓ ↘ + attack/special, which not only greatly increases the power of the move, but makes him rise even higher and deals more hits.
Down special Zankousen/Tenha Danku Retsu Zan 23% (Zankousen), 30% (Tenha Danku Retsu Zan) Haohmaru leans back while charging up his sword, then quickly spins once and slashes fiercely in front of the opponent with hard swing effects. The move acts similar to Falcon Punch, Warlock Punch and Aymr, has super armor startup, can be reversed, and causes Special Zoom when hit. However, the Tenha Danku Retsu Zan is pretty much the same, but even stronger and causes super high knockback along with a large energy effect, though only exclusive to his Rage Gauce. To perform this move, use the ↓ ↙ ← → + attack/special command.
A and B Special Rage Explosion 10% Haohmaru lets out an explosive burst from his body, though exlusive to his Rage Gauge. If the opponent gets close to him, not only deals damage, but increases his speed and can cancel any of his moves while still retaining Rage power, however, his defence is reduced in half and the gauge drains much faster, meaning the player must be as quick as possible to perform the combo, as well as not getting hit super hard. After that, the gauge will not be refilled again, used once per stock.
Final Smash Hiougi Tenha Fujin Zan/Issen 40% (Hiougi Tenha Fujin Zan) 55% (Rage version), 30% (Issen) Like the other fighting game friends, Haohmaru gets two Final Smashes, though different. The standard one will have him performing a dashing slash to the opponent. If done, he will do multiple overhead arcing slashes before ending with a strong rising one. The Rage Explosion version is pretty much the same, except it piercly dashes to all opponent with a high speed slash if the first gets hit, leaving them flying with high knockback after Haohmaru strikes a pose. If the enemy has 100% of damage, they will get instantly KO'd along with the japanese kanji of the move's name and the white background, much like he does in his series.

Taunts

  • Up Taunt: Haohmaru leans back, then fakes it with a shrug while saying "Senpuu... not!"
  • Side Taunt: Haohmaru takes out his sake flesk and drinks, then spits on his sword while saying "What's wrong?".
  • Down Taunt: Haohmaru drops his sword to the ground. This taunt affect his gameplay entirely, as he will be unnarmed for the rest of his match. The only way to get it back is by using it again when close.

On-Screen Appearance

  • Jumps onto the battlefield and poses while shouting "Let's do this!". This is a reference to the old games where he jumps backward along with his opponent before the match begins.

Victory Fanfare

A remix of the jingle heard from the original Samurai Shodown when winning a match.

Victory Poses

  • Up: Haohmaru throws his sword in the air and uses the mount to catch it in his back, then smiles at the camera. This is his recurring victory pose since the first game.
  • Side: Haohmaru drinks in his sake flesk, then throws it in the air and catches it with the mount of the sword, hanging it, then smiles.
  • Down: Haohmaru performs a down and up swing before striking a pose.

Alternate costumes

  • White - Based on his morden appearance in recent Samurai Shodown games. It is listed as his main Color A swap in his series.
  • Red - Resembles his Color B swap in Samurai Shodown V Special. It is also his Bust version in Samurai Shodown IV.
  • Blue - Resembles his Color C swap in Samurai Shodown V Special.
  • Yellow - Resembles his Color B swap in Samurai Shodown V.
  • Green
  • Violet - Resembles his Color D swap in Samurai Shodown V.
  • Black - Resembles his Color B swap in the first game. Also resembles his Rasetsu/Bust mode in Samurai Shodown 64-2.
  • Purple - Based on his evil doppelganger, Rasetsumaru, debuting in Samurai Shodown V.

Trivia