Samurai Shodown 3/Gaira Kafuin: Difference between revisions
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| width="" |''' <font size = "3"> | | width="" |''' <font size = "3">j7/9.A</font>''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Hits high. | ||
* | * '''(Description)''' - If you're familiar with N.Hawk's j7/9.LP in Super Turbo, then this is the Samurai Shodown 3 equivalent. Gaira's fist is pretty much active for the entire time he's airborne, and you can even score a deep hit jump in with this. Just don't expect to beat out any O.Ken DPs with this. | ||
|- | |||
| width="" |''' <font size = "3">j8.A</font>''' | |||
* '''(Properties)''' - Hits high. | |||
* '''(Description)''' - If Gaira's j7/9.A is N.Hawk's diagonal jumping jab, then Gaira's neutral jump A is like, Zangief's neutral jump headbutt. But only in the sense both characters do a headbutt. Between the short range on this, and how high up Gaira hits, don't expect to use this normal all that often, if ever. | |||
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| width="" style="background:#f0f0f0;"|''' <font size = "3">j.B</font> ''' | | width="" style="background:#f0f0f0;"|''' <font size = "3">j.B</font> ''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Hits high. | ||
* | * '''(Description)''' - Incredibly similar to Gaira's 2B/C. Gaira crouches down in midair and swings his beads in front of him horizontally. Probably he best air to air in terms of speed and hitting-directly-in-front-of-him-ness. | ||
|- | |||
| width="" |''' <font size = "3">j7/9.C</font>''' | |||
* '''(Properties)''' - Hits high. | |||
* '''(Description)''' - Big boy overhead swing equals big boy damage. Gaira comes crashing down on top of his opponents with the weight of an incredibly powerful 18-year old wielding giant mala beads. Can actually be a really good anti-air if the opponent jumps before Gaira and is slightly underneath him in the air. The range on this also makes it a good jump-in. | |||
|- | |- | ||
| width="" |''' <font size = "3"> | | width="" |''' <font size = "3">j8.C</font>''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Hits high. | ||
* | * '''(Description)''' - This gosh dang normal. Expect to use this normal quite a few times, because it's bonkers. It does about the same amount of damage as it's diagonal jumping heavy slash cousin, but where j8.C shines is where it hits, which is about 4 stories beneath Gaira. Seriously, if you time it right he can almost IOH with this normal for gigantic damage. | ||
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| width="" style="background:#f0f0f0;"|''' <font size = "3">j.D</font> ''' | | width="" style="background:#f0f0f0;"|''' <font size = "3">j.D</font> ''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Hits high. | ||
* | * '''(Description)''' - Similar to Gaira's 66D, which will be be discussed later. Gaira sticks his leggy out and kicks the opponent in the face. While not nearly as active as j7/9.A, you can also score a deep hit jump in with this normal, opening the opponent up to big damage if timed correctly. | ||
|} | |} | ||
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| width="" |''' <font size = "3">66A</font>''' | | width="" |''' <font size = "3">66A</font>''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Air Unblockable | ||
* | * '''(Description)''' - A quick, dashing headbutt. Nothing too special/exemplary about this attack, but you can use the autocorrecting properties of dash normals to run under a jumping opponent and bop them out of them air with this. | ||
|- | |- | ||
| width="" style="background:#f0f0f0;"|''' <font size = "3">66B</font> ''' | | width="" style="background:#f0f0f0;"|''' <font size = "3">66B</font> ''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Deflectable. Hits high. Knocks down. | ||
* | * '''(Description)''' - Gaira sprints forward and quickly strikes the opponent with an overhead bead strike, knocking them down on hit and doing decent damage. | ||
|- | |- | ||
| width="" |''' <font size = "3">66C</font>''' | | width="" |''' <font size = "3">66C</font>''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Unblockable. Scary. | ||
* | * '''(Description)''' - Gaira leans back and takes a moment to gather his thoughts about whether or not going for this gimmicky attack was a good idea or not, then charges forward with the shoulder tackle that got him banned from college ball. As far as 66C's go, this actually has some decent range on it, and it knocks the opponent nearly halfscreen. As with most 66C's, use very sparingly. | ||
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| width="" style="background:#f0f0f0;"|''' <font size = "3">66D</font> ''' | | width="" style="background:#f0f0f0;"|''' <font size = "3">66D</font> ''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Hits high. Gimmicky. Restands on air hit????? | ||
