Well we can ban that. That’s no reason to ban the whole character outright.
It doesn’t help that the community seems to flip out when someone with execution and/or mechanical understanding shows up. I saw someone whine about Gaira’s throw the other day, claiming that it had to be macroed to be used consistently. (Which is hilarious considering I can do kara command throw nine times out of ten, and I don’t even play that character.) In this day and age of SF4 though, good execution should be considered something people should strive for anyway.
And, that file specifically states it doesn’t cover backhit combos or jumpin combos right at the beginning, otherwise I would have included it. I know all about that one, pockets loves to bust that out every chance he can.
His normals are generally safe at far range. Don’t forget you can cancel on block recoil.
His specials, on the other hand…
- AB and d+AB are the most powerful attacks he has, beating any of his other combos, really.
- d+AB is a really powerful low that is recoil cancelable on block. Very nice.
- f+C is a cancelable low with surprising range. It combos with 236A. Impossible to confirm though, haha.
- Dashing B is a great mixup move. It has a wide cancel window on hit or whiff, recoil cancel on block, and combos into qcf A and dp S.
- Dashing AB’s range is amazing, but it doesn’t catch jumpers. Try to get used to its maximum range, it’s really hard to punish that far away.
- Jump AB is his best jumping move, without a doubt, but it comes out kind of slow. Jump C has the most active frames and a pretty decent hitbox, so you can throw it out early.
- His qcf dashing move has some interesting properties. None of them are terribly safe on block, but… The A version is fastest, the B version has a little bit of upper body invulnerability(for example, goes through Kazuki fireball, but not Galford’s.), and the AB version has some startup invulnerability.
- qcf A can actually be a decent antiair at times, if you do it early enough.
- His dp C “grab” is blockable, but it comes out very quickly and has a lot of range, so you can use it to punish.
- The projectile reflector is so-so. It won’t catch ground projectiles, and sometimes the stupid things will be reflected AND still hit him anyway.
- His super combos from d+B, but the cancel window is very tight. Not confirmable, but a decent punish.
- d+C is his best poke, good setup for tick throws.
- Gaoh has one of the largest deflect ranges in the game. Think someone’s going to poke? Throw it out!
Overall his damage is kind of low for a heavy hitter type but he has a lot more mobility to make up for it. Just be careful with your spacing.
I dunno about you guys, but I think it’s about time we had a Samurai Shodown 7.
Ah, sorry. It’s still the Japanese text, so it’s in SJIS. That should get autodetected though. I didn’t feel like making the parser recognize everyone’s move names haha.
Someday I’ll get around to it.
Totally agree. And none of that 3D nonsense. Bring back the old school style Samsho stages, all the chars from 6 and then some (just for shits and giggles), integrate SSF4 graphics, and have a sweet as hell 2.5D fighter
Actually it would be better with KOF XII/XIII graphics.
That would fit better, truthfully. SSF4 was just the first thing that came to mind when I thought of current and successful 2D ish fighters
It should also have fatalities like from IV and V Special.
Of course! Blood and fatalities returning is a prerequisite.
It should also retain the heavy damage combat. They somewhat forgotten about that in 6. That reminds me, I think we should also have a Last Blade 3 as well with the same engine. SamSho 7 would be aboug heavy damage while LB3 would be about traditional combat.
Since we only have 1 general Samsho thread at SRK, I consider filling it with unuseful information about nonexisting game from ones dream as spamming; for that you can create another thread titled “My ideas for next SS installment”, or better send you ideas to SNKP (they may ever listen to you once in a while, if you are biologically confirmed to be japanese). If anything, the next SS installment would be 12th in a row and not 7th.
@mauve: how about we compile all the useful SS5sp info into tactical guide that will encompass all characters? In format similar to my SS guides. I already have all the info that was posted on HS sorted per character in txt files, same for info I posted on my forum. Basically I should just structurize and Excel it.
I’ve been giving some thought to overhauling the SRK wiki for the game, but not terribly motivated at the moment. You’re free to take anything I’ve done up to this point though, information is meant to be shared etc.
I decided I just want to merk with Kusaregedo. What’s his gameplan?
Edit:
f,b,d,n,u + C when near
df,hcb,b,d,db + BC
And how the fuck do I do these?
The first is tricky, but essential. If you do it from a standing position, you have to kara cancel it from C, so the whole input looks like f b d n+C ~ u+C or f b d+C ~ u+C. The timing for this is very tight. It’s easier if you want to buffer it during another attack, such as when his overhead is blocked, or from a jump. (Edit: Oh yeah, I forgot. His overhead has a cancel period when he lands, so you can whiff it and then cancel into the grab.)
But, its primary use is off of his forwards roll. Gedo’s forwards roll has 15 frames of invulnerability. This is more than anyone else’s in the game, and basically the main reason he is top tier. Of course, the cancel window for the command grab is tight and if you miss it, you’re wide open.
Those are all really essential to his game, so if you want to play him, be prepared to be spending awhile practicing them.
The second input is pretty useless even if you do it. It’s basically a glorified taunt.
Aside from that, cover yourself with his vomit special, zone with his B slashes and standing A, poke with d+A, d+C, df+C, anti-air with f+C or d+AB, and try not to jump much because A is the only jumping attack without landing recovery.
man i missed it, what samsho you guys play? ss6? man i think there are two really strong ss6 players that live in texas. Thier names are shin and tovy. Have you heard of them?
Dito. i swear to you guys i am gona make it out to tournaments. I am learning ssf4 just to go to tourneys to try to get poeple to play soem samsho. I figured i might as well learn ssf4 if im gona spend the money to go.
Bust galford is broken, but only because of one move. If he didnt have that teleport move he would be top tier though. As far as the kim mun che idk. None of my buddys could figure him out. He seems crappy to me.
All the ex characters are cheap. All the Ex characters are better than thier normal forms.
animals suck, pick zankuro and they cant touch you Best animal is poppy, but you have to use her to perfection.
genjuro all day, i would say he is better than irori and fei long. seriously just moves wise he would be broken in ssf4 or kof.
That’s how it all starts…
Anyway, I added you on MSN awhile back, MX but I never see you on? Either I typed in your name wrong or something. I’ll try adding you to AIM, since I have that too.