HNK/Mamiya

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Overview

Overview

Mamiya, the only female character in Hokuto no Ken, is a long-range specialty character with very good maneuverability. Her normal moves and zoning abilities are top-class, however like Thouther she suffers greatly due to her terrible defense.

While considered the worst character early in the games history, Mamiya has risen quite a bit in the rankings thanks to the development of new combos. Despite this, Mamiya remains the least-used character in the game, and thus many players lack experience playing against her. Due to her reliance on fairly difficult 100% combos to win, Mamiya is definitely not a beginner's character, but she can be quite powerful in the right hands and is hands-down the most unique character in the game.
Playstyle
Mamiya is a keepaway character who pesters the opponents at range before going in for the kill.
Pros Cons
  • Pokes: Mamiya has a good array of grounded pokes, namely f.D, 2D, and 2C. Her bowgun specials, particularly her air shotHNK Mamiya j236A.pngGuard:
    All
    Startup:
    17
    Recovery:
    20
    Advantage:
    -
    , are also very useful for controlling the screen.
  • Movement: Mamiya controls the screen very well, and can use Forward RolHNK Mamiya 214B.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    24
    Advantage:
    N/A
    to zip along the ground. Getting in against her can be very tricky, especially as slower character.
  • Strong Setplay: Helmet BombHNK Mamiya 236D-Bomb.pngGuard:
    High
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    is a rolling okizeme move that keeps opponents blocking on wakeup. Hitting it with 236B causes it to pop up and detonate as an Overhead, giving Mamiya a strong way to open her opponents up. Her Heavy Strike can also be combo'd off of very easily.
  • Win Condition: Bind TrickHNK Mamiya 236236A.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    is one of the best supers in the game. Landing it will allow Mamiya to instantly convert into a ToD combo, potentially winning her the round. Playing keepaway long enough to earn a chance to perform this forms the backbone of Mamiya's gameplan.
  • Aplomb with Gimmicks: Mamiya's kit is filled to the brim with weird gimmicks and unconventional moves. Opponents who don't know the matchup can often be confused about what she can even do, allowing Mamiya players to leverage this in a match.
  • No True Throws: Both of Mamiya's "throws" are hitgrab specials, not true throws. This makes her offense much harder to perform, as it lacks the threat of a throw conversion on top of the other options.
  • Fragile: Mamiya has much lower health than the other characters and has a guard gauge against everyone, making her particularly easy to open up once she's been cornered. Gambling on a Guard Cancel or spending meter on her bike super are her only real options for reversals.
  • RELOAD!: Mamiya must occasionally pause to reload her bowgun or re-equip her spikes. This gives opponents the ability to close the gap, making it very dangerous to use her neutral tools without heavy consideration.
  • Too Many Gimmicks?: While Mamiya's gimmicks are a unique aide to her, they also heavily complicate her gameplan. This makes her very difficult to learn, and makes traditional modes of victory (such as routing into an FKO, of which hers is weird and bad) difficult to realistically achieve in a match.
  • Execution: Due to her fragile nature, she is made threatening by her ability to reliably convert into kills via infinites. However, the routing into basuke state is character specific. Without execution ability, she becomes a far less threatening character.

HNK Mamiya Crossbow Meter.png Crossbows and Needles HNK Mamiya Needle Meter.png

Mamiya is unique in that she has no throws, and possesses two addition gauges that some of her moves use - an arrow gauge and a spike gauge, which require reloading via a special move when empty.

Normals

c.A

c.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 8 4 2 4 +3 0

A short diagonal elbow attack. Has relatively weak priority and short active frames, and won't hit most crouchers, making the move weak for anything but close anti airs.

On-Hit Boost Gain Aura Gain GC Level
1

c.B

c.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 8 5 3 4 +4 0

A relatively slow kick. Has decent active frames, but its startup prevents it from being useful in most situations. However, it can be chained into 2A making it decent for pressure.

On-Hit Boost Gain Aura Gain GC Level
2

c.C

c.C
Version Guard Damage Startup Active Recovery On-Block Star Damage
c.C All 14 8 6 18 -11 [1]
c.C (No Needle Gauge) All 7 8 6 18 -15 0
  • Takes a star on counter hit.

An upwards needle strike. Can be useful for anti airs, but its short activation range makes it difficult to do without accidentally getting f.C. Good in combos, like the beginning of Banishing Strike combos.

Version On-Hit Boost Gain Aura Gain GC Level
c.C 3
c.C 1
  • c.C (notes: Reduces Spike Gauge by 10% on hit and 20% on block, self chainable with 100% spike gauge)
  • c.C

c.D

c.D
Guard Damage Startup Active Recovery On-Block Star Damage
All 6x2 6 24,24 40 -48 0

A two hitting Yo-Yo attack to the side. Can be special cancelled, but not boost cancelled and its second hit will often miss crouchers.

