Samurai Shodown 3/Galford: Difference between revisions
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'''Slash''' has Galford attack with his ninja dog Poppy, giving him access to a variety of attacks using her as a projectile to cover several angles. Plasma Dog in particular can be used as a meaty allowing for damaging command throw setups. For more traditional long-range needs, he also has a “regular” fireball with good travel speed. Sadly, none of these things are good enough to make up for most of his projectiles simply not being good and his combos being situational at best. Slash Galford is left feeling underwhelming and gimmicky as a result. | '''Slash''' has Galford attack with his ninja dog Poppy, giving him access to a variety of attacks using her as a projectile to cover several angles. Plasma Dog in particular can be used as a meaty allowing for damaging command throw setups. For more traditional long-range needs, he also has a “regular” fireball with good travel speed. Sadly, none of these things are good enough to make up for most of his projectiles simply not being good and his combos being situational at best. Slash Galford is left feeling underwhelming and gimmicky as a result. | ||
'''Bust''' Galford | '''Bust''' Galford leaves Poppy behind, losing all attacks that utilized her talents. He is instead retooled to play like a more aggressive Hanzo with cleaner hitconfirms. He can combo off of all of his worthwhile normals and has some very active special moves, making his midrange poking game much more threatening and rewarding. He even at long last gets a true counterpart to Hanzo's Slinky fireball that enables command throw okizeme and all sorts of related setups. If Hanzo was a bit too tricky and not direct enough for your tastes, give this all-American himbo ninja a shot. | ||
{| | {| | ||
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| style="width: 50%;"| | | style="width: 50%;"| | ||
* Amazing mobility and access to a combo breaker | * Amazing mobility and access to a combo breaker | ||
* Hardly loses much when unarmed | |||
* Slash's command grab hurts a lot and has a few good setups | * Slash's command grab hurts a lot and has a few good setups | ||
* Bust can confirm into great damage and positioning off of any stray hit | * Bust can confirm into great damage and positioning off of any stray hit | ||
* One of the better WFTs in the game with Bust Galford | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Weak footsies and defense | * Weak footsies and defense | ||
* Slash is very gimmicky and has few worthwhile combos | * Slash is very gimmicky and has few worthwhile combos | ||
* Slash's viability hinges on using a temporary (but controversial) softlock bug | |||
* Bust struggles to meaningfully open up patient opponents | * Bust struggles to meaningfully open up patient opponents | ||
|- | |- | ||
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| width="" |''' <font size = "3">5B</font> ''' | | width="" |''' <font size = "3">5B</font> ''' | ||
* '''(Properties)''' - Air unblockable. Deflectable. Cancellable. | * '''(Properties)''' - Air unblockable. Deflectable. Cancellable. | ||
* '''(Description)''' - Your fastest, longest range button. Sadly marred by long, punishable recovery | * '''(Description)''' - Your fastest, longest range button. Sadly marred by long, punishable recovery on whiff. You can combo reliably into your Technique's combo tool of choice from even full range, making it your ideal poke if it can hit them. | ||
|- | |- | ||
| width="" style="background:#f0f0f0;"|''' <font size = "3">5C</font> ''' | | width="" style="background:#f0f0f0;"|''' <font size = "3">5C</font> ''' | ||
* '''(Properties)''' - Air unblockable. Deflectable. | * '''(Properties)''' - Air unblockable. Deflectable. | ||
* '''(Description)''' - Sort of like 5B but stronger. Very slightly slower, but not by much. | * '''(Description)''' - Sort of like 5B but stronger. Very slightly slower, but not by much. Still ridiculously fast for a heavy. | ||
|- | |- | ||
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| width="" style="background:#f0f0f0;"|''' <font size = "3">2B</font> ''' | | width="" style="background:#f0f0f0;"|''' <font size = "3">2B</font> ''' | ||
* '''(Properties)''' - Air unblockable. Deflectable. Cancellable. | * '''(Properties)''' - Air unblockable. Deflectable. Cancellable. | ||
* '''(Description)''' - 2A but with a little more startup and a little more recovery. | * '''(Description)''' - 2A but with a little more startup and a little more recovery. Oh, and a cancel window. | ||
|- | |- | ||
