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.
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Damage Taken |
118% |
Jump Startup |
4f |
Backdash |
1f |
Mamiya is a keepaway character who pesters the opponents at range before going in for the kill.
- Pokes: Mamiya has a good array of grounded pokes, namely f.D, 2D, and 2C. Her bowgun specials, particularly her air shot
GuardAllStartup17Recovery20Advantage-, are also very useful for controlling the screen.
- Movement: Mamiya controls the screen very well, and can use Forward Rol
GuardN/AStartupRecovery24AdvantageN/A to zip along the ground. Getting in against her can be very tricky, especially as slower character.
- Strong Setplay: Helmet Bomb
GuardHighStartupRecoveryAdvantage- 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 Trick
GuardN/AStartupRecoveryAdvantage- 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.
Unique Mechanics
Normals
c.A
- HNK Mamiya cA Hitbox.png
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Command Normals
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
Throw
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
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
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
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
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
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
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
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
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
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
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
Backslash Kick
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
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
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
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 |