Samurai Shodown Five Special


I've been playing Samurai Shodown 5 Special on and off sparingly for some time. The Samurai Shodown series unfortunately never struck me as a fighting game series that I could really get in to. Be that as it may, 5SP is definitely the only one of the series I could possibly take seriously at all. And since I've been dabbling, it was unavoidable that I'd dig up some random esoterica.

- Rera while mounted on wolf Framedata
- Yoshitora Framedata
- Yoshitora Yuchouka (secret sword) unlocking requirements.

Basically Yoshitora was the first character I got interested in, he has gimmicks... I like gimmicks. I made that framedata chart for him before I knew about the pre-existing Japanese frame tables (orz). On the bright side the JP tables lacked some information that I was able to find so at least my effort wasn't wasted, and also I was able to confirm that my data was correct and matched theirs.

Regarding the second text file though, it basically lists the requirements for unlocking his super sword wave move. It's not like a WFT, as it doesn't require rage nor does it disarm the opponent. But it does MAJOR damage, can be used repeatedly, and is HUGE, plus it does pretty darn good chip. Sounds awesome right? Well the requirements for unlocking it are too steep to make it practical usually, plus the move is pretty slow startup and recovery so it's not like an auto-win even if you do unlock it. Still, at least knowing the requirements is kind of handy if you just happen to land some of the more difficult to land specials. Example, if your opponent whiffs a DP which lets you land his qcb+S then you might want to look out for other opportunities to land rdp+S and dp+K. Personally I tend to work rdp+S into my game a lot, it's not easy and it will in fact get you killed if you use it recklessly (like I do) but it's rather satisfying to land it, especially as an anti-air or anti-whatever-action. But it's not good as a mixup between the light version and mid/heavy version, it just doesn't work, there's too large of a gap between when you recover from the light version and hit with the mid version for it to be useful (the opponent can poke as the autoguard ends and before you recover/slash). The good news is that even though his dp+K grab is blockable and punishable, it's not especially bad as a reversal or punisher since it's startup is only 2F (catches on 3rd). Thus, knowing your opponent's framedata will actually let you use the dp+K from time to time as a punisher or wakeup move. And the best news is that those three are the only moves you actually need to worry about, since landing qcf+S is stupidly easily and you can whiff his dp+S and j.qcf+S safely from across the screen. Though one more little downside: the entire qcb+S move must hit from start to finish, it won't count if the first hit doesn't connect.

Yoshi doesn't strike me as a particularly solid/reliable character, at least not in comparison to the very obviously well rounded characters like: Charlotte, Jubei, Haohmaru. But his advantages are to my liking/play-style: he's a poke character with some silly abare gimmicks. Just glancing over the framedata would suggest tragedy, but he actually places either mid or high tier (not top) in most people's tier lists, so that says something about the value of pokes and movement at least.

Yoshi is also peculiar as a character because his backwards roll and backwards ground-tech are hops rather than slides. This means that both his backdash and backward roll are cancelable by air moves, which means j.qcf, though sadly that's hardly useful in most cases. Likewise since his backwards groundtech is a hop the cancel window for it comes at the very end of the move (groundtechs are invulnerable but have cancelable windows) which is also slightly less useful.

The other kind of cool thing about Yoshi is that most of his hits are multi-hit and hit all over the place. His medium slashes for example can hit behind him, whether it be ground/air/crouching. And his heavies multiple times air/ground and twice crouching. Though the bastard might not have a sf-Claw c.MP but he definitely has some wicked pokes. In particular 66B basically hits all over the place, high/mid/low/backwards, and it's two hit. That makes 66B great for anti-roll and anti-hop, since it can hit people out of the air if they are hopping in front or through (behind) Yoshi, and anti-roll since it hits low enough to the ground. But since it's two-hit it's also confirmable into 236A, as well as his far 5B and close 5B. His 66AB is ridiculous anti-air. It hits deceptively high and I don't think his hittable box is particularly high either. In Samsho when you dash under the opponent you automatically turn around to face them upon cancelling the dash with a dash attack, so dashunder 66AB is pretty good. His 2AB is actually cancelable on the second hit, which means you can cut down on the recovery by canceling it and also cancel into a big-pursuit (8BC) on hit, and since it hits twice is therefor confirmable into the big pursuit. Unfortunately since it hits twice it suffers from Guile/Remy syndrome in that the opponent can hop or DP him between the hits (or grab or whatever).

One thing I really like about his 236 moves is that 236A has very fast startup so it combos off his mids, but 236B while it has slower startup has stupidly good range and recovery. Since it recovers so fast 236B can even be used as a tick throw setup, despite being -9 on block (it "feels" more like instant/neutral). Speaking of tick throws, 66A is an "ideal" tick since it's -10F on block and Samsho has 12F throw inv on wakeup/block/hit (which is a lot).

His 623A and 623B DPs are sadly not really DP/Shoryuken moves, more like upper-body inv if at all, since they have zero actual invulnerability frames. His 623AB does have some actual invulnerability though, about 18F which is the same amount as the startup, meaning it can trade on it's first active frame. Still, 18F is enough to get through plenty of meaties and other such stuff. Basically, don't expect it to be anti-airing people other than Yunfei, nor is it a reversal unless you use the heavy version which is slow and unsafe.

His WFT is a rarity in that it's fully invulnerable until it's first active hitframe, which means it can blow through attacks but it can also trade. Unfortunately it kind of blows anyway, since it has somewhat slow startup and very poor range. It's comboable off close 5AB but that's about it. Being that it's so telegraphed and so punishable on block people don't use it much except in situations where you can beat very obviously telegraphed moves or punish major blunders.

Now, I'm sure you're wondering what's up with the Rera stuff. Well when she mounts Shikuru the wolf a lot of her moves change. She can dash cancel her normals, and her dash is cancelable by blocking, even during the dash-cool. Her dash is also cancelable when you pass through the opponent by pressing up. And, if you press up for 1F while in front of the opponent is also will instantly cancel the dash. You can see some examples of Rera quick-stop and dash cancels in this video. Personally I don't play Rera and I don't really care for her at all, but I started digging around for this information because it was randomly prompted by some one else.



- Copyright © Xenozip.

1 comment:

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