Genjuro is just trash in SST… Kazuki is a killer so i say stick with your guns on this one…
If you all want a Mizuki Primer in SST I just wrote one in my thread…next is Haohmaru, Suija, Enja, and whoever else people have asked about.
Also I have posted up a Suija SST Primer and a Haohmaru Primer in my thread for those that have asked. Go a page or so back from the thread where it currently is and you will see it, I am working on the ENja one now.
Gaira. Gaira… all day long.
I can’t seem to play him for anything in SS5sp though. His rdp command grabs seem to have much longer range than they actually do. He also has the weirdest ‘360’ (as in big grab, not the actual motion) motion I’ve ever seen.
That being said I still try hard to play him. His super and fatality are kinda lame, too.
If you’re still taking request, Geese, it’d be nice to find out about this dude.
Gaira has a broken pounce infinite in SST…I will type up something for him possibly today should I have time…
Also guys I’ll put up a Suija, Enja, Yunfei primer in the Eye of the Ragin Storm II thread check the first page a little ways down to find it archived.
Thanks, Geese.
Enja looks pretty solid, too. Wtf, his fatality is WOW. He reminds me of a DBZ char.
Enja is very tough to use…if you master him though, beware, he’s possibly besides Mina the deadliest person in the game arguably…
Gaira SST Primer I coming!
Gaira SST Primer I
-His Pounce Infinite is in the corner-(facing right) His command grab is[ up-back, up, up-forward+C, then once it hits and they hit the corner, pounce with df+C], repeat the brackets. This is not legal in tournaments BTW.
- To rotate his command Grab faster keep doing 360s on the pad/stick you are using until he drops the opponent.
-Anti Airs are his fireball, cr. C, Far St. C, and his Super if done right. Also DP+C can be used as an Anti Air as it has some autoguard on it.
-Gaira is like a grappler with a weapon and somewhat of a short fireball…play him like such, abuse the short fireball as it is very good and also make sure and use his Command Grab. Also His Pearl Pokes are good so use hose also, but keep in mind Gaira takes work to be playef effectively, but hes pretty much a grappler. I personally like EX Gaira better as he?s more of a grappler than regular Gaira is. But EX Gaira (Kim Chung) isn?t tournament legal. There really isn?t much to Gaira at all - Aerial down+C crosses up and knocks down, good to use.
-Also his Forward+C move is good to use also for rushdown purposes and others. Use it!\
That?s enough for now, I use Gaira in Ten Groove personally.
Very nice! Thanks, Geese. I’ll try to incorporate it into my game. Btw, what are “Pearl Pokes”? Or is that just his poke game in general?
if you need 5 special gaira help i can share my limited knowledge about him.
Basically you want to try and land his grab if you can while yeah it can be tricky to do there’s a couple of handy methods you can use
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running A into grab, this is pretty usfull can be jumped out of though, if they start to jump back switch from doing the grab to RDP+a to try and catch them jumping they can also down D to try and escape basically you have to try and condition them into doing nothing after the running A hits
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down A into grab, this is your basic tick throw setup
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A blocked ducking+AB standing+AB, or ducking+b or standing +B, basically blocking those will make gaira recoil which you can cancel into any move in this case his command grab, if you cancel to fast the command throw will wiff and you’ll eat shit but if you slightly delay the grab after the recoil effect you’ll catch them
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standing C or standing forward+c, personally i dont like standing C i find it quite tricky to go into his grab from that i prefer standing forward C but the range on it is poor
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down D into command grab, as you know down D helps you escape alot of stuff especially throws, so when you see somebody is trying to get in for one hit the floor and watch them whiff away, of course they can do the same to you but you can negate that with things like Down down+b, RDP+c
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misstimed jumpins attacks
dont forget his command throw can be followed up with a giant pounce everytime you might have to dash a little in some cases, but it is guranteed
Thanks for the Gaira help, y’all. Besides the Kyokugen cast, I’m a sucker for grapplers in fighters, yo.
I haven’t had a proper chance to play SST being playstationally challenged, but I’ve played SSVsp through… other means.
Do you have a Rasetsumaru primer up? If not and if it won’t be any trouble would you mind doing one so I can get a good idea on how to use him? I figured Hoahmaru rush type of thing, but I don’t know what moves they share and if they have the same properties, what’s new, etc.
I can post up how to play Rasetsumaru better than Hokuto Shingo…mine is better than his after all I taught him how to do so…sure thing I’ll ost one up een more detailed then what you saw in the EVO vids…
Rasetsumaru is alot more fun.
Thanks a lot DG, he looks fun to play and it gives me someone more up in the tiers to use lol.
Kyokugen- the SSVSP site is Heavenly Spirits. (I know another plug, but that man’s been gone for a while and it’s new)
Enja isn’t really solid in Special. He’s very gimmicky and random to me. He can steal wins but earning them comes hard. He also dies HARD to many projectile games.
