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Samurai Shodown IV/Haohmaru

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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

Identical to 2C

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

A running jab.


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.

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

  • 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.
  • [u.5S xx AB]xN
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.
  • [Backhit n.5B xx 623D]xN
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.
Samurai Shodown IV
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