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Samurai Shodown IV/Haohmaru: Difference between revisions
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===Slash=== | ===Slash=== | ||
Slash, sadly, lost almost everything that gave him an identity apart from Bust in SamSho 4. He lost his air specials and Zankousen from SamSho 3, and gained hardly anything new to make up for it. This means his gameplay is basic Haohmaru stuff with relatively little spice. He’s got everything he needs to succeed, and is absolutely one of the stronger characters, but Bust has all of that combined with way better offensive | Slash, sadly, lost almost everything that gave him an identity apart from Bust in SamSho 4. He lost his air specials and Zankousen from SamSho 3, and gained hardly anything new to make up for it. This means his gameplay is basic Haohmaru stuff with relatively little spice. He’s got everything he needs to succeed, and is absolutely one of the stronger characters, but Bust has all of that combined with way better offensive and defensive presence. | ||
===Bust=== | ===Bust=== | ||
Bust’s moveset is kept mostly intact, with nerfs across the board. He’s not going to be turning fireballs into infinites this time, but his tools and combos remain some of the most potent in the entire game. In spite of the toning down Gou Ha received, it still manages to open up an infinite that can be done regardless of screen position. Even if he didn’t have everything better by default in this Technique, Gou Ha alone would still render Bust the superior pick. | Bust’s moveset is kept mostly intact, with nerfs across the board. He’s not going to be turning fireballs into infinites this time, but his tools and combos remain some of the most potent in the entire game. In spite of the toning down Gou Ha received, it still manages to open up an infinite that can be done regardless of screen position. Even if he didn’t have everything better by default in this Technique, Gou Ha alone would still render Bust the superior pick. | ||
==Normals== | {{StrengthsAndWeaknesses | ||
| pros=* '''Easy to learn and play''' | |||
* '''Solid WFTs''' | |||
* '''Great, easy to use buttons''' | |||
* '''Strong overall damage''' | |||
* '''Slash's 421S allows for some basic 50/50 mixups''' | |||
* '''Bust's 623D significantly increases Haohmaru's combo potential''' | |||
| cons=* '''Very linear overall''' | |||
* '''Lacks good damage from throws without rage''' | |||
* '''While still strong, there's not much reason to pick Slash over Bust''' | |||
}} | |||
==Move List== | |||
===Normals=== | |||
====Far Slashes==== | |||
{{MoveData | |||
|name=5A | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=Yes | |||
|unarmed=No | |||
|description=A somewhat fast swing with stubby range. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=5B | |||
|data= {{AttackData-SSIV | |||
|damage=17-15(20-18) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=Yes | |||
|unarmed=No | |||
|description=A somewhat slow, but decent-range poke. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=5C | |||
|data= {{AttackData-SSIV | |||
|damage=39(46) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=A slow, but long-range attack. Longer range and new visual effects during Rage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2A | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=Yes | |||
|unarmed=No | |||
|description=Slower version of 5A, but crouching. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2B | |||
|data= {{AttackData-SSIV | |||
|damage=17(22) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=Yes | |||
|unarmed=No | |||
|description=Similar to 2A, but does more damage. | |||
}} | |||
}} | |||
- | {{MoveData | ||
|name=2C | |||
|data= {{AttackData-SSIV | |||
|damage=36,23(42,27) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=A somewhat slow upwards swing. Works as an anti air. | |||
