CD combination: The CD combination in samurai shodown 4 is started by pressing CD and then inputting a predetermined pattern of keys. The timing for inputting those can change depending of which character is used. Note that when playing at beginner class, the CD button will only have one use, which is an automatic 4 hitter. The folowing notions only apply for medium and upper grade. A CD combination can be normally cancelled into a special move or super at specific points during the combination, which also vary depending on the characters. For example, certain characters can cancel their juggling multislash at the third hit, other can only cancel while the opponent is lifting in the air (after all the keys for the combination have been pressed). Some can cancel their 14 hitter at the third, sixth, eleven, twelve hit, while other can only cancel after the second and thirteen, ect. There also a latency have to be respected in several cases, and even if the number of hit in a combination is pretetermined before being allowed to cancel, the timing itself around that cancelable hit have to be considered. For example, Bust Galford super is ridiculously easy to chain in his 14 hitter, because it come very fast and his multislash contain cancelable hits that are following each other, allowing a much greater range of time input. Slash Charlotte super on the other side must be inputted very precisely at the earliest stage on the cancelable range of her hits amongs her 14 hitter. Please note that some characters cannot cancel the 14 hitter into their super moves, but some of them can still use a tweaked technique as know as a "false CD cancel", which will be discussed later. If the 14 hitter is completed entirely, it will cause a knockdown and the player will have his POW gauge filled to it's max. |
POW gauge: The pow gauge get filled each time your character get hit by an attack (how much it get filled depend on both the character you are using and the seriousness of the attack directed toward you) and once full, allow you to perform a super move that will inflict a certain amount of damage to your opponent and disarm him. The time you stay powered depend on what character you are using and how much you are moving around and attack during that period. If you are just standing there and turtling your gauge will be emptied much faster. The POW gauge will disseapear the rest of the fight as soon as you perform the rage explosion. It also get filled much faster if you play on beginner grade. |
Last chance super: A last chance super is the act of performing a super move several frames after the issen or the continuous slashes, even if the gauge is apparently empty. If done correctly, the player will be able to perform one last super move in the match before his POW meter will be emptied permanently. |
Rage explosion: A player performing a rage explosion will be able, within a short period of time, to perform the most powerfull and deadly moves in the game. The Period of time the rage will last is invertly(and exponiently) proportionnal to the player remaining life. When entering rage mode, it is possible to perform the continuous slashes (highest prioritary and cancelable move in the game) or the issen (single death blow directed at the opponent vital points, and that inflict great damage depending of the remaining rage gauge). The rage explosion is also usefull to break a combination directed toward the player, or escape a single blow that will be much likely inescapable by the usual ways. It also hit the opponent reguardless if he is blocking of not (altought not inflicting any damage), and this can lead to interesting mixup while anticipating a rage explosion that will hit the opponent and push him toward a projectile that will leave him opent for a direct issen (example: Slash Sogetsu bubble at mid range, teleport on back, rage explosion (opponent is pushed into the bubble), direct issen). |
True CD cancel: A true CD cancel refert to the act of canceling a standalone CD while not entering into the multislash motion. When done by itself, a CD hit will stunt the opponent for a short period of time, leaving him open for moves that usually have to much delay to chain them on a normal CD cancel. Depending on the characters, not every moves or super are True cancelable. For example, Slash Sogetsu water geiser is True cancelable when done with B, but not A or C. |
False CD cancel: Like the true CD cancel, the objective of this move is also to take advantage of the stunt effect provoked by a standalone CD slash to chain moves that arent chainable trought a normal CD cancel. But sometime, a character can't true cancel one of it's special or super move, but can normally cancel it at the earlier stage of his multislash combination (but alas, too slowly to hit it's target). The trick is to hit the opponent with CD (sometime require the player to be at a specific distance from his opponent), getting out the first set of hits of the multislashes but purposely miss with them in order to keep the stunt effect of the first CD hit. Sometime, if done very fast, those missed hit won't even be visible in the screen but the buttons MUST have been pressed, otherwise the state of cancelability won't occur. |
Continuous slashes: A player is able to perform the continuous slashes as soon as he enter rage mode. The motion itself of the continuous slashes is divised into four step (each step following another by pressing ABC additionnal time). The first three are cancelable, and doing all four will result into finishing slashes and the rage gauge will be emptied at once. The best moment to cancel it is at the third step, where it inflict a considerable amount of damage. At full gauge, a player is able to perform two continuous slashes motion canceled at the third step and one additionnal cancelable at the first step (each motion draining a certain amount of the rage gauge). This is usually enought to kill any character in the game in one combination. Each motion (not a step, but a whole continuous slashes followed by another) can usually be followed by a normal hit or a CD combination before entering the next one, allowing the player to inflict even more damage. But take note that the timing (especially after the third state of a motion) for connecting additionnal hits can be insanetly difficult. When you do it in practice it can apparently connect (the combo meter will effectively keep going up), but in reality the timing have to be really precise. It's not only a matter reguarding the moment when you press the button used to chain those additionnal moves, but it also have to do with the moment ABC is pressed for the third step of the continuous slashes. If you pressed too soon, no matter when you press the buttons for your additionnal hits, they just won't connect (opponent have recovered). If you pressed too late, step will break into another motion and you will miss the opportunity to inflict an interesting amount of damage upon a successfull third step. (example: Sogetsu continuous slashes canceled at the third step with close standing B on Charlotte, Basara continuous slashes canceled at the third step by a CD combination on Basara). The continuous slashes can also be used to cancel a wide variety of moves that cannot be cancelled by anything else (like several C slashes for example). |
Stunt hit: A stunt hit will occur when a player connect a hit (usually C or D) just before he is about to land. If done correctly, the opponent won't have time to recover before the player land on ground, allowing him to perform additionnals moves. If a second C slash (or any move with a possible knockdown property) is connecting before the opponent have recovered from the stunt, the attack will result into a knockdown. |
Small jump: The small jump is the act of canceling the landing frame of your character as soon as he is about to touch ground, allowing you to perform an instant jump and escaping any attempt for your opponent to grab you. This technique have priority over any normal throw at the exeption of a few command throw. In order to perform it you must not attemp a second jump when you are about to land by holding the "up" button (your character will then enter into a sequence involving several frames where he'll take some time to recover). Instead, the key have to be pressed only one time at a precise moment just when your character is about to land. One important note is that there is a range of frames where this move will be successfull, but to avoid being throw you must perform it at a very precise moment (this mean even if you perform a small jump it don't mean the way you did it would have allowed you to sucessfully evade a well timed throw). This is one of the most crucial notion to avoid being thrown everytime by grappler type characters. |
Slide cancel: The slide cancel would probably one of the most difficult feature to master and use it effectively in battle. The slide cancel is mostly usefull to gain a slight better reach after some moves or throw, allowing you to perform unique combination that aren't normally possible in those situations. The fact that slash Charlotte can perform a close range standing B cancelled into splash font on haomaru at middle screen after a throw, or hanzo being able to get a 14 hitter in after he follow a push throw by a running A both demonstrate the use of this notion. In order to perform it you must start running and immediatly begin to slide then press back to instantly stop and perform the desired move before your opponent had time to recover from your previous move. It can also prove to be usefull after deflecting your opponent weapon. |
More to come... |