|
|
Line 22: |
Line 22: |
| }} | | }} |
|
| |
|
| ==Normals== | | ==Move List== |
| | ===Normals=== |
|
| |
|
| ===Far Slashes=== | | ====Far Slashes==== |
|
| |
|
| {{MoveData | | {{MoveData |
Line 535: |
Line 536: |
| }} | | }} |
|
| |
|
| ==Special Moves and WFTs== | | ===Special Moves and WFTs=== |
|
| |
|
| ===Both=== | | ====Both==== |
| {{MoveData | | {{MoveData |
| |name=Senpu Retsuzan | | |name=Senpu Retsuzan |
Line 657: |
Line 658: |
| }} | | }} |
|
| |
|
| ===Slash Only=== | | ====Slash Only==== |
| {{MoveData | | {{MoveData |
| |name=Resshin Zan | | |name=Resshin Zan |
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Line 728: |
| }} | | }} |
|
| |
|
| ===Bust Only=== | | ====Bust Only==== |
| {{MoveData | | {{MoveData |
| |name=Senpuu Ha | | |name=Senpuu Ha |
Revision as of 04:58, 30 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.
[ Info Needed ] |
Pros |
Cons |
- 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
|
- 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
5A
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
8(9)
|
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
Yes
|
No
|
A somewhat fast swing with stubby range.
|
|
5B
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
17-15(20-18)
|
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
Yes
|
No
|
A somewhat slow, but decent-range poke.
|
|
5C
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
39(46)
|
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
A slow, but long-range attack. Longer range and new visual effects during Rage.
|
|
2A
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
8(9)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
Yes
|
No
|
Slower version of 5A, but crouching.
|
|
2B
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
17(22)
|
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
Yes
|
No
|
Similar to 2A, but does more damage.
|
|
2C
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
36,23(42,27)
|
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
A somewhat slow upwards swing. Works as an anti air.
|
|
Near Slashes
n.5A
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
8(9)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
Yes
|
No
|
A quick jab, his fastest normal by far.
|
|
n.5B
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
17(20)
|
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
Yes
|
No
|
A quick slash that's useful for combos.
|
|
n.5C
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
36(42)
|
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
A slow downward swing. noticeably faster than 5C.
|
|
n2A
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
8(9)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
Yes
|
No
|
Same as n.5A, only crouching.
|
|
n.2B
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
19(22)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
Yes
|
No
|
Slower version of n.2A that can combo into things like n.5B.
|
|
n.2C
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
36,23(42,27)
|
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
|
|
Kicks
5D
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
8(9)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
No
|
Both
|
A slow upward kick. Makes for an okay anti-air.
|
|
6D
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
3(4)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Low
|
No
|
Both
|
A low kick that does even less damage than 5D.
|
|
2D
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
4(5)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Low
|
No
|
Both
|
A low kick that is slightly faster, and does slightly more damage than 6D.
|
|
3D
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
8(9)
|
|
-
|
-
|
-
|
-
|
-
|
-
|
Low
|
No
|
Both
|
Haohmaru's Sweep. Slides forward and knocks down. You can get a light pursuit afterwards.
|
|
Jumping Normals
j.A
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
8(9)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
High
|
Landing
|
No
|
Jumping version of f5A. Makes for a good air-to-air.
|
|
j.B
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
17(20)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
High
|
Landing
|
No
|
A slower version of jA that does more damage.
|
|
j.C
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
25(29)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
High
|
Landing
|
No
|
An airborne downward swing. Makes for a decent air-to-air, but it has less range than j.A and j.B.
|
|
j.D
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
8(9)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
High
|
Landing
|
Both
|
A jumping Kick that has less range than j.A and j.B.
|
|
Dashing Normals
66A
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
13(16)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
No
|
No
|
|
|
66B
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
17(21)
|
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
Basically c.5B, but you can't special cancel it.
|
|
66C
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
21(25)
|
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
A somewhat fast upward swing. Could potentially work as an anti-air. Knocks down on hit.