On-Hit Boost Gain Aura Gain GC Level
4

f.A

f.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 5 3 4 +2 0

A long horizontal elbow, with good startup. Can be used as a frametrap and anti-jump tool during pressure. Overall decent normal.

On-Hit Boost Gain Aura Gain GC Level
1

f.B

f.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 5 3 4 +2 0

A quick kick. Has great startup and active frames, making it quite good at close range as well as a key part of Hyakuretsu combos. During Hyakuretsu combos, it can be difficult to only get f.B; if you get c.B, chain into 2A and back into f.B.

On-Hit Boost Gain Aura Gain GC Level
1

f.C

f.C
Version Guard Damage Startup Active Recovery On-Block Star Damage
f.C All 12 11 6 15 -8 [1]
f.C (No Needle Gauge) All 5 11 6 15 -12 0
  • Takes a star on counter hit.

A long range needle attack. Mamiya steps forward during the attack, making it a bit longer range than expected. Decent active frames, but its startup is slow.

Version On-Hit Boost Gain Aura Gain GC Level
f.C 3
f.C 1
  • f.C (notes: Reduces Spike Gauge by 10% on hit and 20% on block, self chainable with 100% spike gauge)
  • f.C

f.D

f.D
Guard Damage Startup Active Recovery On-Block Star Damage
All 5x6 10 56 -52 0

Massive horizontal Yo-Yo swing. One of Mamiya's best normals, it's an effective neutral control tool and builds good gauge on hit, but has massive recovery. On hit you can combo afterwards with Boost 2B.

On-Hit Boost Gain Aura Gain GC Level
4

2A

2A
Guard Damage Startup Active Recovery On-Block Star Damage
All 5 5 2 3 +4 0

Standard crouching punch. Can be useful in Hyakuretsu combos vs every character, making it a great combo part.

On-Hit Boost Gain Aura Gain GC Level
1

2B

2B
Guard Damage Startup Active Recovery On-Block Star Damage
low 5 6 3 4 +4 0

A standard 2B. Useful in conversions from D normals or mixups with 6A.

On-Hit Boost Gain Aura Gain GC Level
2

2C

2C
Version Guard Damage Startup Active Recovery On-Block Star Damage
2C All 11 8 6 12 -5 [1]
2C (No Needle Gauge) All 4 8 6 12 -9 0
  • Takes a star on counter hit.

Crouching needle stab. Surprisingly good forward and upward hitbox, making it an effective anti airdash tool, albeit with short active frames. Can combo into Banishing Strike with the use of boost.

Version On-Hit Boost Gain Aura Gain GC Level
2C 3
2C 1
  • 2C (notes: Reduces Spike Gauge by 10% on hit and 20% on block, self chainable with 100% spike gauge)
  • 2C (notes: Reduces Spike Gauge by 10% on hit and 20% on block, self chainable with 100% spike gauge)

2D

2D
Guard Damage Startup Active Recovery On-Block Star Damage
Low 9x2 7 30,18 28 -2 0

A low Yo-Yo swing across the ground. Has a large gap between both hits. The first hit has no pushback on hit, making it easy to convert with Boost. Integral combo part.

On-Hit Boost Gain Aura Gain GC Level
4

j.A

j.A
Guard Damage Startup Active Recovery On-Block Star Damage
High 5 4 6 4 0

A short ranged punch. Very strong rising air to air.

On-Hit Boost Gain Aura Gain GC Level
2

j.B

j.B
Guard Damage Startup Active Recovery On-Block Star Damage
High 5 5 6 6 0

A downward kick. Due to its low attack level, it can be hard to combo afterwards. Superjump j.B can be useful to escape the corner.

On-Hit Boost Gain Aura Gain GC Level
1

j.C

j.C
Version Guard Damage Startup Active Recovery On-Block Star Damage
j.C High 9 10 6 12 [1]
j.C (No Needle Gauge) High 3 10 6 12 0
  • Takes a star on counter hit.

Downward needle stab. Backwards airdash j.C can be good for running away.

Version On-Hit Boost Gain Aura Gain GC Level
j.C 3
j.C 1
  • j.C (notes: Reduces Spike Gauge by 10% on hit and 20% on block, self chainable with 100% spike gauge)
  • j.C

j.D

j.D
Guard Damage Startup Active Recovery On-Block Star Damage
High 3x2 9 28,16 24 0

A diagonal Yo-Yo toss. Fairly long blockstun. Weak to crossunders due to its mainly forward hitbox. Incredibly important combo part.

On-Hit Boost Gain Aura Gain GC Level
4

Command Normals

6A

6A
Guard Damage Startup Active Recovery On-Block Star Damage
High 8x2 21 23,18 26 -28

A 2 hit Yo-Yo overhead. Will float the opponent on its second hit. With boost, it can be used as a mixup between its second hit or 2B/2D. Both 5D and 2D can chain into this move.