}} | |||
}} | |||
====Near Slashes==== | |||
{{MoveData | |||
|name=n.5A | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=Yes | |||
|unarmed=No | |||
|description=A quick jab, his fastest normal by far. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=n.5B | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=Yes | |||
|unarmed=No | |||
|description=A quick slash that's useful for combos. | |||
}} | |||
}} | |||
=== | {{MoveData | ||
|name=n.5C | |||
|data= {{AttackData-SSIV | |||
|damage=36(42) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description= A slow downward swing. noticeably faster than 5C. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=n2A | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=Yes | |||
|unarmed=No | |||
|description=Same as n.5A, only crouching. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=n.2B | |||
|data= {{AttackData-SSIV | |||
|damage=19(22) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=Yes | |||
|unarmed=No | |||
|description=Slower version of n.2A that can combo into things like n.5B. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=n.2C | |||
|data= {{AttackData-SSIV | |||
|damage=36,23(42,27) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=Identical to 2C | |||
}} | |||
}} | |||
====Kicks==== | |||
{{MoveData | |||
|name=5D | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|startup= | |||
|active=- | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Both | |||
|description=A slow upward kick. Makes for an okay anti-air. | |||
}} | |||
}} | |||
=== | {{MoveData | ||
|name=6D | |||
|data= {{AttackData-SSIV | |||
|damage=3(4) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect =No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Both | |||
|description=A low kick that does even less damage than 5D. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2D | |||
|data= {{AttackData-SSIV | |||
|damage=4(5) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Both | |||
|description= A low kick that is slightly faster, and does slightly more damage than 6D. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=3D | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect= | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Both | |||
|description= Haohmaru's Sweep. Slides forward and knocks down. You can get a light pursuit afterwards. | |||
}} | |||
}} | |||
===Jumping Normals=== | ====Jumping Normals==== | ||
{{MoveData | {{MoveData | ||
|name=j.A | |name=j.A | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8 | |damage=8(9) | ||
|startup=- | |startup=- | ||
|active=- | |active=- | ||
Line 93: | Line 327: | ||
|hitAdv=- | |hitAdv=- | ||
|blockAdv=- | |blockAdv=- | ||
|deflect=Yes | |||
|guard=High | |guard=High | ||
|cancel= Landing | |cancel= Landing | ||
|unarmed= No | |unarmed= No | ||
|description= Jumping version of | |description= Jumping version of f5A. Makes for a good air-to-air. | ||
}} | |||
}} | |||
{{MoveData | |||
|name=j.B | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=High | |||
|cancel=Landing | |||
|unarmed=No | |||
|description=A slower version of jA that does more damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.C | |||
|data= {{AttackData-SSIV | |||
|damage=25(29) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=High | |||
|cancel=Landing | |||
|unarmed=No | |||
|description=An airborne downward swing. Makes for a decent air-to-air, but it has less range than j.A and j.B. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.D | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=Landing | |||
|unarmed=Both | |||
|description=A jumping Kick that has less range than j.A and j.B. | |||
}} | |||
}} | |||
====Dashing Normals==== | |||
{{MoveData | |||
|name=66A | |||
|data= {{AttackData-SSIV | |||
|damage=13(16) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=A running jab. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=66B | |||
