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Samurai Shodown IV/Haohmaru: Difference between revisions
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}} | }} | ||
===Near Slashes=== | ====Near Slashes==== | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
===Kicks=== | ====Kicks==== | ||
{{MoveData | {{MoveData | ||
Line 316: | Line 316: | ||
}} | }} | ||
===Jumping Normals=== | ====Jumping Normals==== | ||
{{MoveData | {{MoveData | ||
Line 327: | Line 327: | ||
|hitAdv=- | |hitAdv=- | ||
|blockAdv=- | |blockAdv=- | ||
|deflect= | |deflect=Yes | ||
|guard=High | |guard=High | ||
|cancel= Landing | |cancel= Landing | ||
Line 345: | Line 345: | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|deflect= | |deflect=Yes | ||
|guard=High | |guard=High | ||
|cancel=Landing | |cancel=Landing | ||
Line 363: | Line 363: | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|deflect= | |deflect=Yes | ||
|guard=High | |guard=High | ||
|cancel=Landing | |cancel=Landing | ||
Line 389: | Line 389: | ||
}} | }} | ||
====Dashing Normals==== | |||
===Dashing Normals=== | |||
{{MoveData | {{MoveData | ||
Line 463: | Line 462: | ||
}} | }} | ||
===Unarmed Normals=== | ====Unarmed Normals==== | ||
{{MoveData | {{MoveData | ||
Line 533: | Line 532: | ||
|unarmed=Yes | |unarmed=Yes | ||
|description=A faster version of u.5S that does slightly more damage. | |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. | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
===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== | ==Combos== | ||
===Universal=== | ===Universal=== | ||
* Throw > 5B or 66C | * 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 | * Back throw > 66A > 14-hit CD | ||
: Does not work on Nakoruru, Hanzo, Galford, or Kyoshiro | : Does not work on Nakoruru, Hanzo, Galford, or Kyoshiro | ||
Line 855: | Line 1,053: | ||
: Unarmed infinite taking advantage of the cancel rules of AB sidesteps. Impractical but doable. Character limited. | : Unarmed infinite taking advantage of the cancel rules of AB sidesteps. Impractical but doable. Character limited. | ||
* [Backhit n.2B xx AB]xN | * [Backhit n.2B xx AB]xN | ||
* j.C > n.5B > 14-hit CD (8) > n.5B > 14-hit CD (8) > n.5B > 14-hit CD (6) xx WFT | * (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=== | ===Slash=== | ||
* Backhit (n.)5B xx 421A/B | |||
* Backhit n.5C xx Rage 421S | * Backhit n.5C xx Rage 421S | ||
* n.5C xx WFT | * n.5C xx WFT | ||
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* 14-hit CD (12) xx 623D > 623S or WFT or CD combo | * 14-hit CD (12) xx 623D > 623S or WFT or CD combo | ||
* 236S > j.C or 623S or WFT or Issen 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 | * (Corner) 421S > WFT | ||
: Limited to Nakoruru, Rimururu, Galford, Kyoshiro, Shizumaru, Gaira, and Tam Tam. Timing also varies depending on the character. | : Limited to Nakoruru, Rimururu, Galford, Kyoshiro, Shizumaru, Gaira, and Tam Tam. Timing also varies depending on the character. |
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 |
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5B |
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5C |
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2A |
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2B |
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2C |
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Near Slashes
n.5A |
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n.5B |
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n.5C |
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n2A |
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n.2B |
---|
n.2C |
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Kicks
5D |
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6D |
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2D |
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3D |
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Jumping Normals
j.A |
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j.B |
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j.C |
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j.D |
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Dashing Normals
66A |
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66B |
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66C |
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66D |
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Unarmed Normals
u.5S |
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u.2S |
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ju.S |
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u.66S |
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System
BC |
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u.BC |
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Light Pursuit 3S While Opponent is down |
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Heavy Pursuit 8S While Opponent is down |
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Light Pursuit (Unarmed) u.3S While Opponent is down |
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Heavy Pursuit (Unarmed) u.8S While Opponent is down |
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Special Moves and WFTs
Both
Senpu Retsuzan 236S |
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Kogetsu Zan 623S |
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Shippu Kogetsu Zan 623S While Running |
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Slash Only
Resshin Zan 421S |
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Tenha Fujinzan (WFT) 4632AB |
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Bust Only
Senpuu Ha 236D |
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Gouha 623D |
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Nagi Yaiba 421S |
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Tenha Dankuu Retsu Zan (WFT) 4632AB |
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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.