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Samurai Shodown IV/Kazuki: Difference between revisions

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'''WIP'''
'''WIP'''
 
[[File:Kazuki Colors IV.png|thumb|right |<center><b>Colors</b></Center>]]
==Overview==
==Overview==
Kazuki is a rushdown character who has terrifying damage potential and good mobility. While he does lack range and must get close to have any real threat, one good hit can turn the tide of battle within his favor. Generally regarded as low tier, but he can still be a threat within the right hands.
===Slash===
===Slash===
Slash is Kazuki's traditional moveset: if you know how he works in 5SP or 7, he works pretty much the same in this game. The problem with Slash is that he has to build up charges to get any meaningful damage, meaning he has to charge on most knockdowns he gets which leaves him wide open and gives him less time for okizeme.
===Bust===
===Bust===
Bust would later go on to become Enja's moveset in later titles. Rekka is a high risk, high reward option that can end rounds quickly, whilst Guren Kyaku (623S) serves as a safer alternative that must be mashed in order to gain more damage. Generally considered the better pick of the two as Bust's damage output is always prevalent compared to Slash having to charge to get anything meaningful.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| pros=
| pros=* '''Huge damage output in both forms'''
 
* '''Above average movement speed'''
| cons=
* '''Good buttons'''
* '''Slash's potential and damage is massively increased with high flame charges'''
* '''Bust rekka can end matches in 2-3 confirms'''
* '''Oppressive rushdown in the right hands'''
| cons=* '''Struggles getting in'''
* '''Slash's damage is garbage without flame charges'''
* '''Charging flames as Slash leaves you vulnerable'''
* '''Bust's entire gimmick is his rekka'''
* '''Dropping Bust rekka finisher leaves you open for a punish'''
* '''Either Kazuki blows the opponent up, or they blow him up'''
}}
}}


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* (Corner) CD > 236X (1 charge) > 66B xx 623X
* (Corner) CD > 236X (1 charge) > 66B xx 623X
: One flame charge is required for 236X to allow for 66B to combo, therefore 236A does not work. Technically speaking, the 236X doesn't actually cancel the CD, but the game interprets it as a CD whiff cancel after the first hit lands. Wider characters a second follow-up of 236X should be possible, as well.
: One flame charge is required for 236X to allow for 66B to combo, therefore 236A does not work. Technically speaking, the 236X doesn't actually cancel the CD, but the game interprets it as a CD whiff cancel after the first hit lands. Wider characters a second follow-up of 236X should be possible, as well.
* j.C > n.5B xx 236X (1 charge) > Issen
: Basara only combo.


===Bust===
===Bust===
* Back throw > 66B xx 236A > 236B > 236C
* Back throw > 66B xx 236A > 236B > 236C
* 14-hit CD (10) > 236A > 236B > 236C
* 14-hit CD (10) > 236A > 236B > 236C
* n.5B xx 623X
: Make sure to mash back and forth, plus buttons, for consecutive hits on DP.
* CD BBC > 623X
: Make sure to mash back and forth, plus buttons, for consecutive hits on DP.
* CD (whiff cancel 2nd hit) > 236A > 236B > 236C
* CD (whiff cancel 2nd hit) > 236A > 236B > 236C
* n.5B xx 236A > 236B > 236C
: Easiest way to do this combo is to plink 236A as 236B~A, that way the game reads the B input for CD but then immediately whiff cancels the B into 236A.
* (14-hit CD (7)) > n.5B xx 236A > 236B > 236C
: Basara only combo.
: Basara only combo.
* 236A > 236B > WFT
* 236A > 236B > WFT
: Does not work deep in the corner. Depending on how close you are to the corner, you can still combo into WFT if you input it quickly enough, but generally speaking its slow startup makes it whiff in the corner.
: Does not work deep in the corner. Depending on how close you are to the corner, you can still combo into WFT if you input it quickly enough, but generally speaking its slow startup makes it whiff in the corner.
* (During Rage Explosion) j.C > n.5B > Rage 14-hit CD (9) > n.5B > Rage 14-hit CD (9) > n.5B > Rage 14-hit CD (6) xx 623S
* (During Rage Explosion) j.C > n.5B > Rage SCS (9) > n.5B > Rage SCS (9) > n.5B > Rage SCS (6) xx 623X


{{Navbox SS4}}
{{Navbox SS4}}

Latest revision as of 08:09, 27 June 2024

WIP

Colors

Overview

Kazuki is a rushdown character who has terrifying damage potential and good mobility. While he does lack range and must get close to have any real threat, one good hit can turn the tide of battle within his favor. Generally regarded as low tier, but he can still be a threat within the right hands.