| width="" |''' <font size = "3">2C</font> ''' | | width="" |''' <font size = "3">2C</font> ''' | ||
* '''(Properties)''' - Hits low. Air unblockable. Cancellable. Deflectable. | * '''(Properties)''' - Hits low. Air unblockable. Cancellable. Deflectable. | ||
* '''(Description)''' - '''This''' right here is the good stuff. The right stuff. | * '''(Description)''' - '''This''' right here is the good stuff. The right stuff. One of the fastest heavies in the game, featuring long range, and even a cancel window for funny gimmicks. Use this as a punish tool, neutral tool when whiff cancelled into 236S, and combo tool in back hits. When in doubt, press this. | ||
|} | |} | ||
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| width="" |''' <font size = "3">n.5C</font> ''' | | width="" |''' <font size = "3">n.5C</font> ''' | ||
* '''(Properties)''' - Air unblockable. Deflectable. | * '''(Properties)''' - Air unblockable. Deflectable. | ||
* '''(Description)''' - Similar to 5C in that its a slightly slower, stronger version of n.5B without a cancel window. | * '''(Description)''' - Similar to 5C in that its a slightly slower, stronger version of n.5B without a cancel window. Still super fast for a heavy, and surprisingly okay range. | ||
|- | |- | ||
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|- | |- | ||
| width="" |''' <font size = "3">5BC</font>''' | | width="" |''' <font size = "3">5BC</font>''' | ||
* '''(Properties)''' - Hits high. | * '''(Properties)''' - Hits high. Air blockable. | ||
* '''(Description)''' - A very "unique" overhead, to say the least. | * '''(Description)''' - A very "unique" overhead, to say the least. Galford does an incredibly fast flip kick (5f!) with deceptive long range. The usual 5BC characteristics of absurdly unsafe on standing hit or block and safe on crouching hit apply. Can be used as a strange directly vertical anti air due to its vertical range and speed. | ||
|- | |- | ||
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| width="" |''' <font size = "3">j.C</font>''' | | width="" |''' <font size = "3">j.C</font>''' | ||
* '''(Properties)''' - Hits high. | * '''(Properties)''' - Hits high. | ||
* '''(Description)''' - A downward slash with great horizontal and vertical range and priority. Your best jump in | * '''(Description)''' - A downward slash with great horizontal and vertical range and priority. Your best jump in. Nailing a deep hit with this lets you combo into 2C. | ||
|- | |- | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#f0f0f0;"|'''<font size = "3"> - 「Shadow Copy」 - 641236A/B''' (can be used unarmed)</font> | | width="" style="background:#f0f0f0;"|'''<font size = "3"> - 「Shadow Copy」 - 641236A/B''' (can be used unarmed)</font> | ||
* '''(Description)''' - Galford's version of the shadow clone mixup teleport, and sadly not as safe as Hanzo's equivalent. 641236A will have Galford appear on the left side of the screen, and 641236B has him appear on the right. After 12 frames of startup, Galford disappears and two images of him swap places a few times before he appears in his chosen destination. There is a vulnerable recovery period of 19 frames where he can be punished for doing this, but the opponent will need to have a good read or a good guess to hit him for it. It's largely a gimmick, but maybe you can catch them off guard once or twice. | * '''(Description)''' - Galford's version of the shadow clone mixup teleport, and sadly not as safe as Hanzo's equivalent. 641236A will have Galford appear on the left side of the screen, and 641236B has him appear on the right. After 12 frames of startup, Galford disappears and two images of him swap places a few times before he appears in his chosen destination. There is a vulnerable recovery period of 19 frames where he can be punished for doing this, but the opponent will need to have a good read or a good guess to hit him for it. It's largely a gimmick, but maybe you can catch them off guard once or twice. | ||
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| width="" style="background:#f0f0f0;"|'''<font size = "3"> - 「Plasma Blade」 - 236S''' (can be used unarmed)</font> | | width="" style="background:#f0f0f0;"|'''<font size = "3"> - 「Plasma Blade」 - 236S''' (can be used unarmed)</font> | ||
* '''(Properties)''' - Air blockable. | * '''(Properties)''' - Air blockable. | ||
* '''(Description)''' - Your usual medium-commitment projectile to control horizontal space -- pretty quick for a SamSho projectile, really. It doesn't knock down, | * '''(Description)''' - Your usual medium-commitment projectile to control horizontal space -- pretty quick for a SamSho projectile, really. It doesn't knock down unless it hits from behind, instead doing a lot of hitstun. This makes it surprisingly okay in some combos, too. Heavier versions travel faster and have longer recovery. | ||
