User:Collaterale15/Haohmaru (SSBU)

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Haohmaru
in Super Smash Bros. Ultimate
Zero

SpecialStagesSymbol.svg
Universe Samurai Shodown
Availability Unlockable
Final Smash Hiougi Tenha Fujin Zan/Issen
Zero Slashes The Competition!
—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 Shoenzan (翔炎山) 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.
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 (爆炎陣), 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.
Neutral aerial Kuuenzan (空円斬) 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 (三日月斬), which is just like Kuuenzan, but surrounded by crescent aura and deals multiple hits.
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.
Back aerial 7% Turns around and performs a downward-angled outward swing. Based on his midair attack in Mega Man X4 and X5.
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.
Down aerial Hyouretsuzan (氷烈斬) 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.
Down Right aerial Sentsuizan (旋墜斬) 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 (焔降脚), 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.
Grab - Reaches out with both hands
Pummel 3% Knees the opponent in the chest.
Forward throw 11% Jams his charging buster to his foe before firing it. Based on his forward throw in the crossover fighting games.
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.
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.
Down throw Tenshouha (天照覇) 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.
Floor attack (front, back and trip) Ganzanha (岩斬波) 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.
Edge attack 9% Performs an outward sweeping slash after reaching the ledge. Based on his crouching slash attack in Mega Man X6.
Wall attack 7% An outward slash while sliding on the wall.
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.
Side special Raikousen (雷光閃) 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 (飛水翔), 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.
Up special Ryuenjin (龍炎刃) 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 (落鋼刃), 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 (氷龍昇), 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.
Down special Sougenmu (双幻夢) 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 (落鳳破 ), 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.
Final Smash Genmu Zero (幻夢零) 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.

Taunts

  • Up Taunt: Turns around and says "This isn't fun anymore!" before turning back.
  • Side Taunt: Performs a pose while holding his saber with both hands.
  • 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.

On-Screen Appearance

  • Teleports in and quickly sheaths his saber while saying "Bring it on!"

Victory Fanfare

A rock remix of the jingle heard from the original Mega Man X when a maverick is defeated, literally taken straight from Mega Man X Legacy Collection 1 and 2.

Victory Poses

  • Up: Performs the Zero Final technique, then poses.
  • 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.
  • Down: Put his hand to the headphone and says "This is Zero, i'm done with the mission" before looking at the side.

Alternate costumes

  • Red - Based on his current rebuilt appearance since Mega Man X2, which is updated from recent games.
  • 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.
  • Green
  • Dark Red - Resembles his appearance in the Mega Man Zero series
  • Light Blue - Resembles ViA, former administrator of the Deep Log from Rockman X DiVE
  • Orange
  • Black - Based on the recurrent Black Zero appearance, starting with Mega Man X2.

Trivia