* | * '''(Description)''' - This move. You'll either love it or hate it. You'll either go for it a lot or not at all. On hit, this move will do some hefty hitstun to the opponent, leading to Big Buddhist Damage, *especially* if you manage to deep hit with it. On block, you'll probably get hit and it will hurt alot because that's Samurai Shodown 3. | ||
|} | |} | ||
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| width="" |''' <font size = "3">u.5S</font>''' | | width="" |''' <font size = "3">u.5S</font>''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Air Unblockable | ||
* | * '''(Description)''' - Just a regular ol' fashion uppercut. Decent anti-air, but to actually hit with it on the ground Gaira's gotta be pretty darn close, though it sometimes whiffs on crouching. | ||
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| width="" style="background:#f0f0f0;"|''' <font size = "3">u.2S</font> ''' | | width="" style="background:#f0f0f0;"|''' <font size = "3">u.2S</font> ''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Air Unblockable | ||
* | * '''(Description)''' - See Armed 2A | ||
|- | |- | ||
| width="" |''' <font size = "3">uj.S</font>''' | | width="" |''' <font size = "3">uj.S</font>''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Hits high. | ||
* | * '''(Description)''' - Apparently Gaira keeps all of his active frames stored in his mala beads, because this stays out nowhere near as long as j7/9.A does. | ||
|- | |- | ||
| width="" style="background:#f0f0f0;"|''' <font size = "3">u.66S</font> ''' | | width="" style="background:#f0f0f0;"|''' <font size = "3">u.66S</font> ''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Air Unblockable. | ||
* | * '''(Description)''' - See Armed 66A | ||
|} | |} | ||
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| width="" |''' <font size = "3">j.2D</font>''' | | width="" |''' <font size = "3">j.2D</font>''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Hits high. Knocks down. | ||
* | * '''(Description)''' - Yet another Street Fighter Lite Normal! Gaira does a falling knee drop, which stays active for it's entirety, knocking down on hit. Due to the knock down it causes, you sadly can't score a deep hit off of this. | ||
|- | |- | ||
| width="" style="background:#f0f0f0;"|''' <font size = "3">j.2C (Slash Only)</font> ''' | | width="" style="background:#f0f0f0;"|''' <font size = "3">j.2C (Slash Only)</font> ''' | ||
* '''(Properties)''' - | * '''(Properties)''' - Hits high. Knocks down. | ||
* | * '''(Description)''' - Similar to j7/9.C, but Gaira's beads glow, and they knockdown, and it doesn't do alot of damage, so it's actually not that similar to j7/9.C, actually. | ||
|} | |} |
Revision as of 08:58, 6 July 2019
Introduction
Gaira’s illustrious college football career came to a grinding halt when he accidentally killed someone during a game. He was expelled and sent to serve as a monk at a local Buddhist shrine in the hopes that he would learn to control his temper. He didn’t.
Gaira is the boisterous nephew of Samurai Shodown 2 veteran Nicotine Caffeine. He uses his large stature, the strength that comes with it, free guard cancels, and huge normals with surprising speed to pummel, grapple, and SHOUT his opponents into submission.
Slash Gaira could be classified as a more 'mixup' oriented incarnation, for lack of a better descriptor. He boasts an incredible anti-air grab, two threatening hitgrabs that form a high/low mixup at close range, and an all purpose high damage shoulder tackle that provides decent corner carry. This versatile toolkit lends itself to conditioning the opponent to block a certain way and hurting them for it. A lot.
Bust Gaira is all grappler, all the time, mixups be damned. His command throw is the star of the show. It cashes in hard on unjumpable setups, can combo on hit AND block, and it’s one of the best guard cancels a monk could ask for. He wants nothing more than to be in his opponent's face and hammer toss them to the ends of feudal Japan.
Stats
Damage taken | Rage rate | Rage duration | Throw startup | Deflect advantage | Deflect disadvantage modifier |
---|---|---|---|---|---|
95% | 100% | 3.5 sec | 13f | +30 | ±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
j7/9.A
|
j8.A
|
j.B
|
j7/9.C
|
j8.C
|
j.D
|
Dashing Normals
66A
|
66B
|
66C
|
66D
|
Unarmed Normals
u.5S
|
u.2S
|
uj.S
|
u.66S
|
Command Moves
j.2D
|
j.2C (Slash Only)
|
Special Moves
Universal
- 「Jishin Gan」 - 22AB
|
- 「Katsu」 - 214A
|
- WFT「Kenbu」 - 236236AB
|
Slash
- 「Midare Uchi」 - 236AB
|
- 「Kachi Age」 - 623S
|
- 「Tsukamuzo: Kumitenjo」 - 421A
|
- 「Tsukamuzo: Ishi Atama」 - 421B
|
- 「Tsukamuzo: Shiri Mekuri」 - 421C
|
Bust
- 「Buchikoroshi」 - 236S
|
- 「Enshin Satsu: Ten」 - 2146AB
|
- 「Enshin Satsu: Chi」 - 2146CD
|
Strategy
both techniques press buttons and make combos happen sometimes
Slash
slash strategy
Bust
bust strategy
Combos
Universal
combos both techniques can do
Slash
slash-only combos
Bust
bust-only combos