|data= {{AttackData-SSIV | |||
|damage=17(21) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=Basically c.5B, but you can't special cancel it. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=66C | |||
|data= {{AttackData-SSIV | |||
|damage=21(25) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description= A somewhat fast upward swing. Could potentially work as an anti-air. Knocks down on hit. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=66D | |||
|data= {{AttackData-SSIV | |||
|damage=5(6) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Both | |||
|description= A running version of 3D that does less damage. | |||
}} | |||
}} | |||
====Unarmed Normals==== | |||
{{MoveData | |||
|name=u.5S | |||
|data= {{AttackData-SSIV | |||
|damage=3(4) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=A stubby little punch that does pitiful damage and is unsafe. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=u.2S | |||
|data= {{AttackData-SSIV | |||
|damage=3(4) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=A crouching version of u.5S that's about just as unsafe. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=ju.S | |||
|data= {{AttackData-SSIV | |||
|damage=15(19) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=Landing | |||
|unarmed=Yes | |||
|description=A jumping version of u.5S. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=u.66S | |||
|data= {{AttackData-SSIV | |||
|damage=5(7) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=A faster version of u.5S that does slightly more damage. | |||
}} | |||
}} | |||
====System==== | |||
{{MoveData | |||
|name=BC | |||
|data= {{AttackData-SSIV | |||
|damage=17(21) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=No | |||
|description=Haohmaru's classic dickpunch. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=u.BC | |||
|data= {{AttackData-SSIV | |||
|damage=17(21) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Despite realistically being able to perform his regular BC without his sword, Haohmaru does a short hop and then kicks. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Light Pursuit | |||
|input=3S While Opponent is down | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=No | |||
|cancel=No | |||
|unarmed=No | |||
|description=Haohmaru does his 6D. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Heavy Pursuit | |||
|input=8S While Opponent is down | |||
|data= {{AttackData-SSIV | |||
|damage=21(25) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=No | |||
|cancel=No | |||
|unarmed=No | |||
|description=Haohmaru jumps high into the air and comes down with a slash. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Light Pursuit (Unarmed) | |||
|input=u.3S While Opponent is down | |||
|data= {{AttackData-SSIV | |||
|damage=8(10) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=No | |||
|cancel=No | |||
|unarmed=No | |||
|description=Exactly the same as regular 3S, but it does slightly more damage while in rage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Heavy Pursuit (Unarmed) | |||
|input=u.8S While Opponent is down | |||
|data= {{AttackData-SSIV | |||
|damage=25(31) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=No | |||
|cancel=No | |||
|unarmed=No | |||
|description=Haohmaru jumps high into the air and drops his leg on you. | |||
}} | |||
}} | |||
===Special Moves and WFTs=== | |||
====Both==== | |||
{{MoveData | |||
|name=Senpu Retsuzan | |||
|input=236S | |||
|data= {{AttackData-SSIV | |||
|damage=8+18(9+18) | |||
|chipdamage=1(2) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=Senpu Retsuzan is your standard fireball, with each slash button determining how far it flies and increasing recovery. You can follow up on it with a heavy pursuit, leading to fair damage for a low risk fireball. While Both Haohmarus have this move, Bust Haohmaru's version puts you an a juggle state while Slash Haohmaru's does not. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Kogetsu Zan | |||
