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Samurai Shodown VI/Rasetsu Galford

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Dude, where's my dog?

This is Galford's long-lost Bust variation, colours and all. In absence of a husky to help his approach, Galford here has more tools to fend for himself. His punishes get a lot more devastating with not only his rush super but with Plasma Factor thrown into the mix, where he can supercharge his heavy slashes for extra damage and a knockdown (or very damaging corner juggles if he's unarmed). Furthermore he gains access to more-rewarding mixups, with an overhead he can combo from and harder-hitting command grabs while also having stronger anti-airs with his reworked Plasma Blade. Whatever you do with Rasetsu Galford, offensively or defensively, will most likely result in a big payoff.


  • Dash type: Run
  • Damage taken: 108%
  • Rage retention: 180
  • Rage duration: 10 seconds


Rasetsu Galford has slightly worse defense than regular Galford but he's also a lot better at defending himself. In addition to 5D, he has his reworked Plasma Blade (236S), which will spawn a shield of electricity at a set location. The light version comes out extremely fast and sits right in front of Galford, and even if he gets hit the electricity won't dissipate and an opponent jumping in will still get hit by it and cop a knockdown. Furthermore his heavy slashes are more rewarding as defensive pokes and as punishes, as he can tap C again to activate Plasma Factor. This will give his heavy slashes a bit of extra damage and will result in a knockdown. Furthermore, Galford has a new counter move (63214D) which will activate when hit by a slash attack. If his heavy slash recoils and he expects a counter poke then he can practically toss this out for free. Finally his new WFT, being a rush super, is very useful as both a combo ender and as a near-fullscreen punish tool.

As for mixups, Galford has 6B, which is an overhead that can be special cancelled into either a combo ender (such as his super) or a counter poke. He has a command dash (421S) which can pass through the opponent and allow Galford to attack from behind, but be wary that this can be stuffed if the opponent abares out at the right time or just mashes throw. The only two different normals Rasetsu Galford has are his overhead 66C, which can be kara cancelled into his command grab (623S) much like you would with Basara's 66B, and his 2C which, unlike Regular Galford's 2C, doesn't knockdown. Outside of that, Rasetsu Galford still has regular Galford's fast running lows and Replica Attacks to work with. A gimmicky mixup option exclusive to Rasetsu Galford is his Shadow Copy (41236AD or 41236CE), where he and a copy flank the opponent from both sides, forcing them to guess which is the real Galford. This shouldn't be abused as its startup is vulnerable and it may not leave you at a range where you can comfortably hit your opponent.

Your command grabs benefit from roll cancels and your WFT is very useful. Stick with II Spirit like you would with regular Galford.

Normal Moves

Far Slashes

  • 5A - Unchanged.
  • 5B - Unchanged.
  • 5C - Unchanged. Cancellable into Plasma Factor.
  • 2A - Unchanged.
  • 2B - Unchanged.
  • 2C - No longer knocks down. Cancellable into Plasma Factor.

Near Slashes

  • n5A - Unchanged.
  • n5B - Unchanged.
  • n5C - Unchanged. Cancellable into Plasma Factor.
  • n2A - Unchanged.
  • n2B - Unchanged.
  • n2C - Same as 2C. Cancellable into Plasma Factor.


  • 5D - Unchanged.
  • 6D - Unchanged.
  • 2D - Unchanged.
  • 3D - Unchanged.

Dash Normals

  • 66A - Unchanged.
  • 66B - Unchanged.
  • 66C - Galford's old running overhead from V Special, windup and all. This can be kara cancelled into a special move, ideally into your command grab for further mixup potential.
  • 66D - Unchanged.

Air Normals

  • jA - Unchanged.
  • jB - Unchanged.
  • jC - Unchanged.
  • jD - Unchanged.

Unarmed Normals

  • u5S - Unchanged. Cancellable into Plasma Factor if you use u5C.
  • u2S - Unchanged. Cancellable into Plasma Factor if you use u2C.
  • u66S - Unchanged.
  • juS - Unchanged.

Hyper Slash (I)

  • A+B - Unchanged. Not cancellable into Plasma Factor despite appearances.

Command Moves

Backdash - 44

  • Unchanged.

Triangle Jump - j9 near wall

  • You still don't have any reversals, so you may use either this or your command run as ghetto ways to get out of the corner.

Triangle Get Off - j3 near wall

  • Not really useful unless you're trying to rushdown when cornered or something, or if you wish to go for a crossup using the wall if the opponent is spaced correctly for it.

Stardust Drop - j(4/6)D near opponent, can be done unarmed

  • Unchanged.

6B, can be done unarmed

  • Galford's unarmed overhead from V Special, a somersault. Staggers the opponent on hit but it's telegraphed by how he immediately starts shouting. The recovery is special cancellable.

