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Revision as of 04:50, 28 January 2023

Galford
ガルフォード, Garufōdo

Introduction

An american-born ninja and self-declared superhero of justice, Galford fights alongside his dog Poppy to create a signature blend of rushdown and keepout gameplay.

Being a real ninja and all, he has access to most of Hanzo’s toolkit including fast run speed, a wall-jump, teleports out of hitstun, a fireball and a command grab. Don’t get confused though, because Poppy’s the real star of the show. Galford can command the dog in one of four ways, with two of them hitting in a horizontal line and two hitting from above. You can use these specials to set up your mixups or keep the opponent from approaching, so both an offensive and a defensive playstyle are equally viable.

Galford’s damage is on the lower end of the cast and while his vortex is powerful, it is not quite as scary as Hanzo’s. Galford also prefers to have a bit of distance between him and his opponent when setting up, which makes him vulnerable to being pressured.


Playstyle
SS Galford Icon.png Galford is a hybrid zoner/rushdown character who uses his dog Poppy to create opportunities for himself.
Strengths Weaknesses
  • Strong setplay: Galford can use his dog projectiles to lock the opponent in place and create mixup opportunities. This is complimented by his excellent 50/50 game and a threatening command grab.
  • Great zoning: Plasma Blade is a fast projectile that knocks down on hit which can be mixed in with the lower-recovery dog projectiles to create a tricky zoning game that is dangerous to maneuver around.
  • Good footsies: Galford's 5B and 2C both have great range. His excellent 66A is good for harassing opponents and his 2C low is also great for whiff punishment.
  • Excellent mobility: Galford has an excellent run speed that keeps opponents on their toes and his unique cancellable backdash makes him hard to pin down.
  • Good WFT: Galford's long-ranged projectile WFT works great as a raw punish or an anti-air against escapes.
  • Decent while Disarmed: Retains most of his tools when disarmed.
  • Bad air game: Galford is extremely floaty and has uniformly poor air normals. This makes air-to-air exchanges and jumping approaches very difficult. It also makes him very easy to cross-under anti-air.
  • Unsafe zoning: Plasma Blade is one of the most unsafe projectiles in the game and Galford can open himself up to huge damage if he spaces his fireballs poorly.
  • Poppy is vulnerable: Poppy can be temporarily removed from action by pokes with disjointed hitboxes and high-profile moves such as most B+Cs. This can make Galford's best zoning and mixup tool as well as his SSM unavailable for extended periods.

Data

  • Damage Taken: 100%
  • Rage Factor: 0.26
  • Rage Duration: 10 seconds
  • Jump: 49 frames (Slow)
  • Forward Walk Speed: 0.3 (Average)
  • Back Walk Speed: 0.23 (Average)
  • Dash Speed: 1.3 (Fast)
  • Back Dash: 40 frames (Cancelable from frame 12)
  • Weapon Pickup / Drop: 40 / 55 frames


Gameplan

Neutral and Defense

Back Dash Canceling

Galford's back dash has two parts. First, he flips back and lands on his hands, then he finishes the flip and lands on his feet. When Galford lands, he can use any of his specials (Poppy specials require her to be behind and close to Galford.) This is a big part of how Galford is able to move around the screen and use his projectiles to give and then take away space in a mostly safe way!

Poppy! - Galford's Best Friend

Specials

Poppy is used as a projectile to lock down opponents. The grounded Poppy specials work in contrast to Plasma Blade,as these specials are slower to start up, but give Galford frame advantage. All Poppy specials are available Armed and Disarmed.

Both Rush Dog (214A) and Machine Gun Dog (214B) have Poppy run along the ground and strike the opponent. Both moves are + on block, Machine Gun Dog more so, and do different actions on hit. On hit, Rush Dog knocks the opponent down or will do a special hit grab animation when in Rage. Machine Gun Dog on hit will grab the opponent, allowing Galford to do just about any follow up that he wants.

These are both important ways for Galford to score knockdowns.

The other two Poppy specials are Replica Dog (214C) and Overhead Crash (214K). Replica Dog teleports Poppy above the opponent and then drops down hitting mid. This is one of the primary tools to set up Galford's okizeme. Overhead Crash causes both Poppy and Galford to jump and then shoot Poppy at an angle downward.


Interactions and Movement

It is important to know how Poppy moves and how she interacts with opponents attacks because those interactions affect whether or not you can use Poppy specials. Poppy needs to be behind and near to Galford and not knocked down to be available for attack.

Moves that hit near the ground will cause Poppy to yelp and and be knocked down. This leaves Galford without Poppy for several seconds.

Poppy's movement mostly mirrors Galford's movement. She will walk slowly forward or backward, matching the direction that Galford moves. Poppy will run after a slight delay, when Galford runs.

Poppy will do a back flip anytime Galford's center passes behind her head. Actions that trigger this movement include walking back (Poppy walks slower than Galford which causes the overlap), dashing back, jumping back, whiffing 5C, hitting 5B or 5C, and Imitate Replica on block and hit.