|input=623S | |||
|data= {{AttackData-SSIV | |||
|version=A | |||
|damage=23+3(27+1*4) | |||
|chipdamage=1*2(2+1) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
}} | |||
{{AttackData-SSIV | |||
|version=B | |||
|damage=23+1+3(27+1*4) | |||
|chipdamage=1*2(2+1) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
}} | |||
{{AttackData-SSIV | |||
|version = C | |||
|damage=23+1+1+8(27+1*4) | |||
|chipdamage=1*2(2+1) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=Kogetsu Zan is your DP, and a fine one at that. Effective as an anti-air, reversal, and your main combo tool. When raged, it does more hits+damage and allows you to land a heavy pursuit if your opponent is near the corner. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Shippu Kogetsu Zan | |||
|input=623S While Running | |||
|data= | |||
{{AttackData-SSIV | |||
|version = A | |||
|damage=17+6+8(21) | |||
|chipdamage=1*2(No change) | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
}} | |||
{{AttackData-SSIV | |||
|version = B | |||
|damage=17+1*3+8(21) | |||
|chipdamage=1*2(No change) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
}} | |||
{{AttackData-SSIV | |||
|version = C | |||
|damage=17+1*4+8(21) | |||
|chipdamage=1*2(No change) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=This is an alternate version of Kogetsu Zan that moves forward during the attack and inflicts a longer knockdown. The light version is the best of the bunch, as it nets you a free heavy pursuit afterwards. | |||
This move does NOT function while Raged. It does 1 hit and doesn't knock down. Try not to use it during Rage. | |||
}} | |||
}} | |||
====Slash Only==== | |||
{{MoveData | |||
|name=Resshin Zan | |||
|input=421S | |||
|data= | |||
{{AttackData-SSIV | |||
|version=A | |||
|damage=[3*2]+17([4*2]+21) | |||
|chipdamage=1*3(1*2+2) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=No | |||
}} | |||
{{AttackData-SSIV | |||
|version=B | |||
|damage=[3*2]+23([4*2]+27) | |||
|chipdamage=1*3(1*2+2) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=No | |||
}} | |||
{{AttackData-SSIV | |||
|version=C | |||
|damage=[3*2]+25([4*2]+29) | |||
|chipdamage=1*3(1*2+2) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=No | |||
|description=Resshin Zan is a gimmicky overhead special. All versions startup fast and knock down, with each slash button determining how far Haohmaru leaps. Spacing this so only the tip hits on block makes it somewhat safe. | |||
}} | }} | ||
}} | }} | ||
=== | {{MoveData | ||
|name=Tenha Fujinzan ''(WFT)'' | |||
|input=4632AB | |||
|data= {{AttackData-SSIV | |||
|damage=6+[4*2]+2+4+2+[6*2]+7+9 | |||
|chipdamage=1*8 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=Tenha Fujinzan is a slightly below average WFT. Deals alright damage, and can be used as a reversal thanks to invincibility and quick startup. Due to not catching on hit, it doesn’t properly juggle airborne opponents and can be exploded out of, leaving Haohmaru with empty POW. | |||
}} | |||
}} | |||
It | ====Bust Only==== | ||
{{MoveData | |||
|name=Senpuu Ha | |||
|input=236D | |||
|data= {{AttackData-SSIV | |||
|damage=4+17 | |||
|chipdamage=1*5(1+2*4) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=Senpuu Ha is now fairly useless. It no longer hits overhead, and knocks down. It’s also unsafe on block and easy to punish, though it deals multiple hits of chip damage. Essentially now exists to come out when you wanted Gouha or maybe finish off a round. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Gouha | |||
|input=623D | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage=1(No Change) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Gouha received a startup nerf, but still puts the opponent in heavy hitstun allowing you to follow up with 623S, WFT, or a CD combo. | |||