Special Moves

Plasma Blade - 236S, can be done unarmed

  • Works very differently from regular Galford's version of this move. It may be best to think of this move as a static fireball similar to Sogetsu's bubbles, but instead of a bubble there are repeated zaps in place, forming a wall which reaches nearly as tall as Galford himself. Strength determines the startup and range, with the light version coming out blisteringly fast but not travelling too far from Galford.
  • The lightning will stay out for a fixed amount of time even if Galford gets hit, making this a particularly strong anti-air and defensive tool. Don't use it for setplay as Galford is punishable on block.

Strike Heads - 623S, can be done unarmed

  • Similar to Hanzo's command grab rather than regular Galford's in that the strength used determines the startup and damage. 623A will still deal over double the damage that a regular throw will provide, but 623C is nearly thrice as powerful as a regular throw at the cost of having noticeable startup.

Plasma Break - 214S, can be done unarmed

  • Similar to regular Galford's version, but greater strengths will keep him frying in place for longer and will deal more damage. Still has pissant range and is theoretically outclassed as an anti-air by 236A.

Replica Attack - 6321AD or 6321CE, can be done unarmed

  • Unchanged outside of an extra sound cue as he vanishes.

Imitate Replica - 63214D, can be done unarmed (Samurai Drive)

  • Galford pauses and taunts the opponent. If hit, he will pretend to be staggered then perform a forward Replica Attack. This is not a catch counter, so if the opponent isn't stuck in their attack's recovery they can block and punish. Galford does not take any damage from the parried attack and the stagger is fully invincible.
  • Galford can only counter slashes with this move. Furthermore, the startup on this thing is not instant.

Lightning Slash - 421S~S (Samurai Drive)

  • A command run where Galford can run through the opponent. Strength determines the startup and how far he can run after the initial vanish, but this sprint will end if Galford touches either the opponent or the wall.
  • During the vanish, you can time an additional button press while passing through the opponent for a hitgrab which will result in decent damage and a hard knockdown if it hits. A pursuit followup is guaranteed if it hits. Does not appear to be possible with 421A.
  • There is a brief period of strike invulnerability during the vanish, but Galford can always be thrown out of this.

Shadow Copy - 41236AD or 41236CE, can be done unarmed (Samurai Drive)

  • Galford disappears in a puff of smoke, then he and a copy jump out from either side. One will jump out to the left zoomed-in corner and the other to the right, with the button combination you use determining which one is the real Galford. You will be on the left side if you press AD and on the right if you press CE, no matter which side you're currently on. After this you and the copy will stay put in the same pose, with no way for the opponent to tell the difference (they will walk forward anywhere on the screen whether they press left or right). The copy will disappear until either 1.8 seconds pass or you make a move.
  • The startup is not invincible, but Galford is fully invincible from the time he disappears to when you regain control of him.

Plasma Factor - C during 5C, n5C, 2C, u5C or u2C hitstun, can be done unarmed

  • Galford adds a little zap to the end of his heavy attack which does a bit more damage and results in a soft knockdown. Makes your standing heavy slashes more viable as punish tools.
  • This knockdown also applies to the unarmed versions, but Galford recovers in time to juggle a bit after landing u5C~C. u2C~C does not appear to have a juggle window afterwards.

Toy Transformation - 6321464E (II)


L.S.T. (Lightning Strike Three) - 236AB

  • A highly sought-after rush super. This leads to big damage and can be combo'd into very easily. I do not need to explain why this is good, especially on a fast hit-and-run type character like Galford.
  • Galford will stop running on his own if he has travelled nearly fullscreen or if he hits a wall.

T.B.C. (Thunder Break Cannon) - 236236BC (II), 236BC (VI), can be done unarmed

  • Galford performs a Plasma Break as a lightning bolt strikes him, then channels this energy into his palm raised upward. This initial bolt is capable of anti-airing an opponent, but can not hit them on the ground - furthermore, this Plasma Break has no hitbox on its own. After a while, Galford will clench his fist down and a bolt will strike the opponent's current position for nine hits. This can be delayed further by holding down BC, but this will not increase the rather low damage of this move, which is mitigated by the fact you can freely juggle after it with an aerial slash.


Standard Combos

  • n5B/2B 236A/421B~S/236AB - Basic stuff. Without Rage 421B~S is optimal if you can pull it off consistently.
  • 6B 236A/236AB - Overhead combos.
  • u5C~C, u5C~C, 5D/236A - Corner-only unarmed juggles. The second u5C~C will only continue the juggle if you time it dead on, otherwise if it hits too early only u5S will connect and the opponent will be reset. There appears to be a time-related juggle limit preventing you from chaining three of these, so just go with either 5D for a safe reset or 236A for damage and a knockdown. You can ignore the second u5C~C and skip straight to these enders if you don't think you can land it.

Continuous Slash (IV)

  • A+B BBC 236A - Alternatively, you can use 421A as an ender for a side-switch.


External Links

Samurai Shodown VI



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