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Samurai Shodown IV/Haohmaru: Difference between revisions
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{{MoveData | {{MoveData | ||
|name= | |name=f5A | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8(9) | |damage=8(9) | ||
Line 34: | Line 34: | ||
{{MoveData | {{MoveData | ||
|name= | |name=f5B | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=17-15(20-18) | |damage=17-15(20-18) | ||
Line 53: | Line 53: | ||
{{MoveData | {{MoveData | ||
|name= | |name=f5C | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=39(46) | |damage=39(46) | ||
Line 66: | Line 66: | ||
|juggle=No | |juggle=No | ||
|unarmed=No | |unarmed=No | ||
|description=A slow, but long-range attack. Longer range | |description=A slow, but long-range attack. Longer range and new visual effects during Rage. | ||
}} | }} | ||
}} | }} | ||
Line 72: | Line 72: | ||
{{MoveData | {{MoveData | ||
|name= | |name=f2A | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8(9) | |damage=8(9) | ||
Line 85: | Line 85: | ||
|juggle=No | |juggle=No | ||
|unarmed=No | |unarmed=No | ||
|description=Slower version of | |description=Slower version of f5A, but crouching. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name= | |name=f2B | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=17(22) | |damage=17(22) | ||
Line 104: | Line 104: | ||
|juggle=No | |juggle=No | ||
|unarmed=No | |unarmed=No | ||
|description=Similar to | |description=Similar to f2A, but does more damage. | ||
}} | }} | ||
}} | }} | ||
Line 110: | Line 110: | ||
{{MoveData | {{MoveData | ||
|name= | |name=f2C | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=36,23(42,27) | |damage=36,23(42,27) | ||
Line 127: | Line 127: | ||
}} | }} | ||
=== | ===Near Slashes=== | ||
{{MoveData | {{MoveData | ||
|name= | |name=n5A | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8(9) | |damage=8(9) | ||
Line 149: | Line 149: | ||
{{MoveData | {{MoveData | ||
|name= | |name=n5B | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=17(20) | |damage=17(20) | ||
Line 168: | Line 168: | ||
{{MoveData | {{MoveData | ||
|name= | |name=n5C | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=36(42) | |damage=36(42) | ||
Line 181: | Line 181: | ||
|juggle=No | |juggle=No | ||
|unarmed=No | |unarmed=No | ||
|description= A slow downward swing. noticeably faster than | |description= A slow downward swing. noticeably faster than f5C. | ||
}} | }} | ||
}} | }} | ||
Line 187: | Line 187: | ||
{{MoveData | {{MoveData | ||
|name= | |name=n2A | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8(9) | |damage=8(9) | ||
Line 200: | Line 200: | ||
|juggle=No | |juggle=No | ||
|unarmed=No | |unarmed=No | ||
|description=Same as | |description=Same as n5A, only crouching. | ||
}} | }} | ||
}} | }} | ||
Line 206: | Line 206: | ||
{{MoveData | {{MoveData | ||
|name= | |name=n2B | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=19(22) | |damage=19(22) | ||
Line 219: | Line 219: | ||
|juggle=No | |juggle=No | ||
|unarmed=No | |unarmed=No | ||
|description=Slower version of | |description=Slower version of n2A that can combo into things like n5B. | ||
}} | }} | ||
}} | }} | ||
Line 225: | Line 225: | ||
{{MoveData | {{MoveData | ||
|name= | |name=n2C | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=36,23(42,27) | |damage=36,23(42,27) | ||
Line 238: | Line 238: | ||
|juggle=No | |juggle=No | ||
|unarmed=No | |unarmed=No | ||
|description=Identical to | |description=Identical to f2C | ||
}} | }} | ||
}} | }} | ||
Line 257: | Line 257: | ||
|cancel=No | |cancel=No | ||
|juggle=No | |juggle=No | ||
|unarmed= | |unarmed=Both | ||
|description=A slow upward kick. Makes for an okay anti-air. | |description=A slow upward kick. Makes for an okay anti-air. | ||
}} | }} | ||
Line 276: | Line 276: | ||
|cancel=No | |cancel=No | ||
|juggle=No | |juggle=No | ||
|unarmed= | |unarmed=Both | ||
|description=A low kick that does even less damage than 5D. | |description=A low kick that does even less damage than 5D. | ||
}} | }} | ||
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|cancel=No | |cancel=No | ||
|juggle=No | |juggle=No | ||
|unarmed= | |unarmed=Both | ||
