![samurai shodown 4 or 5 samurai shodown 4 or 5](https://i0.wp.com/limitedgamenews.com/wp-content/uploads/2020/03/samurai-shodown-v-special-physical-release-limited-run-games-standard-edition-ps4-cover-limitedgamenews.com_.jpg)
d/f+K is also cancelable into big down attack as well? Or maybe that’s only in 5 I can’t remember. Running K is a nice move, and guarantees a big down attack I think. Bust genjuro is mostly based around his projectile, with if you hold the button, will bounce off on block and come back down as an overhead (original anji butterfly). Get the distance right on whatever strength and you can make it pretty ambiguous. Slash genjuro has the original berserker slash with qcf+slash. If his overhead (B+C) his crouching, dp+A -> small down attack is guaranteed. Down B is a great poke, and his A dp is super fast and invincible. Genjuro is pretty different between Slash and Bust, they are both good, I think most players like his bust version including myself. Maybe works on Tamtam too, I can’t remember. He can infinite Gaira and Kyoshiro midscreen with back throw -> instant jump C, land, close B xx dp+K I think? Then jump C again, etc. Anytime you back throw someone into the corner, you can do basically whatever like the 12 hit chain into dp+K, then link off it for easy infinites. Gaira for sure), you can do 12 hit chain, rdp+K, dp+A, small down attack. Any time you get the chain combo, you can cancel the 12th hit into rdp+K, u+S (big down attack), it does a lot. Off a back grab, you can do running A, then link his super. You can actually get his chain combo of a front throw by walking up a little bit, then doing it sort of slow. Far B (medium slash) is a good poke, and up close d+K is good to make them freeze up so you can run up and grab. If one hits, you can time a meaty big down attack (u+S) guaranteed. You can whiff cancel, so whiff cancel st.A into tornado is good to change the timing. Jump C is really hard to anti-air or air-to air, you have to either dp it or totally commit, respectively. His basic gameplay is to throw a gazillion qcf+A tornado’s and jump ©. Slash Haoh is ok too though, he’s got the overhead (rdp+S?). It’s guaranteed off throw, so a common tactic is to activate then try to grab or air hard slash the opponent a million times as they try to avoid your grab.įor Haoh his best mode is bust, because of his rdp+K (and to a lesser extent, dp+K) in combos and the ability to combo his super off a back grab. BCD is the issen, and does about 40-60% depending on how little hp you have. It uses 1/3rd the bar each time, and you can cancel this into super at any time, even if you are you used the last of the bar. ABC is this auto combo thing, which can be extended for 3 part total by hitting ABC. The less life you have, the more time you get to use either ABC or BCD in rage mode. You can also cancel the 12th his of the chain combo into any special, but you won’t get rage.Īt any time you can go into rage with ABC.
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#Samurai shodown 4 or 5 full
The ones with multiple hits are really annoying because this game doesn’t have absolute guard and if you ever let go you take the full damage from a lot of these moves lol. Hanzo’s fireball, Sogetsu’s pillar (slash mode), Charlotte’s stab (bust mode), Nakoruru’s slide (slash mode) to name some major ones. It’s especially good with some characters, because some of the specials that get powered up are retarded. The only other way to get rage is to take damage like K groove in cvs2, so this is really big. When you complete it, your character gets rage (more damage, able to super, one special gets powered up). The universal one is C+D, then hold f and do AA BB CC ABCCCCC. Uh other important things…C+D does the chain combo (I forget what they are actually called).
#Samurai shodown 4 or 5 for free
your opponent will whiff a hard slash and for most it means you can punish them for free after you re-jump and make it whiff. So yeah, even if you jump, attack early, then land, you can always avoid a throw. For 4 in particular, you can also use the close f+AB dodge in close. You can either jump again (must be timed…if you hold up, you stay grounded for pretty long before jumping again), or you can buffer a back dash and avoid the throw. You can also never be thrown after landing from a jump. First, you can grab from a run which you probably already know. The first thing to learn about any samsho is how throws and jumping/backdash works. Been forever since I played this, in a nutshell it’s broken but fun.