On-Hit Boost Gain Aura Gain GC Level
3,4

Universal Mechanics

Mamiya throws are blockable.

Throw

6C or 4C
Guard Damage Startup Active Recovery On-Block Star Damage
All 0+23 13 16 16

A Yo-Yo hitgrab. After it grabs the opponent, you can choose which side they're thrown to by holding 4 for a forward throw or 6/no direction for a backwards throw.

On-Hit Boost Gain Aura Gain GC Level
2,3

j.BD

j.B+D
Guard Damage Startup Active Recovery On-Block Star Damage
All 0+10 7 12 32 1
  • Takes one star on hit.

An aerial side switching Yo-Yo hitgrab. If the attack doesn't hit, youre in full recovery until you land, making it dangerous outside of combos.

On-Hit Boost Gain Aura Gain GC Level
4,1

Grave Shoot

A+C
Guard Damage Startup Active Recovery On-Block Star Damage
All 14 16 4 12 +3

Mamiya Fire. Good vertical hitbox, but mostly useful in corner combos.

On-Hit Boost Gain Aura Gain GC Level
5

Heavy Strike

A+B
Guard Damage Startup Active Recovery On-Block Star Damage
Unblockable 16 34~38 4 20 -5 1

Very long range needle stab, with faster startup than other character's Heavy Strikes. Thanks to its very short recovery, it can actually be combod after with 2A regardless of the opponent spending meter to shake out. Effective when paired with 326D oki.

On-Hit Boost Gain Aura Gain GC Level
5

Banishing Strike

C+D or [C+D]
Version Guard Damage Startup Active Recovery On-Block Star Damage
Banishing Strike All 16 19-39 4 20 -6 1
Heavy Banishing Strike All 16 39~43 4 20 -6 1

A helmet smash. An overall standard banishing strike that can give good damage.

Version On-Hit Boost Gain Aura Gain GC Level
C+D 4
[C+D] 5
  • C+D
  • [C+D]

Special Moves

Bowgun

236A or j.236A or 236B
Version Guard Damage Startup Active Recovery On-Block Star Damage
Bowgun (Upper) 18 21 32 [1]
Bowgun (Air) All 16 17 20 [1]
Bowgun (Lower) Low? 18 21 28 [1]
236A

A horizontal bowgun shot on the ground, and a diagonal shot in the air. The ground version generally does not hit crouchers. The air version makes for a good midrange poke and confirm tool with boost. Fairly long startup so be careful when you use the grounded version. Will deplete 1 arrow when used.


j.236A

Diagonal downwards projectile


236B

Low bowgun shot. Thanks to it's high attack level and quick recovery, it can be used in blockstrings from 2D effectively.

Version On-Hit Boost Gain Aura Gain GC Level
236A 5
j.236A 3
236B 5
  • 236A (notes: Costs 1 Arrow)
  • j.236A (notes: Costs 1 Arrow)
  • 236B (notes: Costs 1 Arrow)

Helmet Bomb

236D
Version Guard Damage Startup Active Recovery On-Block Star Damage
Helmet Bomb All 17 25 28 [1]
Helmet Bomb Detonation High

Helmet bomb toss. It's recovery can be cancelled by any normal, special or super. If you cancel into 236B, it will pop up the bomb and turn it into an overhead. One of your best oki tools.

Version On-Hit Boost Gain Aura Gain GC Level
236D 2
236D
  • 236D (notes: cancelable into any attack during recovery)
  • 236D (notes: cancelable into any attack during recovery)

Forward Roll

214B
Guard Damage Startup Active Recovery On-Block Star Damage
N/A N/A N/A 24 N/A N/A

Forward roll. Lowers Mamiya's hitbox to avoid attacks and will cross up, but has very little actual invincibility and a small amount of recovery.

On-Hit Boost Gain Aura Gain GC Level
N/A N/A

Spike Attack

236C or 236C~A or 236C~B
Version Guard Damage Startup Active Recovery On-Block Star Damage
Spike Attack Low 16 31 8 16 -7 [1]
A Followup High 17 13 16 Until+20 1 [2]
A Followup (No Needle Gauge) High 14 13 16 Until+20 [1]
B Followup Low 18 5 20 16 -2 [1]
B Followup (No Needle Gauge) Low 15 5 20 16 -2 [1]
236C

Mamiya begins running with her spikes. If no button is pressed after a short time, Mamiya will do a weaker sliding low that takes no Spike Gauge.


236C~A
  • Takes 1 star on hit.
  • Applies Banish launch on counterhit.

Mamiya does a jumping overhead.


236C~B
  • Applies Banish launch on counterhit.

Mamiya does a sliding low. The knockdown on 236C~B is long enough to safely perform a Bowgun Reload or Steel Spike Switch.

