Haohmaru FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact: kennytam@foxhound.zzn.com

===============
Version History
===============

Version 1.0
January 24, 2002
Everything.

January 27, 2002
Added Groove info etc.

=================
Table of Contents
=================
I.    Introduction
II.   Profile
III.  Annotations and Abbreviations
IV.   General Moves
V.    Special Moves
VI.   Desperation Moves
VII.  General Notes
VIII. Strategies
IX.   Combos    
X.    Miscellany
XI.   Notes and Credits

===============
I. Introduction
===============

This is an FAQ for Haohmaru.  I first used him in Samurai Showdown 
years ago, and occasionally in the NGPC Version.  I'm actually a big 
Rurouni Kenshin fan, and this is the closest I can actually get 
(where's Ukyo!! and Genjuro!!!)

The move lists and descriptions I got from sitting next to my machine 
and watching the move several twenty times on training mode.  

===========
II. Profile
===========

Full Name: Ha Oh Maru (Emperor/Conqueror Man?)
Nationality: Japan
Favorite Food: Sake.
From: Samurai Spirits

==================================
III. Annotations and Abbreviations
==================================

  UB  U  UF       UB= Up-Back       U= Up         UF= Up-Forward
   \  |  /        B= Back           N= Neutral    F= Forward
   B--N--F        DB= Down-Back     D= Down       DF= Down-Forward
   /  |  \             
  DB  D  DF


LP= Light Punch   MP= Medium Punch   HP= Hard Punch
LK= Light Kick    MK= Medium Kick    HK= Hard Kick

P= Any Punch                      K= Any Kick
PP= Two Punches Simultaneously    KK= Two Kicks Simultaneously
PPP= All Three Punches            KKK= All Three Kicks

QCF= Quarter Circle Forward  (D, DF, F)
QCB= Quarter Circle Back     (D, DB, B)
DPM= Dragon Punch Motion     (F, D, DF)
RDP= Reverse Dragon Punch    (B, D, BD)
HCF= Half Circle Forward     (B, DB, D, DF, F)
HCB= Half Circle Back        (F, DF, D, DB, B)
360= Spin Joystick in Full Circle

Super Jump= Tap Down, then Up or any Up direction quickly to do a 
further, large jump.  A trail will appear behind the opponent if done 
correctly.

Dash= Tap Forward or Back twice quickly to move quickly in that 
direction.

Throw= When near an opponent, press either Forward or Back and Hard 
Punch or Hard Kick to execute a throw attack.

Throw Escape= When being grabbed for a throw, Press either Forward or 
Back and Hard Punch or Hard Kick to escape.

Evasion= Press Light Punch and Light Kick simultaneously.  Depending 
on the groove, the character will perform an action that will evade 
most moves for the duration of the action.

Taunt= Press Select to do a special taunt.

Grooves
*******

C-Groove:
---------

This mode is similar to the Alpha Series as well as Capcom Groove in 
the original game.  The character has a gauge at the bottom of the 
screen, which is divided into three sections, shown by a larger area 
as the level increases. Attacking and performing moves will increase 
this gauge.   

Depending on the Level, Different levels of Super Combos can be 
performed:

Level 1- Super Combo Command + LP or LK
Level 2- Super Combo Command + MP or MK
Level 3- Super Combo Command + HP or HK

The higher the level, the more powerful it usually will be.  The 
levels are cumulative, so doing a level 2 super on with a Level 3 
gauge will leave the bar with 1 level left.

Dash- Tap either Forward or Back Twice quickly to do a small dash in 
that directly.  

Rolling- Press LP and LK simultaneously to perform a moving dodge, 
which can pass through most Special and Super moves, as well as the 
opponent.  

Counter Attack- While blocking, immediately tap Forward + MP+MK to 
perform a counterattack.  Note that it requires 1 level of the Super 
Gauge to perform this move.

Air Block- Press Back whilst in the air to block.  Super moves cannot 
be air blocked.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to 
delay your character getting up.

A-Groove:
---------

This mode is similar to the Custom Combo Groove, the V-ism from 
Street Fighter Zero 3.  At the bottom of the Screen is a Custom Combo 
Gauge, which can be filled up by attacking.  At 50% full, a Level 1 
Super combo can be performed.  When full, a Custom Combo can be 
performed.