}} | |||
}} | |||
=== | {{MoveData | ||
- | |name=Nagi Yaiba | ||
* | |input=421S | ||
|data= {{AttackData-SSIV | |||
|version=A | |||
|damage=17+4(21+5) | |||
|chipdamage=1*2(2+1) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
}} | |||
{{AttackData-SSIV | |||
|version=B | |||
|damage=17+4(21+5) | |||
|chipdamage=1*2(2+1) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
}} | |||
{{AttackData-SSIV | |||
|version=C | |||
|damage=17+4(21+5) | |||
|chipdamage=1*2(2+1) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=Nagi Yaiba still functions as both a parry and proximity move, and is only slightly less invincible. Is still a good combo tool and can be followed up with a heavy pursuit to increase damage, and allows juggles afterwards in the corner. Deceptively tough to punish on block. | |||
}} | |||
}} | |||
===Bust | {{MoveData | ||
|name=Tenha Dankuu Retsu Zan ''(WFT)'' | |||
|input=4632AB | |||
|data= {{AttackData-SSIV | |||
|damage=72 | |||
|chipdamage=1 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=Tenha Dankuu Retsu Zan takes Tenha Fujinzan’s shortcomings and throws them in the garbage. It catches on hit for huge damage, will anti-air with ease, and can be used in whatever combo you throw it at. You even get a free light pursuit if you do this in the corner. Haohmaru is strong staying in rage, but the ability to cash out on almost any good opening for unexplodable damage is much stronger. | |||
}} | |||
}} | |||
===Samurai Continuous Slash=== | |||
'''14-hit CD''' | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center"|'''Hit #''' | |||
| align="center"|'''6CD - 1st''' | |||
| align="center"|'''2nd''' | |||
| align="center"|'''3rd''' | |||
| align="center"|'''4th''' | |||
| align="center"|'''5th''' | |||
| align="center"|'''6th''' | |||
| align="center"|'''7th''' | |||
| align="center"|'''8th''' | |||
| align="center"|'''9th''' | |||
| align="center"|'''10th''' | |||
| align="center"|'''11th''' | |||
| align="center"|'''12th''' | |||
| align="center"|'''13th''' | |||
| align="center"|'''14th''' | |||
|- | |||
| align="center"|'''Cancel''' | |||
| align="center"|'''X''' | |||
| align="center"|'''O''' | |||
| align="center"|'''O''' | |||
| align="center"|'''O''' | |||
| align="center"|'''X''' | |||
| align="center"|'''X''' | |||
| align="center"|'''X''' | |||
| align="center"|'''X''' | |||
| align="center"|'''X''' | |||
| align="center"|'''O''' | |||
| align="center"|'''X''' | |||
| align="center"|'''O''' | |||
| align="center"|'''X''' | |||
| align="center"|'''X''' | |||
|} | |||
'''Other CD Combos''' | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center"|・ | |||
| align="center"|'''AAA''' | |||
| align="center"|'''Cancel''' | |||
| align="center"|'''ABC''' | |||
| align="center"|'''Cancel''' | |||
| align="center"|'''BBC''' | |||
| align="center"|'''Cancel''' | |||
|- | |||
| align="center"|'''1st Hit''' | |||
| align="center"|'''5CD''' | |||
| align="center"|'''X''' | |||
| align="center"|'''5CD''' | |||
| align="center"|'''X''' | |||
| align="center"|'''5CD''' | |||
| align="center"|'''X''' | |||
|- | |||
| align="center"|'''2nd Hit''' | |||
| align="center"|'''A''' | |||
| align="center"|'''O''' | |||
| align="center"|'''A''' | |||
| align="center"|'''O''' | |||
| align="center"|'''B''' | |||
| align="center"|'''O''' | |||
|- | |||
| align="center"|'''3rd Hit''' | |||
| align="center"|'''A''' | |||
| align="center"|'''O''' | |||
| align="center"|'''B''' | |||
| align="center"|'''O''' | |||
| align="center"|'''B''' | |||
| align="center"|'''O''' | |||
|- | |||
| align="center"|'''4th Hit''' | |||
| align="center"|'''A''' | |||
| align="center"|'''X''' | |||
| align="center"|'''C''' | |||
| align="center"|'''X''' | |||
| align="center"|'''C''' | |||
| align="center"|'''O''' | |||
|} | |||
==Combos== | |||
===Universal=== | |||
* Throw > 623A or 5B or 66C | |||