Version On-Hit Boost Gain Aura Gain GC Level
236C 4
236C~A 4
236C~A 3
236C~B 4
236C~B 3
  • 236C (notes: consumes no spike gauge)
  • 236C~A (notes: Reduces Spike Gauge by 10% on hit and 20% on block, banishing launch CH)
  • 236C~A (notes: Reduces Spike Gauge by 10% on hit and 20% on block, banishing launch CH)
  • 236C~B (notes: Reduces Spike Gauge by 10% on hit and 20% on block, banishing launch CH)
  • 236C~B (notes: Reduces Spike Gauge by 10% on hit and 20% on block, banishing launch CH)

Bowgun Reload and Steel Spike Switch

214A or 214C
Version Guard Damage Startup Active Recovery On-Block Star Damage
Bowgun Reload N/A N/A 51 N/A 74 N/A N/A
Steel Spike Switch N/A N/A 37 N/A 68 N/A N/A
214A

Mamiya reloads her bowgun. Very slow, and if you're hit during the animation the reload will not be performed.


214C

Restores the Spike Gauge to 100%. Slightly shorter than Bowgun Reload but still long. All C normals and Spike Attack will reduce the gauge by 10% on hit and 20% on block each time. While the Spike Gauge is full, C normals can be chained into themselves infinitely. You'll need a certain percentage for most Hyakuretsu routes, so it's best to be cautious when using these moves.

Version On-Hit Boost Gain Aura Gain GC Level
214A N/A Restand
214C N/A Launch
  • 214A
  • 214C

Bind Yo-Yo

623C
Guard Damage Startup Active Recovery On-Block Star Damage
All? 21 28 [1]

Upwards Yo-Yo toss. When the opponent touches it in the air, their movement is heavily slowed. If the opponent is hit by Backslash Kick during the slowdown, it will take 1 star. The opponent can attack break the Yo-Yo.

On-Hit Boost Gain Aura Gain GC Level
  • slows opponent on contact, yo-yo can be attacked

Bind Yo-Yo

623D
Guard Damage Startup Active Recovery On-Block Star Damage
All 16 9 19 24 -27 (1)

Mamiya's pseudo DP. Has upper body invincibility and a massive amount of active frames, but incredibly long recovery. Will apply a Banishing Strike effect and take 1 star on counter hit.

On-Hit Boost Gain Aura Gain GC Level
4
  • takes off 1 star if opponent has been hit by 623C

Super Moves

Bind Trick

236236A
Guard Damage Startup Active Recovery On-Block Star Damage
N/A
  • Uses 1 bar of Aura.

Mamiya ties the opponent up with her Yo-Yos and launches them, similar to a Grave Shoot. During this air state she gains several new normals. Fully invincible from startup. Pressing E will have Mamiya shoot her bowgun downward, using up all her arrows. The lynchpin of Mamiya's gameplay, learning how to effectively confirm into this move and combo afterwards is incredibly important.

On-Hit Boost Gain Aura Gain GC Level

Bike

236236C
Guard Damage Startup Active Recovery On-Block Star Damage
All (Jumping Hits are Overhead) 28
  • Uses 1 bar of Aura.

Wario Bike. While on the bike, 4 will do a wheelie, 44 will turn, 8 will jump, and pressing any attack button will have Mamiya jump off and have the bike explode. After being hit enough, the bike will explode on its own, taking 2 stars from the opponent, 1 star from Mamiya, and damaging both players. The bike will glow red when it's near its destruction point. If Mamiya is on the bike and is hit, Mamiya will fall off and the bike will disappear without exploding. Jagi's fire pillars created from his Drum Cans or Gasoline will instantly destroy the bike, and being hit by Mr. Hearts Earthquake will instantly knock Mamiya off the bike. Jumping bike hits are an overhead. Thanks to its invul and possible safety, this is Mamiya's preferred metered reversal over Bind Trick.

On-Hit Boost Gain Aura Gain GC Level

Fatal K.O.

Sayonara

236C+D when opponent has 0 stars
Guard Damage Startup Active Recovery On-Block Star Damage
All FATAL KO 21 lol

Mamiya's complicated and gimmicky FKO. After throwing the bottle in the air, Mamiya must shoot it with her bowgun by pressing any button. This will cause poison medicine to fly out of the bottle, killing the opponent. You can change the angle Mamiya shoots at with the stick, which will cause the medicine to fly in different directions. If the shot is fully charged by holding the button, the arrow itself will become unblockable. The bottle itself is treated as a normal move and is air unblockable without Aura Guard. If you activate the FKO without any arrows, you will gain one extra arrow. Has a special post FKO animation vs. Rei.

On-Hit Boost Gain Aura Gain GC Level
5

Colors

Navigation

Mamiya
Ambox notice.png To edit frame data, edit values in HNK/Mamiya/Data.