|- | |- | ||
| width="" |'''<font size = "3"> - 「Rolling Crash」 - 623C''' (can be used unarmed)</font> | | width="" |'''<font size = "3"> - 「Rolling Crash」 - 623C''' (can be used unarmed)</font> | ||
* '''(Properties)''' - Unblockable. | * '''(Properties)''' - Unblockable. Knockdown. | ||
* '''(Description)''' - A fairly damaging command grab. Your play will likely revolve around landing this. It leaves you right next to your opponent with a lot of time to set up a mixup. Unfortunately, because of how the move works, using this immediately after sending Poppy out will halve the damage because she won't do her part. Your stage positioning after it lands also isn’t consistent, so you may occasionally give up the corner if you use it. This move also features throw invulnerability on its active frame to help potentially get you the edge in a roundstart command throw trade. You take what you can get with this character. | * '''(Description)''' - A fairly damaging command grab. Your play will likely revolve around landing this. It leaves you right next to your opponent with a lot of time to set up a mixup. Unfortunately, because of how the move works, using this immediately after sending Poppy out will halve the damage because she won't do her part. Your stage positioning after it lands also isn’t consistent, so you may occasionally give up the corner if you use it. This move also features throw invulnerability on its active frame to help potentially get you the edge in a roundstart command throw trade. You take what you can get with this character. | ||
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| width="" style="background:#f0f0f0;"|'''<font size = "3"> - 「Plasma Dog」 - 214214A''' (can be used unarmed)</font> | | width="" style="background:#f0f0f0;"|'''<font size = "3"> - 「Plasma Dog」 - 214214A''' (can be used unarmed)</font> | ||
* '''(Properties)''' - Knockdown. | * '''(Properties)''' - Knockdown. | ||
* '''(Description)''' - A funny move. It’s basically just Plasma Blade and Rush Dog thrown into a blender. In exchange for its long startup (noticing a pattern?), Galford can act almost immediately after Poppy takes off. It also comes with a significant amount of blockstun so you can snag them with Rolling Crash. This is probably his most generally useful tool for oki. But don’t be too quick to grab them or [https://twitter.com/mrprongleos/status/1137809605508128769 this will happen.] | * '''(Description)''' - A funny move. It’s basically just Plasma Blade and Rush Dog thrown into a blender. In exchange for its long startup (noticing a pattern?), Galford can act almost immediately after Poppy takes off. It also comes with a significant amount of blockstun so you can snag them with Rolling Crash. This is probably his most generally useful tool for oki. But don’t be too quick to grab them or [https://twitter.com/mrprongleos/status/1137809605508128769 this will happen.] That's Slash Galford's famous softlock, use it wisely. | ||
|- | |- | ||
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| width="" |'''<font size = "3"> - 「Plasma Factor」 - 6AB/3AB''' (can be used unarmed)</font> | | width="" |'''<font size = "3"> - 「Plasma Factor」 - 6AB/3AB''' (can be used unarmed)</font> | ||
* '''(Properties)''' - 6AB - Air unblockable. Knockdown. 3AB - Air unblockable. Hits low. Knockdown. | * '''(Properties)''' - 6AB - Air unblockable. Knockdown. 3AB - Air unblockable. Hits low. Knockdown. | ||
* '''(Description)''' - Super cool electric slash. 6AB is a mid, 3AB is a low. Both versions knock down, have a lot of active frames, and deal huge damage. It's not plus, but it feels quite safe on block at longer distances. Thanks to this, it can be a nice preemptive anti-air or a guard break if the opponent tries to chicken block your Plasma Break oki | * '''(Description)''' - Super cool electric heavy slash. 6AB is a mid, 3AB is a low. Both versions knock down, have a lot of active frames, and deal huge damage. It's not plus, but it feels quite safe on block at longer distances. Thanks to this, it can be a nice preemptive anti-air or a guard break if the opponent tries to chicken block your Plasma Break oki. Just be careful not to accidentally get a side step or circle step when trying to use this move. | ||