I use Gaira myself occasionally (he’s one of my four sub-mains)
i think he ment enja in tenka
Enja in SST can beast, he is gimmicky without a doubt, hes not solid really in SST, hes gimmicky…but its like Tung, a gimmick if you can master you will turn him into a beast…
Rasetsumaru SST Primer-
-I personally play Rasetsumaru like 5x more than Haohmaru in casuals. Wanna learn him better than Hokuto Shingo? Gotta get execution down for the following things that he didn?t do in the EVO vids that I will tell you!!
-His DP+a move is a counter then DP, he delays doing his DP, this does it after the counter, its not like typical counters, the DP will follow almost everytime.
-Best Groove is Ten, easier to hitconfirm into super and you wont miss like you saw Hok Shingo do in those vids
-His HCB+D move costs some of your health, but it cuts yourself and gives you a full bar, like Orochi Leona etc when you have 10% health it ain?t gonna cost you any health to do it, but unlike Orochi Leona, doing this move will not take away like ALL your health from the beginning. Only a portion of it.
-His qcf+D move is great, OTGs if they do not tech, if they tech short still wil catch them on wakeup.
-His Ten Groove combo to Super is the same as everyone elses- A+B starter, BBCxxSuper (qcf A+B) Hokuto Shingo combos this into DP+a as you will see in the EVO vids.
-His Running Shoulder Attack is excellent too- Dp+D, very useful in the advanced Rasetsumaru combos/tactics.
-Advanced BNBs-
#1: cr.b to DP+D to running C to finish with OTG.
#2- cr.b to DP+D to qcf+D OTG finisher.
#3- cr.b to DP+D to qcf+AB Super.
#4- His full Ten Groove combo- A+B Starter, AABBCCCC then finish with the OTG- qcf+D.
#5- Even after a throw do to OTG-, or a combo that finishes with a DP, you get the picture, anything you get a knockdown do the OTG, eve if they tech if its fast they STILL GET HIT or get pushed back!
#6- Far St. BxxDP+D to Super/ Running C and if you finish with Running C finish off with the OTG!
Hokuto Shingos tactics-He hit confirms cr a into Qcf A+B Super…yes you can do this but I wouldn?t put my whole strategy on it, if he wasn?t rusty as I told you all he?d be ding wha I just posted up, and more…he also resets after a counter hit tornado with Close St. C (2 hits) to keep you back on the ground.
for the guy that wanted to know how hoahmaru and rasetsumaru differ
different projectile, rasetsumarus arcs up and allows for juggles the button you press changes the arc and length, so weak slash gives you the highest arc but the least length and fierce slash gives you the most length but the least arc, a couple of notes you need to remember the more fierce the slash the higher they go in the air making them easier to hit again, and another importent thing is the recovery, fierce slash projectile has awfull recovery time where as weak has excellent recovery, couples with the fact the weak has better recovery and a higher arc i’d say it’s probably the one you’ll use more
slightley different normals, in tenka restsumaru keeps all his normals from 5 special hoahmaru down A, B changed.
Rasetsumarus up close fierce slash is cancellble on the second hit hoahmarus has no second hit plus it cannot be canceled.
Down fierce is different with rasetsumaru it again is a two part move the second hit knocks down the first hit can be cancelled, hoahmaurus is more or less the same minus the second knockdown part
Slightly different running game personally i say rasetsumarus is a little better he has both high and low options, his running B is an overhead which while not lightening fast is still fast, his running kick is low same as hoahmarus but with hoahmaru you can basically duck and be safe the only way he will get you is with RPD any slash which you’ll see from a mile away.
Rasetsumaru loses hoahmarus cancelable running B which is a lose being able to have a high low game is worth the sacrifice.
A sidenote rasetsumarus running B can be cancelled into any move before it starts
also if you use ten his AB combos starter can be linked off of a counterhit running A which is pretty handy.
Oh yeah rasestsumarus running fierce is different to he does an upward slash hoahmaru does a downward slash, rasetsumarus running fierce is a semi decent anti air
one thing Darkgeese forgot to mention his rasetsumarus standing FAR b into shoulder which at the right distance is safe, and even if the standing B is blocked you can still cancel the recoil into his shoulder meaning if they move they get hit and you get a free super or whatever onto them an excellent spacing tool, also rasetsumaru has a slightley lower jump than haohmaru
and a quick question for darkgeese crouching A hit confirm? minus a counter hit or with, or did you mean crouching B
Cr. A hitconfirm yes but its gotta be HELLA FAST. meant to say Far St. B but I thought that was implied for Rasetsumaru, I meant Cr. b, cr. b is easier to hitconfirm without counterhit also…
Thanks DG and Virtua_Leon for the primer and differences, gives me a better understanding and stuff to practice now. I’m all about getting timing right so hopefully I can execute his moves.