Level 1- Super Combo Command + Button
Level 2- Custom Combo - HP and HK Simultaneously

Dash- Tap Forward or Back Twice to do a quick small dash towards the 
enemy.  

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on 
the ground.

Rolling- Press LP and LK simultaneously to perform a rolling dodge 
which can pass through most Special and Super Attacks, as well as the 
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to 
perform a counterattack.  Note that it requires 1 level of the Super 
Gauge to perform this move.

P-Groove:
---------

This Groove is the most similar to the Street Fighter 3 system.  It 
includes the Parry Command as well as a single level Super gauge 
which fills up when attacking.

Super Combo- Super Command +Button
Note that there is only one level in P-Groove, and that it will be a 
Level 3 combo.

Parry- The Instant the opponent makes contact with a hit, Tap forward 
for High Attacks, and Down for low attacks.  The opponent will Parry 
the away the opponent, leaving them open for a counterattack.  The 
timing window has been decreased significantly though, making it 
harder to perform.

Dash- Tap Forward or Back Twice to do a quick small dash towards the 
enemy.  

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on 
the ground.

Small Jump- Tap Up, or any Up Directional to do a small jump.

S-Groove:
---------

This groove is similar to the Extra mode from the King of Fighters 
series, as well as the original SNK-Groove from the Original Capcom 
vs. SNK. 

The Super Gauge is filled by Charging, Pressing the HP and HK 
simultaneously.  The Character will begin charging up their powers 
and their gauge will start increasing.  Note that the character 
cannot move or perform any attacks whilst doing this.  When the Bar 
is full, the character is slightly stronger as well as being able to 
do a Level 1 Super Combo.  Note that the bar will start decreasing 
once it reaches the maximum and the opportunity to perform Super 
combos will end when the bar is empty.

When the Character takes enough damage, the Vitality Gauge will begin 
flashing.  At this point the Character can do unlimited Level 1 Super 
moves, and if the Super Gauge is also full, a Level 3, MAX Super 
Combo.

Run- Tap Forward or Back Twice to run towards the enemy.  

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to 
delay your character getting up.

Counter Attack- While blocking, immediately tap Forward + MP+MK to 
perform a counterattack.  Note that it requires 1 level of the Super 
Gauge to perform this move.

Dodge- Press LP and LK simultaneously to do a quick dodge animation. 
The character does not move, but has the same properties as the roll.

Small Jump- Tap Up, or any Up Directional to do a small jump.

N-Groove:
---------

This Groove is similar to the Advance Mode from the King of Fighters.  
The character can perform Super combos when they have 'stock.'

The super Gauge is filled by attacking.  When full, the Super gauge 
will reset but a Counter will appear in the box next to it, 
indicating the character now as 'stock.'  The Character can perform 
as many Level 1 super Combos as there are number of stock.  

The character can 'Power MAX' by pressing HP and HK together.  It 
will cost a single stock unit, but the character will become more 
powerful.  In addition, MAX level moves can be performed.

Run- Tap Forward or Back Twice to run towards the enemy.  

Safe Fall- Press All Three Punch Buttons whilst landing to recover on 
the ground.

Rolling- Press LP and LK simultaneously to perform a moving dodge, 
which can pass through most Special and Super moves, as well as the 
opponent.  

Counter Attack- While blocking, immediately tap Forward + MP+MK to 
perform a counterattack.  Note that it requires 1 level of the Super 
Gauge to perform this move.

Small Jump- Tap Up, or any Up Directional to do a small jump.

K-Groove:
---------

This groove is he most similar to that of Samurai Spirits (Showdown.)  
the gauge fills up as the character gets hit and receives damage or 
performing Just Defense.  When the gauge fills up, the character will 
be in Rage MAX mode, which allows the character to perform MAX Super 
combos as well as dealing more damage.  Note that the bar will start 
decreasing once it reaches the maximum and MAX mode will end when the 
bar is empty.

Just Defense- Tap Back right before the enemy makes contact with 
their hit.  If done successfully, the character will take no Guard 
damage as well as gain some vitality.  The character will also 
recovery sooner and be able to counterattack.

Run- Tap Forward or Back Twice to run towards the enemy.  