|
|
66D
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
5(6)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Low
|
No
|
Both
|
A running version of 3D that does less damage.
|
|
Unarmed Normals
u.5S
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
3(4)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
No
|
Yes
|
A stubby little punch that does pitiful damage and is unsafe.
|
|
u.2S
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
3(4)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
No
|
Yes
|
A crouching version of u.5S that's about just as unsafe.
|
|
ju.S
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
15(19)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
High
|
Landing
|
Yes
|
A jumping version of u.5S.
|
|
u.66S
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
5(7)
|
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
No
|
Yes
|
A faster version of u.5S that does slightly more damage.
|
|
Special Moves and WFTs
Both
Senpu Retsuzan 236S
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
8+18(9+18)
|
1(2)
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
No
|
No
|
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.
|
|
Kogetsu Zan 623S
|
Version
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
A
|
23+3(27+1*4)
|
1*2(2+1)
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
Version
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
B
|
23+1+3(27+1*4)
|
1*2(2+1)
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
Version
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
C
|
23+1+1+8(27+1*4)
|
1*2(2+1)
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
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.
|
|
Shippu Kogetsu Zan 623S While Running
|
Version
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
A
|
17+6+8(21)
|
1*2(No change)
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
Version
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
B
|
17+1*3+8(21)
|
1*2(No change)
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
Version
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
C
|
17+1*4+8(21)
|
1*2(No change)
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
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
Resshin Zan 421S
|
Version
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
A
|
[3*2]+17([4*2]+21)
|
1*3(1*2+2)
|
-
|
-
|
-
|
-
|
-
|
No
|
High
|
No
|
No
|
Version
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
B
|
[3*2]+23([4*2]+27)
|
1*3(1*2+2)
|
-
|
-
|
-
|
-
|
-
|
No
|
High
|
No
|
No
|
Version
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
C
|
[3*2]+25([4*2]+29)
|
1*3(1*2+2)
|
-
|
-
|
-
|
-
|
-
|
No
|
High
|
No
|
No
|
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 (WFT) 4632AB
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
6+[4*2]+2+4+2+[6*2]+7+9
|
1*8
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
No
|
No
|
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.
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Bust Only
Senpuu Ha 236D
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Damage(Rage)
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Chip Damage (Rage)
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Deflect
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Guard
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Cancel
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Unarmed
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4+17
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1*5(1+2*4)
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-
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-
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-
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-
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-
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No
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Mid
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No
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No
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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.
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Gouha 623D
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Damage(Rage)
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Chip Damage (Rage)
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Deflect
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Guard
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Cancel
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Unarmed
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8(9)
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1(No Change)
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-
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-
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-
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-
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-
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No
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Mid
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No
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Yes
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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.
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Nagi Yaiba 421S
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Version
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Damage(Rage)
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Chip Damage (Rage)
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Deflect
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Guard
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Cancel
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Unarmed
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A
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17+4(21+5)
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1*2(2+1)
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-
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-
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-
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-
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-
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Yes
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Mid
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No
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No
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Version
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Damage(Rage)
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Chip Damage (Rage)
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Deflect
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Guard
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Cancel
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Unarmed
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B
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17+4(21+5)
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1*2(2+1)
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-
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-
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-
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-
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-
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Yes
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Mid
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No
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No
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Version
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Damage(Rage)
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Chip Damage (Rage)
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Deflect
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Guard
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Cancel
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Unarmed
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C
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17+4(21+5)
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1*2(2+1)
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-
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-
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-
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-
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-
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Yes
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Mid
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No
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No
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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.
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Tenha Dankuu Retsu Zan (WFT) 4632AB
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Damage(Rage)
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Chip Damage (Rage)
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Deflect
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Guard
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Cancel
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Unarmed
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72
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1
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-
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-
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-
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-
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-
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No
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Mid
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No
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No
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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.
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Combos
Universal
- Throw > 5B or 66C
- 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.
- Unarmed infinite taking advantage of the cancel rules of AB sidesteps. Impractical but doable. Character limited.
- [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
Slash
- 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) 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.
- 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.