DescriptionEditExecuted by performing a quarter-circle back motion and pressing punch, Guy does a quick advancing turn and violently jabs an elbow forward. This move serves as a good countering move, but the fierce version can also be used as an offensive move due to its far reach. All strength variations will knock down an opponent, but have a small, noticeable amount of startup.
In Super Street Fighter IV, the move has a slightly different animation, with Guy quickly turning around before shoving his shoulder into the opponent. The move has armor breaking properties, and the EX Special version is much faster, with limited immunity to projectiles during the 360° spin. However, its range is limited and it does slightly less damage than the medium version.
In Street Fighter V, Zeku has a slightly different animation than Guy's previous iterations. Zeku ducks during the turning motion and ramming his shoulder into the opponent. The most notable difference is that Young Zeku only does a 180° turn instead of Guy's near complete 360° turn. His back is also facing the screen at the end of the move. If two punch buttons are pressed, Zeku performs the EX Hozanto. If the initial shoulder block hits the opponent, rotates in the opposite direction and delivers an upward palm strike that launches them into the air.
When properly timed, the attack can be used to evade a projectile and get a counter hit on the opponent (in most games giving bonus points for countering). In order to do so, however, the projectile must pass Guy when he does the 360° spin, and missing the timing means taking a counter hit.
Guy uses the Hozanto primarily as a counter move. It's generally slower than Zeku's. Guy's Hozanto in the Alpha series has a larger range than his in Super Street Fighter IV and Zeku's, as he jabs his elbow out instead of shoving his shoulder into his opponent. Guy's Hozanto knocks back the opponent a considerable distance.
This move can only be used in his young form. The damage output of Zeku's Hozanto is somewhat minimal at best for a special attack. It also has a smaller range than Guy's. However, it is one of Young Zeku's tools against zoning characters. He can use Hozanto to duck underneath his opponent's projectiles and still hit them with his attack. However, it requires a hard read and fast reactions to punish his opponent from afar. Blocking Hozanto leaves Zeku vulnerable.
This move is one of his best combo extenders. Each version puts the opponent launches the opponent, allowing him to follow-up with another special attack, such as Shukumyo or his V-Skill to safely change into his old form. Zeku can also end the combo with Bushin Sho of the same intensity to inflict damage and retain positional advantage.
The strength of the punch button pressed determines the move's startup, range, damage, and launch height. The Light version has the fastest startup. Zeku's upper body is also invincible to his opponent's airborne attacks. However, it inflicts the least amount of damage. On hit, Zeku launches his opponent just high enough to hit them with Light Bushin Sho. In addition, Zeku has an extra 10-frames of recovery if Light Hozanto whiffs his opponent.
The Medium version has a slower startup than the Light version. It also deals slightly more damage. However, it has a longer range and launches the opponent higher. He can use Medium Bushin Sho for more damage or he can use Shukumyo to switch forms and end the combo with Light Bushin Gram - Ban. During startup and active frames, Zeku's upper body is invincible to projectiles, making it a decent anti-zoning tool.
The Heavy version inflicts more damage and launches the opponent even higher than the Medium version. Zeku travels about halfscreen during Heavy Hozanto. He also has upper body invincibility against projectiles during the startup and active frames of this move. However, one of the main flaws of this version is that it has a even longer startup time, which makes it difficult to cancel Heavy Hozanto into Zeku's normals. If Zeku puts his opponent in a crumple state with EX Bushin Sho, then he can cancel into the Heavy version for optimal damage.
The EX version has a faster startup than the Medium version and inflicts more damage than the Heavy version. Not only is the range similar to the Heavy version, but so is the launch height. What separates EX Hozanto from the normal versions is that Zeku can jump cancel after the second hit. From there, he can go for tricky mix-ups, put his opponent in reset situations, or inflict optimal damage by ending the combo with Bushin Sangoku Otoshi.
The Japanese name of the move (Hōzanto (崩山斗?)) uses the Chinese meaning of the to kanji, which refers to fighting, instead of the Japanese reading, which refers to the Big Dipper constellation.