Overview
More than any other character in Hokuto no Ken, Souther is all about being on the offensive. Thanks to his powerful Bakuseiha fireball, Souther's mixups are perhaps the most devastating in the game. This coupled with his high star-removing ability can make him seem truly be unstoppable when he is on a roll. On the other hand however, his defense is without a doubt the worst in the game, on par with Mamiya - he has a Guard Gauge against all characters, no reliable reversal, and very low health.
For these reasons Souther is considered a "one chance" character and sometimes has trouble achieving a stable win rate. While easy to pick up his basic attack patterns and combos, the difficulty of his more advanced techniques coupled with the amount of work required to be able to win consistently can make Souther a very frustrating character to play.
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Damage Taken |
118% |
Jump Startup |
4f |
Backdash |
1f |
Thouther is a fast and oppressive mixup character with deadly looping okizeme and unblockable setups, countered by his very low defenses.
- Kingly Offense: Souther's fighting style is all about attacking strong and fast. He has one of the best overheads in the game in Nanto Bakuseiha
GuardHigh, AllStartup17[20]RecoveryAdvantage-12, which leads to full combos anywhere. His normals are also extremely quick and versatile.
- Unblockable Setups: Thanks to the slow, large projectile of Kyokusei Jyuji Shohafu
GuardStartup27Recovery43 totalAdvantage-, Souther can easily layer it on top of an opponent on wakeup to make escaping a fully charged Banishing Strike extremely difficult. With the right combo afterwards, this can even loop into itself.
- Star Slicer: Due to Souther's reliance on his Grave Shoot
GuardAllStartup9RecoveryAdvantage+3 and his c.C
GuardAllStartup10RecoveryAdvantage-9's ability to Grave Install, almost all of Souther's combos will take 2-3 stars without resources.
- Insanely Cool: Just look at the guy.
- Blocking With Your Face: Souther's light weight causes him to have a Guard Crush bar against every other character in the game. On top of his Guard Bar, Souther takes 118% damage compared to all other characters in the game. This makes him extremely liable to blowing up off of a lost exchange, especially in a game where basukeFrom Hokuto no KenA state during particularly long combos in which the victim of the combo begins to rebound off of the floor at extremely high speeds, most commonly while the attacker is also airborne. Resembles dribbling in basketball, hence the name. is possible.
- Short Normals: While his normals can be incredibly fast, they're marred by very short range, making his grounded poke options limited.
- Execution: Souther has very few traditional ToD's, and the ones he can perform are quite character specific and require a lot of Boost.
- Can't decide on his own name: Thouther? Souther? Thouser? Sauza?
Unique Mechanics
Normals
c.A
- HNK Thouther cA Hitbox.png
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 9 | 5 | 4 | -3 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 9 | 4 | 4 | -1 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 20 | 10 | 2 | -9 |
- Super jump cancelable.
Launches in a similar way to Souther’s Grave Shoot.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- superjump cancellable
c.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 20 | 10 | 4 | -11 |
- Jump cancelable.
Launches opponent diagonally on hit.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- Jump cancelable
f.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 7 | 5 | 4 | +3 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 7 | 7 | 2 | -3 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 18 | 9 | 2 | -5 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
f.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 18 | 8 | 2 | +1 |
Advantageous on block, unlike c.D.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6 | 7 | 2 | +5 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Low | 6 | 6 | 3 | +4 |
Souther’s fastest low.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 17 | 9 | 2 | -1 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Low | 14 | 12 | 3 | +1 |
Another good low. Very useful as a way to cheat a Banishing Strike into a combo.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 6 | 5 | 6 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 6 | 8 | 6 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 15 | 11 | 12 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.D
Command Normals
6A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 22 | 25 | 2 | -2 |
- Knocks the opponent down on hit
Overhead attack. Should be followed with boost and 2B.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
6B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Low | 22 | 29 | 4 | -1 |
- Works just like a Banishing Strike, wallbouncing and allowing for the special Movement Boost
A standing low that leads into a combo on hit. Too slow to be useful compared to 2B.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Banish Launch |
Universal Mechanics
Throw
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Throw | 30 | 4 | 4 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
Kick Throw
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Throw | 1+20 | 9 | 4 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
- whiffs on crouch
Grave Shoot
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 22 | 9 | 4 | +3 |
An unusual-looking Grave Shoot. Normally designed to look like anti-airs, Souther’s is a powerful, plus on block stomp.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Grave Launch |
Heavy Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Unblockable | 6 | 41 | 4 |
Honestly, just high/low them instead.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Stagger |
Banishing Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 22 | 18-33 | 4 | -8 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Banishing Launch |
Special Moves
Kyokusei Jyuji Shohafu
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Hokuto Donryuu Kohou | 17x2 | 27 | 43 total | ||||
Kyokusei Jyuji Shohafu | All | 6+8 | 28[32] | 4[96] | -12 |
- Data in [] is projectile, data outside is physical hit.