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to 
delay your character getting up.

Small Jump- Tap Up, or any Up Directional to do a small jump.

=================
IV. General Moves
=================

Standing-
*********

Light Punch- A quick Hiratsuki (stab) to chest level.  Notice that 
there is a weird orange thing whenever you slash; that is the actual 
range as opposed to the blade itself.  As such he has quite a long 
jab which is also fast.  Combos into Kogetsu Zan. 

Medium Punch- An extended Hiratsuki.  Haohmaru fully extends his arms 
in this version.   As with the LP, the orange slash mark is the 
actual hit range, thus, giving him half screen range! Up close it 
becomes backhand Tsuki (chest) slash.

Hard Punch- A heavy, double handed right Karatake (downwards slash.)  
Looks VERY painful and players can't help but cringe when getting 
hit.  Reaches almost half screen, but has long delay time.  Up close 
it changes sides to a reverse Karatake.  Does HUGE damage.

Light Kick- Quick step to the ankles.  Short range but comes out 
fast.  Pretty short range, but useful if the opponent is too close 
for comfort.

Medium Kick- A sidekick to the head. Slightly more range than the LK.  
Comes out pretty fast though, and may interrupt if lucky.  Up close 
it is a turning kick to the back of the opponents leg.  

Hard Kick- A lunging step kick to the gut of the opponent.  He takes 
a small step though, so it not considerable.  It comes out as fast as 
most of the other characters though.  Up close it is a kick to the 
face, similar to Terry or Rock's.

Jumping-
********

Light Punch- A flying sideways slash.  Fast move, angled slightly 
downwards.  Good for combo starting if opponent is ipen.

Medium Punch- A stronger version of LP.  His whole body is extended 
though, giving a larger target to hit.

Hard Punch- Another ferocious looking Karatake.  It forms a slash 
crescent slightly more than a semi circle.  Does heavy damage but can 
be used a combo starter too.  Beats most jumping attacks in the air, 
and can beat some anti-air attacks even.

Light Kick- A flying knee.  Short range, similar to many other 
characters.  Angled upwards so you need to hit air or time late to 
hit grounded opponents.

Medium Kick- A stretched flying kick.  Generic jump kick.

Hard Kick- Stronger version of Medium kick.  Stick with the slashes.

Crouching-
**********

Light Punch- Crouching Hiratsuki to the groin region.  Tell me why it 
does so little damage all things considered! It is slow by LP 
standards, since he sticks the blade out for quite a while.  

Medium Punch- An ankle slash.  Roughly the same speed as the LP 
version, and reaches the same range.  Can combo into Kogetsu Zan.

Hard Punch-A rising Sakakaze (upward slash.)  Great coverage since it 
covers both his front and top.  Somewhat slow move, but it can 
counter a lot of moves, such as the Hurricane kick or even the Rage 
Runs.

Light Kick- Quick kick to the ankles.  Moves as fast as you can jam 
the button, and can be cancelled.  Looks kinda funny when he does it, 
and even more when the button is pressed quickly.

Medium Kick- Slower version of the LP.  I think they are conveying 
the point that they don't like the Kick attacks.

Hard Kick- An sliding sweep reaching 1/4 screen.  Moves pretty fast 
but leaves Haohmaru vulnerable if blocked.

================
V. Special Moves
================

All his special moves have A LOT of delay, but are very powerful and 
high priority.  Use them carefully.

Command Moves:
--------------

-nil  

Throws:
-------

One Arm Throw - (B or F+HP)
Haohmaru grabs the opponent with one arm and slams them.

Sword Butt - (B or F+HP)
Haohmaru strikes down the hilt of the sword onto the enemy.

Special Moves:
--------------

Ougi: Senpuu Retsu Zan (Secret Whirlwind Slash) - (QCF+P)
Haohmaru reels back and then slashes forward, creating a traveling 
character sized tornado towards his opponent.  Upon hitting, the 
tornado explodes into a huge whirling tornado column, hurling the 
opponent to the top of the screen and dropping them.  Button used 
determines how fast the tornado travels and how far up the opponent 
travels.  There is no different in damage though.  The move has long 
start up and recovery, so don't use it in a fireball war.  It is very 
hard to difficult to jump across though, so unless they roll through 
it, his recovery is not as bad as the start up.