:Like a lot of Galford’s moves, Plasma Factor can be used unarmed. Unlike his other moves, its properties change when unarmed. It sacrifices range and the ability to hit low for quicker startup and even more damage -- unarmed 6AB twice in a row will combo as well as stun your opponent. He doles out these hands for Justice. | :6AB has a close version and a far version; the close version is faster, more active, and recovers quicker. Regardless of proximity, it's very good at beating abare. If close 6AB is crouch blocked, you get a free command grab at close range. 3AB comes out much faster, making it a staple in high-damage combos. | ||
:Like a lot of Galford’s moves, Plasma Factor can be used unarmed, becoming Plasma Fist. Unlike his other moves, its properties change when unarmed. It sacrifices range and the ability to hit low for quicker startup and even more damage -- unarmed 6AB twice in a row will combo as well as stun your opponent. He doles out these hands for Justice. | |||
|- | |- | ||
| width="" style="background:#f0f0f0;"|'''<font size = "3"> - 「Lightning Thrash」 - 623C </font>''' | | width="" style="background:#f0f0f0;"|'''<font size = "3"> - 「Lightning Thrash」 - 623C </font>''' | ||
* '''(Properties)''' - Air | * '''(Properties)''' - Air blockable. Knockdown. | ||
* '''(Description)''' - Lightning fast (heh) rushing kick with a canned slash follow-up. It sideswaps on hit, but it does good damage and combos out of basically everything, including f5B and 2B at max range. Thanks to a lack of recoil cancels, you have no reason to not buffer this off of any recoiling poke. A nice albeit risky punish when used raw if nothing else will come out in time. Be careful using this when you’re cornered, as the positioning can make the second hit whiff, leaving you open. | * '''(Description)''' - Lightning fast (heh) rushing kick with a canned slash follow-up that forces the opponent to get up with their back turned to you, allowing you to try and set up some okizeme. It sideswaps on hit, but it does good damage and combos out of basically everything, including f5B and 2B at max range. Thanks to a lack of recoil cancels, you have no reason to not buffer this off of any recoiling poke. A nice albeit risky punish when used raw if nothing else will come out in time. Be careful using this when you’re cornered, as the positioning can make the second hit whiff, leaving you open. | ||
|- | |- | ||
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| width="" style="background:#f0f0f0;"|'''<font size = "3"> - WFT「Lightning Strike Three」 - 632146C </font>''' | | width="" style="background:#f0f0f0;"|'''<font size = "3"> - WFT「Lightning Strike Three」 - 632146C </font>''' | ||
* '''(Properties)''' - Air blockable. Knockdown. | * '''(Properties)''' - Air blockable. Knockdown. | ||
* '''(Description)''' - Really good and really fast WFT. It boasts high damage as far as WFTs are concerned and you can buffer it from any move where you’d normally buffer Lightning Slash. Again, no reason not to buffer it from every medium poke you throw out. | * '''(Description)''' - Really good and really fast WFT. It boasts high damage as far as WFTs are concerned and you can buffer it from just about any move where you’d normally buffer Lightning Slash. Again, no reason not to buffer it from every medium poke you throw out. | ||
|} | |} | ||
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Sadly, any other poppy move than 214214A is nearly useless due to its incredibly long startup and recovery. However, quickly cancelling 2C into 214C sets up a sort of knowledge check situation. While Poppy will ''not'' hit the opponent as they get up due to, for once, the move being TOO fast, it will ''look'' like they're going to get hit, allowing you to get a free command grab on a scared opponent. If you do this, make sure you delay the grab by a very small amount to get the Poppy hit. | Sadly, any other poppy move than 214214A is nearly useless due to its incredibly long startup and recovery. However, quickly cancelling 2C into 214C sets up a sort of knowledge check situation. While Poppy will ''not'' hit the opponent as they get up due to, for once, the move being TOO fast, it will ''look'' like they're going to get hit, allowing you to get a free command grab on a scared opponent. If you do this, make sure you delay the grab by a very small amount to get the Poppy hit. | ||
===WFT=== | |||
Slash's WFT is a very, ''very'' gimmicky move. As a mixup, it's lackluster and really should only be used as one for a hail mary ride-or-die move. The real strength of the move is it's fast startup and fullscreen presence. If used properly, you can punish fullscreen fireballs, running attacks, command grabs, and really anything you can think of. The side swapping version, 641236D, is also good for doing this up close. If you think they'll do a normal, you can quickly teleport behind them and punish. At the end of the day, however, the move is still very punishable on block and you can very much die from it. Proceed at own risk. | |||