|description= A low kick that is slightly faster, and does slightly more damage than 6D. | |description= A low kick that is slightly faster, and does slightly more damage than 6D. | ||
}} | }} | ||
Line 314: | Line 314: | ||
|cancel=No | |cancel=No | ||
|juggle=No | |juggle=No | ||
|unarmed= | |unarmed=Both | ||
|description= Haohmaru's Sweep. Slides forward and knocks down. | |description= Haohmaru's Sweep. Slides forward and knocks down. | ||
}} | }} | ||
Line 322: | Line 322: | ||
{{MoveData | {{MoveData | ||
|name= | |name=jA | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8(9) | |damage=8(9) | ||
Line 335: | Line 335: | ||
|juggle= No | |juggle= No | ||
|unarmed= No | |unarmed= No | ||
|description= Jumping version of | |description= Jumping version of f5A. Makes for a good air-to-air. | ||
}} | }} | ||
}} | }} | ||
Line 341: | Line 341: | ||
{{MoveData | {{MoveData | ||
|name= | |name=jB | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=17(20) | |damage=17(20) | ||
Line 354: | Line 354: | ||
|juggle=No | |juggle=No | ||
|unarmed=No | |unarmed=No | ||
|description=A slower version of | |description=A slower version of jA that does more damage. | ||
}} | }} | ||
}} | }} | ||
Line 360: | Line 360: | ||
{{MoveData | {{MoveData | ||
|name= | |name=jC | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=25(29) | |damage=25(29) | ||
Line 379: | Line 379: | ||
{{MoveData | {{MoveData | ||
|name= | |name=jD | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8(9) | |damage=8(9) | ||
Line 391: | Line 391: | ||
|cancel=Landing | |cancel=Landing | ||
|juggle=No | |juggle=No | ||
|unarmed= | |unarmed=Both | ||
|description=A jumping Kick that has less range than j.A and j.B. | |description=A jumping Kick that has less range than j.A and j.B. | ||
}} | }} | ||
Line 467: | Line 467: | ||
|deflect=No | |deflect=No | ||
|guard=Low | |guard=Low | ||
|cancel=No | |||
|juggle=No | |||
|unarmed=Both | |||
|description= A running version of 3D that does less damage. | |||
}} | |||
}} | |||
===Unarmed Normals=== | |||
{{MoveData | |||
|name=u5S | |||
|data= {{AttackData-SSIV | |||
|damage=3(4) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|juggle=No | |||
|unarmed=Yes | |||
|description=A stubby little punch that does pitiful damage and is unsafe. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=u2S | |||
|data= {{AttackData-SSIV | |||
|damage=3(4) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|juggle=No | |||
|unarmed=Yes | |||
|description=A crouching version of u.5S that's about just as unsafe. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=juS | |||
|data= {{AttackData-SSIV | |||
|damage=15(19) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=Landing | |||
|juggle=No | |||
|unarmed=Yes | |||
|description=A jumping version of u5S. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=u66S | |||
|data= {{AttackData-SSIV | |||
|damage=5(7) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |cancel=No | ||
|juggle=No | |juggle=No | ||
|unarmed=Yes | |unarmed=Yes | ||
|description= A | |description=A faster version of u5S that does slightly more damage. | ||
}} | }} | ||
}} | }} |
Revision as of 06:43, 28 May 2023
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.
Normals
Far Slashes
f5A |
---|
f5B |
---|
f5C |
---|
f2A |
---|
f2B |
---|
f2C |
---|
Near Slashes
n5A |
---|
n5B |
---|
n5C |
---|
n2A |
---|
n2B |
---|
n2C |
---|
Kicks
5D |
---|
6D |
---|
2D |
---|
3D |
---|
Jumping Normals
jA |
---|
jB |
---|
jC |
---|
jD |
---|
Dashing Normals
66A |
---|
66B |
---|
66C |
---|
66D |
---|
Unarmed Normals
u5S |
---|
u2S |
---|
juS |
---|
u66S |
---|
Special Moves
Both
-Senpu Retsuzan - 236S
- 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.
It's also worth noting that the Bust Version puts you in a juggle state, unlike the Slash version. This allows Bust Haohmaru to combo into his 623S, j.C, or WFT.
-Kogetsu Zan - 623S (Rage Special)
- 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 they’re near the corner.
-Shippu Kogetsu Zan - 623S While Running
- 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.
Slash Only
-Resshin Zan - 421S
- 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.
-Tenha Fujinzan - 4632AB (WFT)
- 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.