Fake Senpuu Retsu Zan(Fake Whirlwind Slash) - (QCF+K)
What the hell is the point of this move?? Haohmaru pretends to do the 
real attack.  It doesn't even look like he is going to do anything 
other than a dodge.  Opponents who are SUPPOSED to fall for it are 
characters like Yamazaki who will counter it, but since they predict 
rather than depend on impossible reflexes, this move actually has no 
use.  It makes a good taunt maybe.

Ougi Kogetsu Zan (Secret Crescent Moon Slash) - (DPM+P)
Haohmaru does a circular slash, then follow a up with a larger, 
leaping slash.   Basically this is Haohmaru's uppercut type move, 
where HP version does two hits.  Punch button used determines the 
height and horizontal distance of the attack, where HP goes the 
furthest.  The start up of this move is fast, but the recovery is 
horrible.  Haohmaru is left vulnerable as he lands.  It does take a 
while to reach the apex, and in that duration is pretty much 
invincible (except against moves like Raging storm, Power Geyser 
etc.)

Ougi: Resshin Zan (Secret Earthquake Slash) - (QCB+P)
Haohmaru leaps forward at his opponent and slams his blade down.  
Similar to a Ryu Tsui Sen Move (from Rurouni Kenshin) where he does 
an aerial attack towards a ground opponent, landing faster than 
usual.  All versions leap at the same height, but the LP reaches 1/4  
screen.  MP reaches half screen and HP hits full screen.  As such it 
can be used to leap over projectiles as a counter attack, or to 
punish far mistakes.  It isn't as fast, so they may be able to 
counter with something hard.  Keep in mind though, even though the HP 
reaches full screen, it lands in front of the opponent.  Be sure to 
time it you don't land directly on the projectile.  

===================================
VI. Super Moves/Desperation Attacks
===================================

Hiougi TenHa FuJin Zan (Secret Heaven Constraint Slash) 
"TenHa! Fu Jin Zan!"                                   - (QCF, QCF+P)

Haohmaru does souped up version of the Sogetsu Zan.  He does several 
circular slashes on the ground, then finishes with the upwards leap. 
It hits for 4 hits at LP, 5 at MP, and 6 at Max level. Max level goes 
full screen, whereas weaker versions go half screen.  Opponents 
caught in the air may simply bounce off or get caught on all the 
hits, depending on how they landed.  On the ground however, it can 
connect for all hits.


Tenha Denku Retsu Zan (Heavenly Dunk Straight Slash?)
"Atama kita ze! Koredemo kurai na!"          -(HCB, F+P) Lvl 3 or Max 

Haohmaru spins around and slashes down with an extremely powerful 
attack.  Fully connected, it does up to 50% damage.  There is a 
slight start up delay though, but it is quite fast.  Miss it though 
and they can recipocate manifest your missed damage since Haohmaru 
stays in his pose for a while after the attack.  The range is about 
the same as is HP, and it does hit air borne opponents if close 
enough.  It can a lot of moves, other than the defensive Supers, such 
as the Raging Storm or Power Geyser.


==================
VII. General Notes
==================

Haohmaru still retains his strength and power, but is slower when 
compared to the other characters.  Keep in mind that the Samurai 
Showdown games had all characters using weapons, thus, the delay that 
Haohmaru has.  His general strategy has changed to meet the different 
game engine, as well as characters.

================
VIII. Strategies
================

Haohmaru is a strong character.  His slashes do a lot of damage, but 
have significant lag time.  His kicks are quick but limited in 
variation, but nonetheless useful.  Try to limit your mistakes and 
make every hit count; an keep your opponent from moving around too 
much.  

Versus;

Shotokans (Gouki,Ken,Ryu)
-------------------------

Most of them still rely on the fireball/dragon punch trap.  With the 
onset of rolling however, their game now includes some offense to 
counter rolling.  Haohmaru could leap over their fireball with your 
Rissen Zan, but it is hard to time.  You might time it early so you 
land on the projectile, or too late so you eat a Dragon Punch or 
worse.  You can counter their fireballs up close using your HP, which 
is an okay poke.  Use the Sogetsu Zan sparingly, even the LP since it 
has a long recovery time.

