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| | |
| | ==Combos== |
| | ===Universal=== |
| | * Throw > 5B or 66C |
| | |
| | ===Slash=== |
| | ===Bust=== |
|
| |
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| {{Navbox SS4}} | | {{Navbox SS4}} |
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| |
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| [[Category:Samurai Shodown IV]] | | [[Category:Samurai Shodown IV]] |
Revision as of 21:10, 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
|
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.
|
|
f5B
|
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.
|
|
f5C
|
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.
|
|
f2A
|
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 f5A, but crouching.
|
|
f2B
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
17(22)
|
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
Yes
|
No
|
Similar to f2A, but does more damage.
|
|
f2C
|
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
n5A
|
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.
|
|
n5B
|
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.
|
|
n5C
|
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 f5C.
|
|
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 n5A, only crouching.
|
|
n2B
|
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 n2A that can combo into things like n5B.
|
|
n2C
|
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
jA
|
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.
|
|
jB
|
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.
|
|
jC
|
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.
|
|
jD
|
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
u5S
|
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.
|
|
u2S
|
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.
|
|
juS
|
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 u5S.
|
|
u66S
|
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 u5S that does slightly more damage.
|
|
Special Moves and WFTs
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.
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.
|
|
Bust Only
Senpuu Ha 236D
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
4+17
|
1*5(1+2*4)
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
No
|
No
|
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.
|
|
Gouha 623D
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
8(9)
|
1(No Change)
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
No
|
Yes
|
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.
|
|
Nagi Yaiba 421S
|
Version
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
A
|
17+4(21+5)
|
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
|
17+4(21+5)
|
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
|
17+4(21+5)
|
1*2(2+1)
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Mid
|
No
|
No
|
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.
|
|
Tenha Dankuu Retsu Zan (WFT) 4632AB
|
Damage(Rage)
|
Chip Damage (Rage)
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Deflect
|
Guard
|
Cancel
|
Unarmed
|
72
|
1
|
-
|
-
|
-
|
-
|
-
|
No
|
Mid
|
No
|
No
|
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.
|
|
Combos
Universal
Slash
Bust