===Bust=== | ===Bust=== | ||
Bust plays like Hanzo with a much more direct approach. Thanks to 236S being changed from a standard projectile to leaving a lingering hitbox, Bust can set up guaranteed grabs easily on the opponent's wakeup or otherwise force unfavorable situations for them. His punish game and neutral are both bolstered by 3AB and 6AB, and he can get great damage off of any stray poke by comboing into 623C. | Bust plays like Hanzo with a much more direct approach. Thanks to 236S being changed from a standard projectile to leaving a lingering hitbox, Bust can set up guaranteed grabs easily on the opponent's wakeup or otherwise force unfavorable situations for them. Knock them down and toss out a hitbox, then move to preemptively cut off what escape action you think they'll take. His punish game and neutral are both bolstered by 3AB and 6AB, and he can get great damage off of any stray poke by comboing into 623C. | ||
The nice thing about 236S oki is that if the opponent tries to chicken block, you can easily guard break them with your attack of choice. 623C doesn't give them a chance to chicken if you properly meaty afterwards, so get used to running oki off of this every time you land it -- you'll be landing it a lot. 6AB is great to catch jumps and chicken blocks if done preemptively, and it knocks them down so you can start the mixup all over again. Raw 623C to chase during Plasma Break oki will cover attempts to jump out and leave them directly in front of you if air blocked, where you can threaten a 623D if they don't mash. It's actually possible, though situational, to run under them while they're attempting to chicken block 236S and make the lingering Plasma Break hit cross up. | |||
623C is the linchpin of your poking and front combo game. It combos off of nearly everything you could ask for, | 623C is the linchpin of your poking and front combo game. It combos off of nearly everything you could ask for, does great damage, and is your big oki starter. Sadly, it will sideswap and in the corner the second hit won't connect, but in those situations it can be substituted with 3AB. 623D is a command grab that works similar to Slash Hanzo's 623CD, in that it has a regular and running version, which does slightly less damage but will land from longer distances thanks to keeping his running momentum. | ||
Bust's WFT essentially functions like 623C on steroids. Will once again connect off of anything and give you great damage for your troubles, and is what really makes you scary while in rage. | Bust's WFT essentially functions like 623C on steroids. Will once again connect off of anything (though not quite as reliably as 623C) and give you great damage for your troubles, and is what really makes you scary while in rage. | ||
==Combos== | ==Combos== | ||
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:'''Front hit corner stun combo:''' 214B, 236S, 2C | :'''Front hit corner stun combo:''' 214B, 236S, 2C | ||
: | :Machinegun Dog starter, not terribly practical. Doing this a second time will kill lower defense opponents. | ||
:'''Back hit ToD:''' n.5B n.5B 2C [stun] [circle step] n.5B n.5B xx 214D | :'''Back hit ToD:''' n.5B n.5B 2C [stun] [circle step] n.5B n.5B xx 214D | ||
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:He doesn’t really need much else. n.5B reps still require microwalk, but far easier than Slash’s equivalent. Needs one more n.5B rep after the stun to kill high defense characters. | :He doesn’t really need much else. n.5B reps still require microwalk, but far easier than Slash’s equivalent. Needs one more n.5B rep after the stun to kill high defense characters. | ||
:'''Low into WFT combo:''' 2D xx | :'''Low into WFT combo:''' 2D xx 632146C | ||
:This is thanks to Lightning Strike Three coming out ridiculously fast. Lightning Slash also works. | :This is thanks to Lightning Strike Three coming out ridiculously fast. Lightning Slash also works. | ||
:'''Unarmed stun ToD:''' u.5S xx 6AB [stun] 6AB 6AB | :'''Unarmed stun ToD:''' u.5S xx 6AB [stun] 6AB 6AB | ||
: | :Unlikely you'll do this in a real match, but it's there if you're unable to get your weapon back and can manage to land u.5S. | ||
==External Links== | ==External Links== |
Latest revision as of 15:59, 28 May 2023
Introduction
Galford travels Japan extolling the virtues of truth, justice and the American Way. He does this by practicing a fundamentally Japanese martial art while also being really loud and obnoxious about it.