Kusanagi Kyo
------------

This battle is revolved around countering and interrupting each 
others attack above all else.  His Gami bites are fast and can get 
past Haohmaru's defenses with ease.  However, the sword slashes are 
powerful enough to stop him if timed right.  Refrain from special 
moves and stick to normal sword slashes and kicks instead, since Kyo 
can obliterate Haohmaru during his lag.

Geese Howard
------------

A difficult or easy opponent, Geese can counter sword slashes (!) 
with his atemi-nages.  The Senpuu Retsu Zan is useless here since his 
projectile is always better.  Time the Rissen Zan carefully or you 
could end up landing on both hits of the Double Reppuuken.  The HP is 
a bit slow in this match and you could end up getting countered.  As 
usual, don't jump towards Geese or it's a brand new world of hurt.  

Rock Howard
-----------

A powerful character, pupil of Terry.  He has Terry's Rising Tackle 
and modified versions of the Burn Knuckle.  Couple that with Geese's 
Repukken's, counters and command grabs and you get a hard fight.  He 
can counter as well as use his powerful offense and speed to weave 
through Haohmaru's slow attacks and kick his butt.  Try to make him 
miss an attack and slash him to death.  Hit hard, since it is a hard 
battle.

Yagami Iori
-----------

Arg.  He is difficult to beat.  As with Geese, don't jump in against 
Iori or its Ya Otome or Jumping D even.  Iori can combo you to death 
up close, and his moves make him quite mobile.  Even though he isn't 
one of the faster characters, he can counter any of Haohmarus moves 
that miss from any distance.  Try to keep Iori within HP range but 
not too close though, since Iori can tear Haohmaru up close.

Yamazaki Ryuji
--------------

The King of keep away is more or less the same from his KoF 
incarnations.  His snake arms can keep you at bay, as they are 
difficult to even roll past.  His S&M move counters almost any move 
you smack him with, so sweep him or throw him (with HK.) To try to 
make him miss one of his snake arms or whiff an S&M move, countering 
with a hard hitting move or combo.  His snake arms out range 
Haohmaru's slashes though, but he can't double return the Senpuu 
Retsu Zan.  


==========
IX. Combos
==========

Coming soon . . . 

=============
X. Miscellany
=============

Win Quote:
----------

"Nobody who dares to face me lives for very long!"

"Listen up... I'm the strongest man in the universe!"

"When? Where? How? WHY? Humoh! Who cares! Let's fight!"

"Enjoy yourself in the afterlife!"

"You've got to fight, for the right, to live!"

Special Intros:
---------------

-Vs Nakoruru: Has a chat.  Haohmaru then draws his blade.

-Vs Hibiki: Has a chat.  Haohmaru then draws his sword.

-Vs Gouki: Another chat.  Gouki then does his normal intro.

Comments:
---------

-Modeled after Musashi.  Not the one from Brave Fencer (although he 
too was modeled after the same dude.  

=====================
XI. Notes and Credits
=====================

-Capcom Vs SNK 2 is Trademark and Copyright of Capcom.  All 
Characters mentioned relating to the game are as such property of 
Capcom.

-Name for "Hiougi TenHa Fujin Zan" and Translation from Mr. Jeff 
"Deuce" Nusbaum's "Samurai Showdown IV FAQ/Movelist" at Gamefaqs.com

-Vocal Quotes for Haohmaru referenced from Kibagami's "Vocal 
Translation FAQ" for "Capcom vs SNK 2" hosted on Gmaefaqs.com

-Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting 
this FAQ.

-W.W because my Genjuro and Ukyo is better.

-N.H; I'd like to be your samurai. Green Black and Blue make the 
colors in the sky...  

-If, for any part, I may have borrowed or referenced information that 
originally stemmed from your work, PLEASE do notify me and I will 
immediately remove or a credit the work from this FAQ.

This document Copyright 2002 by Kenny "kenshi" Tam, and may not be 
duplicated or reproduced (in part or in full) for profit without the 
explicit permission of the author.  Chances are it will be rare if 
anyone would want to use this crappy FAQ.

This document is supposed to appear on 
http://www.gamefaqs.com.
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http://www.DLH.net
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