Glad I can help you out…if you all have anymore requests keep em coming!
-Dark Geese
Glad I can help you out…if you all have anymore requests keep em coming!
-Dark Geese
anyone besides myself using Andrew in SST?
I use him of course too thats why I knew ahead of time after playing the Andrew player around Dallas…Dest556, htat Andrew matches up pretty well against Amakusa…
I suck but…been looking for somebody to play. I use Rimruru and whore out teh cheap Sankuro “homies grab you & I eat/pistol technique” …its so broken yet fun.
Ive been playing IV and V for sometime and I can say I love these games. if anyone wanna teach me some stuff or play hit me up.
What do you need to know about either?
Here’s an excellent cmv titled LEGEND for SSIV. It’s 40 mn, so…
http://www.ifilm.com/video/2759774
EDIT: Here’s another tutorial vid for Ukyo in SSIV:
[media=youtube]Xs57o9ZZ8h0[/media]
Thanks
is it me or I kind can never get Samsho 4 to F**kin work on mame? it says bank error
if anyone wants to teach/play me I made a samsho matchmaking thread
appreciate feedback
Yeah, I’m actually looking for some help with Zankuro in SSVSP. I’ve always liked the big guy, and I wish to main him. Perhaps someone could write up a mini-guide for him or summat?
ahh you’re in luck i use him quite a bit
First thing you need to remember this is not 4 you cannot keep on slashing poking whatever without suffering damage reduction because of your kenki gauge ( correct if i’m wrong on the name) which means you have to be very very selective how you poke or slash with him his AB suffers ALOT because of this one whiffed AB slash mean kenki gauge gone which means you wont be doing serious damage
Poking of course the meat and drink of SS 5 sp and this is one area zankuro suffers Well mainly at mid range he has NO mid range pokes, dont get me wrong his AB slash is great but it’s slow it recovers slowly and his risky plus it eats your kenki gauge like fuck, his standing middle slash is pretty usless at a distance because the range on it is terrible, his standing kick is ok but can be ducked which makes it risky, same as his forward kick, from my expierences mid range is not a good range for zankuro, ok ok you might be thinking projectile? no it gets hopped over very easy at mid range and you’ll eat pain, ok ok his burn knuckle? no dont be silly if blocked you eat damage at mid range.
So ok i’m at max range or least just out side what do i do? well you got AB slash again you have to be selective because of kenki gauge consumption, you got his projectile while yeah it’s easy to avoid like any projectile you got the advantage if they jump you can burn knuckle if they block you can burn knuckle and still be safe if it has been blocked at max range, also you have his super but this again is risky againest a averaged speed character if it’s blocked the whole screen away you will get punished but if you see any character jumping from a distance away dont be afraid to super, especially those characters who have big floaty jumps hanzo galford kyoshiro tam tam ukyo amakusa probably others i cant think off of the top of my head, but those characters if the whole screen away should not be jumping when zankuro is maxed as they can be punished on reaction even if you have snail like reflexes like myself ; )
Also when going against mina be very carefull when using his super because you will get hurt, but personally i think the risk V reward ratio is worth it you land his super you win that round.
At max range zankuro burn knuckle is very useful it’s fast it rarely trades it knocks down it does great damage, but i cannot stress enough if you fuck it up IE do it to close you will eat rape.
Up close it’s kinda hit and miss middle slash is an ok poking tool personally i like weak slash which is a punch, and of course punches cannot be parried making this quite usefull, of course throws make up a big part of zankuros up close game maybe more than any other character, why do i say this? because as an attacking force zankuro is very very limited there is no i repeat NO low threat from him at all, ok ok you got down kick, big deal! it does not knock down you are at a disadvantage when it hits, yeah it’s fast but the range is poor.
Zankuro has a DF K like everybody else but you can block it standing up like shizumarus genjuro, it has good range but big deal it’s not a low plus it’s very unsafe on block.
again i said before his standing kick can be ducked, his Ab slash up close is good anti air.
His middle slash up close is for combos only, one area i think zankuro is usefull up close is his counter, one of the few counters in the game and probably imo the best counter in the game,why?
Becuse it counters ANY grounded slash, ANY!!! even if it hits low like sogetsus DOWN AB, you can also cancel the recoil of your blocked normals Ie far AB, any middle slash with his counter, so what you say, well yeah it’s not great but it’s zankuro and he’s pants really so take what you can get, what i mean is you zankuro V say hoahmaru, you do AB slash from mid range and you know this move has massive recovery so hoahmaru trys to AB slash in replie you cancel your recovery with a counter and bam hoahmarus Ab slash is reversed, yes it is risky because what if haohmaru does nothing? well like i said zankuro is limited take what tricks you can get also i think his counter also reverses special moves that use swords IE yoshitoras QCF slashes
Zankuro in the air, this is a place you dont want to be really yeah his jumping AB has a massive hit box, and yeah his jumping middle slash can be used as an air to air counter, but really it’s not his strong point, you will get raped if you think you can attack from the air especially against say rimiuru kyoshiro and MANY MANY OTHERS
Zankuro running! and what do you know this is another area zankuro reallllly struggles, why? Well he has NO options if you see zankuro running just stand he has no running low , so his either gonna throw or do nothing, why do i say nothing? because his running attacks are crap.