Slash

Slash is Kazuki's traditional moveset: if you know how he works in 5SP or 7, he works pretty much the same in this game. The problem with Slash is that he has to build up charges to get any meaningful damage, meaning he has to charge on most knockdowns he gets which leaves him wide open and gives him less time for okizeme.

Bust

Bust would later go on to become Enja's moveset in later titles. Rekka is a high risk, high reward option that can end rounds quickly, whilst Guren Kyaku (623S) serves as a safer alternative that must be mashed in order to gain more damage. Generally considered the better pick of the two as Bust's damage output is always prevalent compared to Slash having to charge to get anything meaningful.

[ Info Needed ]
Pros Cons
  • Huge damage output in both forms
  • Above average movement speed
  • Good buttons
  • Slash's potential and damage is massively increased with high flame charges
  • Bust rekka can end matches in 2-3 confirms
  • Oppressive rushdown in the right hands
  • Struggles getting in
  • Slash's damage is garbage without flame charges
  • Charging flames as Slash leaves you vulnerable
  • Bust's entire gimmick is his rekka
  • Dropping Bust rekka finisher leaves you open for a punish
  • Either Kazuki blows the opponent up, or they blow him up


Move List

Normals

Special Moves and WFTs

Combos

Universal

  • Throw > 66C
  • Throw > 14-hit CD
Does not work on Nakoruru, Hanzo, or Kyoshiro.
  • Back throw > 66C > 14-hit CD
Does not work on Rimururu, Galford, Hanzo, or Kyoshiro.
  • [14-hit CD (7)]xN
Self-contained CD combo infinite, and since it stops on the 7th hit, it's pretty easy to know when to stop, too. Not too difficult of a link, either, but due to the low damage there's no good use for it beyond one loop for extra damage. Any more than that and it's just to either timer scam or you want to rub it in. Better to instead link into n.5B after it.
  • [14-hit CD (10)]xN
Same as the one above but this variant only works on Gaira and Zankuro.

Slash

  • Throw > 66B xx 623X
  • 14-hit CD (7) > n.5B xx 623X
  • CD BBC > 623X or WFT
WFT cancel needs to be done ASAP for the combo to work.
  • (Corner) CD > 236X (1 charge) > 66B xx 623X
One flame charge is required for 236X to allow for 66B to combo, therefore 236A does not work. Technically speaking, the 236X doesn't actually cancel the CD, but the game interprets it as a CD whiff cancel after the first hit lands. Wider characters a second follow-up of 236X should be possible, as well.
  • j.C > n.5B xx 236X (1 charge) > Issen
Basara only combo.

Bust

  • Back throw > 66B xx 236A > 236B > 236C
  • 14-hit CD (10) > 236A > 236B > 236C
  • n.5B xx 623X
Make sure to mash back and forth, plus buttons, for consecutive hits on DP.
  • CD BBC > 623X
Make sure to mash back and forth, plus buttons, for consecutive hits on DP.
  • CD (whiff cancel 2nd hit) > 236A > 236B > 236C
Easiest way to do this combo is to plink 236A as 236B~A, that way the game reads the B input for CD but then immediately whiff cancels the B into 236A.
  • (14-hit CD (7)) > n.5B xx 236A > 236B > 236C
Basara only combo.
  • 236A > 236B > WFT
Does not work deep in the corner. Depending on how close you are to the corner, you can still combo into WFT if you input it quickly enough, but generally speaking its slow startup makes it whiff in the corner.
  • (During Rage Explosion) j.C > n.5B > Rage SCS (9) > n.5B > Rage SCS (9) > n.5B > Rage SCS (6) xx 623X
Samurai Shodown IV
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