Galford is an odd character. His ninja buttons don't lend themselves to footsies very well despite their utility, and he’s rather flighty in the neutral -- he doesn’t take well to sitting still. What he does have across the board, however, is great mobility, solid projectiles, a grounded combo escape option, and a strong command throw with a numerous ways to set it up.
Slash has Galford attack with his ninja dog Poppy, giving him access to a variety of attacks using her as a projectile to cover several angles. Plasma Dog in particular can be used as a meaty allowing for damaging command throw setups. For more traditional long-range needs, he also has a “regular” fireball with good travel speed. Sadly, none of these things are good enough to make up for most of his projectiles simply not being good and his combos being situational at best. Slash Galford is left feeling underwhelming and gimmicky as a result.
Bust Galford leaves Poppy behind, losing all attacks that utilized her talents. He is instead retooled to play like a more aggressive Hanzo with cleaner hitconfirms. He can combo off of all of his worthwhile normals and has some very active special moves, making his midrange poking game much more threatening and rewarding. He even at long last gets a true counterpart to Hanzo's Slinky fireball that enables command throw okizeme and all sorts of related setups. If Hanzo was a bit too tricky and not direct enough for your tastes, give this all-American himbo ninja a shot.
Strengths | Weaknesses |
---|---|
|
|
Stats
Damage taken | Rage rate | Rage duration | Throw startup | Deflect advantage | Deflect disadvantage modifier |
---|---|---|---|---|---|
110% | 75% | 3.5 sec | 14f | +22 | ±0 |
Normal Moves
Far Slashes
5A
|
5B
|
5C
|
2A
|
2B
|
2C
|
Near Slashes
n.5A
|
n.5B
|
n.5C
|
n.2A
|
n.2B
|
n.2C
|
Overheads
5BC
|
u.5BC
|
Kicks
5D
|
6D
|
2D
|
3D
|
Jumping Normals
j.A
|
j.B
|
j.C
|
j.D
|
Dashing Normals
66A
|
66B
|
66C
|
66D
|
Unarmed Normals
u.5S
|
u.2S
|
uj.S
|
u.66S
|
Command Moves
- 「Sankaku Tobi」 - j.3/6/9 near wall
|
- 「Stardust Drop」 - j.4/6C (can be used unarmed)
|
Special Moves
Universal
- 「Shadow Copy」 - 641236A/B (can be used unarmed)
|
- 「Replica Attack」 - 63214AC/BD (can be used unarmed)
|
- 「Imitate Replica」 - AC/BD when hit (can be used unarmed)
|
Slash
- 「Plasma Blade」 - 236S (can be used unarmed)
|
- 「Rolling Crash」 - 623C (can be used unarmed)
|
- 「Rush Dog」 - 214A (can be used unarmed)
|
- 「Machine Gun Dog」 - 214B (can be used unarmed)
|
- 「Replica Dog」 - 214C (can be used unarmed)
|
- 「Overhead Crush」 - 214D (can be used unarmed)
|
- 「Plasma Dog」 - 214214A (can be used unarmed)
|
- WFT「Double Mega Strike Heads」 - 641236C/D
|
Bust
- 「Plasma Break」 - 236S (can be used unarmed)
|
- 「Plasma Factor」 - 6AB/3AB (can be used unarmed)
|
- 「Lightning Thrash」 - 623C
|
- 「Strike Heads」 - 623D (also from dash/can be used unarmed)
|
- WFT「Lightning Strike Three」 - 632146C
|
Strategy
Galford is a character with great mobility and projectiles in both Techniques, and to win you need to abuse both of them. With a walkspeed tied with Zankuro for fastest in the game and his wall jumps, you're in no short supply for movement options. Really the only strategy that carries over between Techniques is run around, whiff cancel 2C into 236S in neutral, and set up your guaranteed command grabs on block when you score a knockdown.
