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hao
and Kubo
Hao
and Kubo
Chosen at birth to be the next guardian, Hao must protect her sacred forests from trespassers. Her unyielding sword saint, Kubo, does not think she is ready.
Ease of Use: Easy
Ideal range: 3 - 4 squares
Strengths: Long range attacks
Weaknesses: Lacks mobility options
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movelist
Combos
Card Pref
Support cards
Fishing Rod
Cooldown: 4
White Effect: Sync
Red Effect: Drag 1
Fishing Rod gives Drag 1. This can be paired with Heavy Swing to cancel out the push back. This helps to combo better with Guardian Arc.
Cannon
Cooldown: 4
White Effect: Sync
Red Effect: Launch
Use Cannon with a hitstun attack to change the enemy's stance to airborne. This can be used to cancel the Flatten effect on Skewer and Combo with Heavy Swing and Guardian Arc.
Extra cards
Air Spike
Cooldown: 4
Range: 1
Target: Airborne
Damage: 1
White Effect: Airborne +1
Red Effect: Hitstun, Flatten
Hao lacks a airborne movement option. Air Spike helps to prevent Hao from being predictable on defence.
Anti Low
Cooldown: 4
Range: 1
Target: Crouched
Damage: 0
White Effect: Priority +1
Red Effect: Hitstun
Anti Low is a good tool to cover the enemy's crouch attacks. Hao has options for airborne and standing targets so having a good crouch counter is helpful.
Stage cards
Airbase
Air Dash has a reduced cooldown of 2 instead of 4
Airbase is the longest stage with 10 squares. This helps Hao play the keep away game and have space to move backwards.
Booster Lane
Super Dash costs 2 supercharge instead of 3
Booster Lane has a farther starting square than other stages making Hao's early game easier. Super Dash having a lower cost makes Hao's mobility better as well.
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