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Samurai Shodown IV/Galford: Difference between revisions
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Lichmassacre (talk | contribs) m →Combos |
Lichmassacre (talk | contribs) m →Combos |
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===Slash=== | ===Slash=== | ||
* (Midscreen only) Throw > CD > 214B > j.C > 2C > 3S OTG | |||
: Microwalk for CD. j.C should ideally cross-up with Galford behind the opponent's back. Combos are still possible with a deep-hit j.C on front hit but it's very finnicky to get front hit. With the cross-up j.C, a variety of combos are possible. | |||
* Back throw > 66A > CD > 214B > j.C > 2C > 3S OTG | |||
: Variant of the above combo. Does not work against Nakoruru, Hanzo, Galford, Kyoshiro, Genjuro, and Gaira. | |||
===Bust=== | ===Bust=== | ||
* Back throw > 66A > CD > 236C or WFT > 3S OTG | |||
: The light pursuit is limited to only the corner after 236C. | |||
* Back throw > [66P > 236A/B]xN | |||
: Unarmed infinite combo that can be started from a throw. Despite being unarmed, it still does really high damage and since 236A/B doesn't knock down, it can be linked from on backhit for combo extensions. When you reach the corner, you can convert to the combo below. | |||
* (Corner) Back throw > [236A/B]xN | |||
: Unarmed Plasma Factor backhit infinite. Kills at around 7-8 hits. While the link isn't lenient, it's still pretty easy to time once you learn the first two hits since it's a consistent rhythm. You don't even have to worry about being pushed back, either. Both characters stay in place. | |||
{{Navbox SS4}} | {{Navbox SS4}} |
Revision as of 05:52, 8 June 2023
WIP
Overview
Slash
Bust
[ Info Needed ] | |
Pros | Cons |
Move List
Normals
Special Moves and WFTs
Combos
Universal
- Throw > 2C
- Throw > 14-hit CD
- Possible on Nakoruru and Rimururu but is exceptionally difficult.
- Back throw > [66A]xN
- Backhit infinite with 66A, with backhit being the only real condition needed. One of the easier infinites in the game, too, once you land the first 66A.
- (During Rage Explosion) j.C > n.5B > Rage SCS (9) > Rage SCS > (9) > Issen
Slash
- (Midscreen only) Throw > CD > 214B > j.C > 2C > 3S OTG
- Microwalk for CD. j.C should ideally cross-up with Galford behind the opponent's back. Combos are still possible with a deep-hit j.C on front hit but it's very finnicky to get front hit. With the cross-up j.C, a variety of combos are possible.
- Back throw > 66A > CD > 214B > j.C > 2C > 3S OTG
- Variant of the above combo. Does not work against Nakoruru, Hanzo, Galford, Kyoshiro, Genjuro, and Gaira.
Bust
- Back throw > 66A > CD > 236C or WFT > 3S OTG
- The light pursuit is limited to only the corner after 236C.
- Back throw > [66P > 236A/B]xN
- Unarmed infinite combo that can be started from a throw. Despite being unarmed, it still does really high damage and since 236A/B doesn't knock down, it can be linked from on backhit for combo extensions. When you reach the corner, you can convert to the combo below.
- (Corner) Back throw > [236A/B]xN
- Unarmed Plasma Factor backhit infinite. Kills at around 7-8 hits. While the link isn't lenient, it's still pretty easy to time once you learn the first two hits since it's a consistent rhythm. You don't even have to worry about being pushed back, either. Both characters stay in place.