Slash
Slash is relegated to mainly controlling space with 236S and 214214A, and punishing mistakes with his uncomfortably high damage 623C command grab. 214214A allows Galford to move immediately after Poppy takes off, and she recovers from the hit quick enough to easily land a 2 hit 623C. This move is unique in that if Poppy is currently in recovery from a 214S move, or currently performing one of these moves, the grab will do much less damage and lead to a "soft knockdown" in which the opponent recovers much faster than normal.
Interestingly, both parts of this move are checked at separate times. Meaning you can start 623C, have Galford be flying to the wall, and if Poppy recovers in the middle of the animation, gain the second hit.
Sadly, any other poppy move than 214214A is nearly useless due to its incredibly long startup and recovery. However, quickly cancelling 2C into 214C sets up a sort of knowledge check situation. While Poppy will not hit the opponent as they get up due to, for once, the move being TOO fast, it will look like they're going to get hit, allowing you to get a free command grab on a scared opponent. If you do this, make sure you delay the grab by a very small amount to get the Poppy hit.
WFT
Slash's WFT is a very, very gimmicky move. As a mixup, it's lackluster and really should only be used as one for a hail mary ride-or-die move. The real strength of the move is it's fast startup and fullscreen presence. If used properly, you can punish fullscreen fireballs, running attacks, command grabs, and really anything you can think of. The side swapping version, 641236D, is also good for doing this up close. If you think they'll do a normal, you can quickly teleport behind them and punish. At the end of the day, however, the move is still very punishable on block and you can very much die from it. Proceed at own risk.
Bust
Bust plays like Hanzo with a much more direct approach. Thanks to 236S being changed from a standard projectile to leaving a lingering hitbox, Bust can set up guaranteed grabs easily on the opponent's wakeup or otherwise force unfavorable situations for them. Knock them down and toss out a hitbox, then move to preemptively cut off what escape action you think they'll take. His punish game and neutral are both bolstered by 3AB and 6AB, and he can get great damage off of any stray poke by comboing into 623C.
The nice thing about 236S oki is that if the opponent tries to chicken block, you can easily guard break them with your attack of choice. 623C doesn't give them a chance to chicken if you properly meaty afterwards, so get used to running oki off of this every time you land it -- you'll be landing it a lot. 6AB is great to catch jumps and chicken blocks if done preemptively, and it knocks them down so you can start the mixup all over again. Raw 623C to chase during Plasma Break oki will cover attempts to jump out and leave them directly in front of you if air blocked, where you can threaten a 623D if they don't mash. It's actually possible, though situational, to run under them while they're attempting to chicken block 236S and make the lingering Plasma Break hit cross up.
623C is the linchpin of your poking and front combo game. It combos off of nearly everything you could ask for, does great damage, and is your big oki starter. Sadly, it will sideswap and in the corner the second hit won't connect, but in those situations it can be substituted with 3AB. 623D is a command grab that works similar to Slash Hanzo's 623CD, in that it has a regular and running version, which does slightly less damage but will land from longer distances thanks to keeping his running momentum.
Bust's WFT essentially functions like 623C on steroids. Will once again connect off of anything (though not quite as reliably as 623C) and give you great damage for your troubles, and is what really makes you scary while in rage.
Combos
Slash
- Front hit corner stun combo: 214B, 236S, 2C
- Machinegun Dog starter, not terribly practical. Doing this a second time will kill lower defense opponents.
- Back hit ToD: n.5B n.5B 2C [stun] [circle step] n.5B n.5B xx 214D
- Each link in the first string requires a microwalk to be able to land 2C. You must substitute 214D for 2C on high defense characters such as Shizumaru or Gaira. Timing is relatively strict overall.
Bust
- Back hit ToD: n.5B n.5B xx 3AB [stun] n.5B xx 3AB
- He doesn’t really need much else. n.5B reps still require microwalk, but far easier than Slash’s equivalent. Needs one more n.5B rep after the stun to kill high defense characters.
- Low into WFT combo: 2D xx 632146C
- This is thanks to Lightning Strike Three coming out ridiculously fast. Lightning Slash also works.
- Unarmed stun ToD: u.5S xx 6AB [stun] 6AB 6AB
- Unlikely you'll do this in a real match, but it's there if you're unable to get your weapon back and can manage to land u.5S.