: Use one of the following 3 options after throw. If you do it correctly, 623A will connect on the final hit. It's the easiest of the 3 options but does almost no damage, so all you get is a far-away knockdown. 5B is a small link, does good damage, but nothing more. 66C is the optimal option as it does the most damage, knocks down, and puts Haohmaru closer to the opponent. | |||
* Back throw > 66A > 14-hit CD | |||
: Does not work on Nakoruru, Hanzo, Galford, or Kyoshiro | |||
* Throw > WFT | |||
* Throw > 14-hit CD | |||
: Does not work on Nakoruru, Rimururu, Hanzo, Kyoshiro, Genjuro, Basara, Shizumaru | |||
* Back throw > rising j.C > 14-hit CD or 5B > WFT | |||
: Only works on Kyoshiro, Gaira, Amakusa, Ukyo, Jubei, Zankuro | |||
* 14-hit CD (12) or n.5B xx 623S or WFT | |||
* (Corner) CD BBC > 236A > 8S OTG | |||
* BC > 623S or CD combo | |||
* n.5C xx 623S or CD combo | |||
: Tight link. Most consistent with 623A. | |||
* [u.5S xx AB]xN | |||
: Unarmed infinite taking advantage of the cancel rules of AB sidesteps. Impractical but doable. Character limited. | |||
* [Backhit n.2B xx AB]xN | |||
* (During Rage Explosion) j.C > n.5B > Rage 14-hit CD (8) > n.5B > Rage 14-hit CD (8) > n.5B > Rage 14-hit CD (6) xx WFT | |||
===Slash=== | |||
* Backhit (n.)5B xx 421A/B | |||
* Backhit n.5C xx Rage 421S | |||
* n.5C xx WFT | |||
===Bust=== | |||
* CD BBC > WFT | |||
* 14-hit CD (12) or n.5B xx 421A > 8S OTG | |||
* 14-hit CD (12) xx 623D > 623S or WFT or CD combo | |||
* 236S > j.C or 623S or WFT or Issen or CD combo | |||
* (Corner) 14-hit CD (12) xx 421S > 623S | |||
* (Corner) 421S > WFT | |||
: Limited to Nakoruru, Rimururu, Galford, Kyoshiro, Shizumaru, Gaira, and Tam Tam. Timing also varies depending on the character. | |||
* (Corner) j.C > 14-hit CD (12) xx 623D > CD BBC > 236A > WFT > 8S OTG | |||
: Against Nakoruru, Galford, Genjuro and Hanzo, connecting off of CD BBC is more difficult. | |||
* Back throw > [5B xx 623D]xN | |||
: Only works on Galford, Tam Tam, Zankuro. Infinite combo. | |||
* [Backhit n.5B xx 623D]xN | |||
: Infinite involving backhit shoulder charge. Against Basara, this works on front hit, too. | |||
* [14-hit CD (12) > 623D]xN | |||
: Infinite with shoulder charge. | |||
* [CD BBC > 236S]xN | |||
* (Backhit n.5B xx) [Backhit 421S]xN | |||
: Basara only infinite combo. Can be done anywhere on the screen, but midscreen you may need to occasionally microwalk forwards to make sure it doesn't drop. Still a very easy combo, however, leaving you a ton of room to input 421S. | |||
{{Navbox SS4}} | {{Navbox SS4}} | ||
[[Category:Haohmaru]] | |||
[[Category:Samurai Shodown IV]] | [[Category:Samurai Shodown IV]] |
Latest revision as of 22:45, 26 June 2024
WIP
Overview
Haohmaru, the drunk and lovable protagonist of the series is back, and he’s coming back swinging. While both Techniques lost some of their stronger gimmicks in the shift from SS3 to SS4, Haohmaru is still both an honest midrange character and also a complete and total gorilla.
Slash
Slash, sadly, lost almost everything that gave him an identity apart from Bust in SamSho 4. He lost his air specials and Zankousen from SamSho 3, and gained hardly anything new to make up for it. This means his gameplay is basic Haohmaru stuff with relatively little spice. He’s got everything he needs to succeed, and is absolutely one of the stronger characters, but Bust has all of that combined with way better offensive and defensive presence.
Bust
Bust’s moveset is kept mostly intact, with nerfs across the board. He’s not going to be turning fireballs into infinites this time, but his tools and combos remain some of the most potent in the entire game. In spite of the toning down Gou Ha received, it still manages to open up an infinite that can be done regardless of screen position. Even if he didn’t have everything better by default in this Technique, Gou Ha alone would still render Bust the superior pick.