- Removes 1 Star on counterhit.
Cross-shaped projectile, travels relatively slowly across just shy of half the screen before disappearing.
Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
214A | |||||
214A |
- 214A
- 214A
Nanto Bakuseiha
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High, All | 12+8 | 17[20] | 3 [Until Ground] | -12 |
- Data in [] is projectile, data outside is physical hit.
- Removes 1 Star on counterhit.
This one gets thrown out a lot. Consists of a small physical strike that hits overhead and a slow projectile that persists until it touches the ground or the opponent. Frequently used to cover Souther while approaching, retreating, you name it. Also apparent in oki & mixups where it's a quick IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. overhead.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Holy Spear
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Holy Spear A | All | 26 | 27 | 24 | |||
Holy Spear C | All | 26 | 27 | 10 |
- Removes 1 Star on counterhit.
Thouther chucks a spear. The A version throws the spear horizontally and the C version throws it faster and at an upwards angle.
Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
623A | |||||
623C |
- 623A
- 623C
Kyokusei Jyuuji Ken (Hitai)
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Kyokusei Jyuuji Ken (Hitai) | All | 14 | 10 | 2(3)2 | -5 | ||
Kyokusei Jyuuji Ken (Hitai) | All | 15 | 7 | 1(2)1(2)1(2)1 | -2 |
- Removes 1 Star on counterhit.
Links into itself in Install mode.
Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
236A | |||||
236A |
- 236A
- 236A
Kyokusei Jyuuji Ken (Hibi-Gedan)
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Kyokusei Jyuuji Ken (Hibi-Gedan) | Low | 14 | 17 | 3,13 | -28 | ||
Kyokusei Jyuuji Ken (Hibi-Gedan) | Low | 15 | 9 | 3,2,2,9 | -10 |
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Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
236B | |||||
236B |
- 236B
- 236B
Kyokusei Jyuuji Ken (Hibi)
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Kyokusei Jyuuji Ken (Hibi) | All | 14 | 13 | 8(8)8 | -16 | ||
Kyokusei Jyuuji Ken (Hibi) | All | 15 | 9 | 4(2)4(2)4(2)4 | 0 |
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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
236C | |||||
236C |
- 236C
- 236C
Kyokusei Jyuuji Ken (Hishou)
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Kyokusei Jyuuji Ken (Hishou) | High | 14 | 33 | 2(2)2 | |||
Kyokusei Jyuuji Ken (Hishou) | High | 16 | 12 | 2(2)2 | |||
Kyokusei Jyuuji Ken (Hishou) | High | 15 | 17 | 1(1)1(1)1(1)1 | |||
Kyokusei Jyuuji Ken (Hishou) | High | 15 | 7 | 1(1)1(1)1(1)1 |
- Removes 1 Star on counterhit.
Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
236D | |||||
236D | |||||
236D | |||||
236D |
- 236D
- 236D
- 236D
- 236D
Super Moves
Houshou Jyuujihou
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Houshou Jyuujihou | All | 61 | 23 | 8(6)8(6)8(6)24(6)24(6)24 | -33 | ||
Houshou Jyuujihou | High | 49 | 23 | 24*8 |
Reversal super with an air variant where Souther does a vertical flip kick into the air before crashing back into the earth enveloped in a giant hitbox. Air variant skips the flip kick part.
- Uses 1 bar of Aura.
- Removes 1 Star on hit and 2 on counterhit.
Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
2141236A | |||||
j.2141236A |
- 2141236A (notes: air OK)
- j.2141236A
Houou Koutou Kaiten
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
53 |
- Uses 1 bar of Aura.
Thouther’s install super. Heavily increases his movement speed and makes his special moves much faster and more useful.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Seitei Jyuji Ryou
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 50 | 21 |
Souther's usually starved for Aura between needing to guard cancel so he doesn't instantly crumple when forced to block, his install super, and his reversal super, so this doesn't see much use.
- Uses 1 bar of Aura.
- Has a follow-up with 623C that requires 1 more bar of Aura.
- Takes 1 star on hit, 2 on counterhit.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- uses 2 aura for followup
Seitei Jyuji Ryou (Followup)
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 25 |
Followup attack where Thouther throws a spear. Adds about 50% more damage to the super, at the cost of all your Aura.
Does do good star damage when it'll kill but resetting to neutral at fullscreen afterwards with no resources to protect yourself can be disastrous for Thouther and throw away an otherwise favorable round.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- uses 2 aura for followup
Fatal K.O
Tenshou Jyuujihou
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | FATAL KO | 11 |
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On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|