Running weak slash, yeah it looks usefull but if blocked the recovery is awfull you will eat quicker slash like ukyos and such and such, yes you can cancel the recovery with his counter making it less crappy.
running middle slash, again USLESS to slow, look at say rasetsumarus that is how a running overhead should be, zankuros is slow the range is crap and if blocks which IT WILL BE!! you will eat damage.
Running AB, again terrible, slow start up VERY inconsistant, sometimes the first hit will hit and the second one will wiff, the start up is shit, the range is shit
Running kick, this is just the same as his DF k, and just as usless, it’s not a low it has crap range and bad recovery.
Anti airs, now this is one area zankuro does do well in , i’d even say EXCEL! down AB is your best anti air it will do big damage depending on your kenki guage, again his super at mid to far range is also a decent anti air
I’ve pretty much gone through all his moves already i did miss one though his Running charge into slash IE DP any slash, this move is for combos ONLY, if blocked you eat damage.
One VERY VERY interesting thing with the running charge into slash (i’m just gonna call it the charge now) is when you land it from behind the opponant.
so you’re behind them right, you can do, up close middle slash (2hits) Charge (now the move is 2 hits but when done at the right range it will only hit once) so it goes like this MS charge, MS charge, MS slash until you reach the corner when the charge will finally hit twice, just an interesting combo with zankuro.
Also another interesting thing with zankuro he can actually connect his finisher IE DEATH move in a combo, you can llink it from his standing foward kick
ok RAGE or enlightenment? personally i say rage, you can change a round on ONE anti air or AB slash, zankuro in enlightment is nothing special
How do you play zankuro?
It’s hard to say he does not have the tools to be a rush down character, but with His weak slash and his throw, his AB! he can cause any character problems, he cannot be a turtle machine because he does not have the tools to get a character off of you, no DP reversals, you have to find a medium what works for you
this last bit is based on my personal expierences
Good match ups
Ukyo
sogetsu
amakusa
yun fei
galford
hanzo
tam tam
Bad match ups
kazuki
rimururu
shizumaru
hoahmaru
genjuro
charlotte
that is just what i have expierienced feel free to disagree
Basically that’s zankuro in my eyes
For Rasetsu in Ten groove try A+B BBC 623D 66C. 66C is also a ridiculous anti-air, it’s hitbox is much bigger than it used to be.
dandy actually has a pretty good enja mini faq on guard crush. Get ready to spend hours trying to figure out his just frame though.
any Gen-An or Suija strats?
Suija in SST Stuff is in my Old Storm threads…
The primer you have is no longer up/ actually a quater of your link on that page are down. Invalid link
I remember reading about a SamSho Anthology for PS2… does anyone have any info on this? Perhaps a release date?
No news yet, its gonna hit JAP PS2 before American count on it…
Funny you say Rimrul is Zankuro’s bad matchup, I feel that they are about 50-50. Wanna explain?
Rimrul is a simple character. She hasn’t changed so much throughout the series, at least not as much as others. Her DP is best used as AA, as soon as you see them jumping and not at the last second. This is why I have so much trouble with mobile Zankuro or Andrew.
Her midair ice, don’t use that shit unless you corner them. I mean, not much to do afterwards the way I see it. And if you’re fighting Kazuki or bust kazuki(Enja?), their fukken j.fierce makes the ice step useless anyway. Fukken punching through ice bullcrap, sigh. I recommend her in TEN(III), because she can hurl ice, and step past them(Ice blocked away from Rimrul) for somewhat confusing crossups, and then if it succeeds the dial combo can be done. She’s not so bad in Ken(VI) simply for the fact that she gains dodge and her supers aren’t so bad(in this game series’ standard, mind you). Rei(V) is okay. She has some cool freeze combos, it may be on youtube. Real reason anyone uses Rei(V) is for the possibly awesome issen damage. I see no reason to put her in IV, honestly is anyone good in IV? Plus in Shin(II)… weaponbreaks are not that great the way I see it. Her 100% power move in I mode is absolute trash.
Best grooves in the game are Ten and Ken…hands down.
Kazuki is good in 4, Zankuro, Rimururu, Sogetsu, Iroha, and way way too many others I can start listing. Plus I can throw the ice and still Roll past you for crossups etc.
Being able to combo into super for Rimuru is very good, Subzero ice slide you must block low plus her df+b or Ice Hammer Overhead also makes her lethal. Ten Groove is her best groove. Only thing III groove has on it is airblocking and charging super, she doesnt need that really.
Well what I meant was I don’t see why someone would choose VI Rimrl over III Rimrl. III Rimururu can do everything IV Rimruru can.
Edit. WTF happened to all the samsho ten videos on Youtube? Man, anyway, I still found a video that demos some of the things Rimrul can do with the III runpast.
http://youtube.com/results?search_query=Rimururu+rei&sea
The guy doen’t do ice hurls for some reason, but besides that he does pretty good job using the mixups.