[ Info Needed ] | |
Pros | Cons |
|
|
Move List
Normals
Far Slashes
5A |
---|
5B |
---|
5C |
---|
2A |
---|
2B |
---|
2C |
---|
Near Slashes
n.5A |
---|
n.5B |
---|
n.5C |
---|
n2A |
---|
n.2B |
---|
n.2C |
---|
Kicks
5D |
---|
6D |
---|
2D |
---|
3D |
---|
Jumping Normals
j.A |
---|
j.B |
---|
j.C |
---|
j.D |
---|
Dashing Normals
66A |
---|
66B |
---|
66C |
---|
66D |
---|
Unarmed Normals
u.5S |
---|
u.2S |
---|
ju.S |
---|
u.66S |
---|
System
BC |
---|
u.BC |
---|
Light Pursuit 3S While Opponent is down |
---|
Heavy Pursuit 8S While Opponent is down |
---|
Light Pursuit (Unarmed) u.3S While Opponent is down |
---|
Heavy Pursuit (Unarmed) u.8S While Opponent is down |
---|
Special Moves and WFTs
Both
Senpu Retsuzan 236S |
---|
Kogetsu Zan 623S |
---|
Shippu Kogetsu Zan 623S While Running |
---|
Slash Only
Resshin Zan 421S |
---|
Tenha Fujinzan (WFT) 4632AB |
---|
Bust Only
Senpuu Ha 236D |
---|
Gouha 623D |
---|
Nagi Yaiba 421S |
---|
Tenha Dankuu Retsu Zan (WFT) 4632AB |
---|
Samurai Continuous Slash
14-hit CD
Hit # | 6CD - 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | 11th | 12th | 13th | 14th |
Cancel | X | O | O | O | X | X | X | X | X | O | X | O | X | X |
Other CD Combos
・ | AAA | Cancel | ABC | Cancel | BBC | Cancel |
1st Hit | 5CD | X | 5CD | X | 5CD | X |
2nd Hit | A | O | A | O | B | O |
3rd Hit | A | O | B | O | B | O |
4th Hit | A | X | C | X | C | O |
Combos
Universal
- Throw > 623A or 5B or 66C
- Use one of the following 3 options after throw. If you do it correctly, 623A will connect on the final hit. It's the easiest of the 3 options but does almost no damage, so all you get is a far-away knockdown. 5B is a small link, does good damage, but nothing more. 66C is the optimal option as it does the most damage, knocks down, and puts Haohmaru closer to the opponent.
- Back throw > 66A > 14-hit CD
- Does not work on Nakoruru, Hanzo, Galford, or Kyoshiro
- Throw > WFT
- Throw > 14-hit CD
- Does not work on Nakoruru, Rimururu, Hanzo, Kyoshiro, Genjuro, Basara, Shizumaru
- Back throw > rising j.C > 14-hit CD or 5B > WFT
- Only works on Kyoshiro, Gaira, Amakusa, Ukyo, Jubei, Zankuro
- 14-hit CD (12) or n.5B xx 623S or WFT
- (Corner) CD BBC > 236A > 8S OTG
- BC > 623S or CD combo
- n.5C xx 623S or CD combo
- Tight link. Most consistent with 623A.
- [u.5S xx AB]xN
- Unarmed infinite taking advantage of the cancel rules of AB sidesteps. Impractical but doable. Character limited.
- [Backhit n.2B xx AB]xN
- (During Rage Explosion) j.C > n.5B > Rage 14-hit CD (8) > n.5B > Rage 14-hit CD (8) > n.5B > Rage 14-hit CD (6) xx WFT
Slash
- Backhit (n.)5B xx 421A/B
- Backhit n.5C xx Rage 421S
- n.5C xx WFT
Bust
- CD BBC > WFT
- 14-hit CD (12) or n.5B xx 421A > 8S OTG
- 14-hit CD (12) xx 623D > 623S or WFT or CD combo
- 236S > j.C or 623S or WFT or Issen or CD combo
- (Corner) 14-hit CD (12) xx 421S > 623S
- (Corner) 421S > WFT
- Limited to Nakoruru, Rimururu, Galford, Kyoshiro, Shizumaru, Gaira, and Tam Tam. Timing also varies depending on the character.
- (Corner) j.C > 14-hit CD (12) xx 623D > CD BBC > 236A > WFT > 8S OTG
- Against Nakoruru, Galford, Genjuro and Hanzo, connecting off of CD BBC is more difficult.
- Back throw > [5B xx 623D]xN
- Only works on Galford, Tam Tam, Zankuro. Infinite combo.
- [Backhit n.5B xx 623D]xN
- Infinite involving backhit shoulder charge. Against Basara, this works on front hit, too.
- [14-hit CD (12) > 623D]xN
- Infinite with shoulder charge.
- [CD BBC > 236S]xN
- (Backhit n.5B xx) [Backhit 421S]xN
- Basara only infinite combo. Can be done anywhere on the screen, but midscreen you may need to occasionally microwalk forwards to make sure it doesn't drop. Still a very easy combo, however, leaving you a ton of room to input 421S.