During the initial run, or during Poppy's backflip, Poppy specials are not available.


Mitigating Poppy Unavailability

There are ways that you can avoid not having Poppy specials in certain situations.

Back dashing, jumping back, landing after imitate replica in the corner will stop Poppy from doing her back flip.

You can also intentionally use attacks or movement that lock Poppy into a back flip animation to set up back dash cancels.

For example, Galford can back dash first, putting Poppy into her back flip animation, run forward, and then back dash again. The second back dash, you will be able to cancel into a Poppy special.

Dealing with Jump-ins

Galford does not have a dragon punch to anti-air or a big obvious anti-air button like some characters in this game. Instead he has to use a handful of different tools to deal with jump-ins.

5K is his most obvious anti-air. Galford does an upwards angled kick, this is useful for anti airing deep jump in attacks.

Opponents may start to do earlier jump in attacks to call out certain anti-airs, which will beat 5K.

Arguably the strongest way to deal with jump in attacks by Galford is to dash away. Galford can re-position himself when his opponent jumps by dashing under them or back dashing.

Canceling back dash with a fire ball can even anti air a jumping opponent.

Air to Air attacks are another option that Galford has for anti-airs, with jump back j.C and j.D being notable examples that hit below and in front.

Imitate Replica Attack

NOTE: Since version 1.11, this move cannot punish multi-hit attacks, make it not useful in most cases.

Even while being hit, you may have a way out! Imitate Replica Attack is a counter-style move that only works while Galford is in knockback state (after he gets hit). This move will punish certain attacks and combos, check out the specifics in Special Moves. So if you over extended yourself, make sure you know which characters you can punish for punishing you!

NOTE: If you are backturned, you can not Imitate Replica. This is especially notable after back throw.

Okizeme & Other Offensive Situations

Galford's okizeme and mixup is based around setting up Replica Dog (214C) either after a knock down or in neutral. Replica dog hits as a mid, catches characters mid-air, and also tracks forward/backward rolls, making it your go-to lock down move in most situations. Be wary, there are many ways to escape this move. Make sure you play with timings when calling Replica Dog, and mix in your other Poppy specials to make sure they respect you on the ground as well! After setting up Replica Dog, Galford has numerous mix up options. These include:

Strike Heads (Command Throw) / Throw

Galford has two throw options: Strike Heads (623S) and the standard throw. Strike Heads has less recovery, more active frames than a standard throw, and gives you the most damage with a knock down from a throw type move. The standard throw lets you combo into different knock downs, 66B/66D/2C, or more damage, back throw 5C or 2B WFT.

Replica Attack (63214A+D/B+D)

Galford can cross up his opponent with Replica attack. This mix-up becomes harder to react to when used in conjunction with replica dog, as replica dog will hit sooner than galford, but will still force the opponent to block cross-up if you change sides. This can be punished by dash throw/attack at a minimum, use with caution.

High / Low / Throw Mixup

Galford can also apply a basic mixup game supported by Poppy. The more damaging and rewarding options are very high commitment options that will lead to severe punishes if they are blocked. You will most like to use them sparingly or mainly use relatively safe 2D pokes.

High Options - j.C , B+C, 66C

Low Options - 6D / 3D / 2D / 66D / 2C / 66B , empty jump in > low

Throw Options - CD / 623S

Normal Moves

Far Slashes

5A
5A
SS Galford 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 9 - - 25 -4 -5 [-7] 5 Yes Yes Yes No
5B
5B
SS Galford 5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
110 Mid 13 - - 41 -8 -12 [-12] 10 No Yes Yes No
5C
5C
SS7 galford 5C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
250 Mid 24 - - 62 -7 -28 [-15] 25 No Yes Disarm No
2A
2A
SS7 galford 2A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 8 - - 23 -3 -5 [-6] 5 Yes Yes Yes No
2B
2B
SS7 galford 2B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 12 - - 37 -5 -12 [-9] 10 Yes Yes Yes No

Mid range combo tool, always connects 236C and WFT.

2C
2C
SS7 galford 2C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
180 Low 18 - - 54 KD(+88) -28 [-13] 25 No Yes No No

Near Slashes

n.5A
n.5A
SS7 Galford n5A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 16 +1 -5 [-2] 5 Yes Yes Yes No

Fast close slash, plus frame on hit.

n.5B
n.5B
SS7 galford n5B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 8 - - 29 -1 -12 [-5] 10 Yes Yes Yes No

Main punish combo tool.

n.5C
n.5C
SS7 galford n5C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 Mid 14 - - 45 -4 -28 [-8] 25 No Yes Disarm No

Standard close 5C.

Kicks

5D
5D
SS7 galford 5D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 13 - - 28 -3 -6 5 Yes No No Yes

Only hits air opponents and Earthquake (standing & crouching). Can be use for anti air and empty cancel.

6D
6D
SS7 galford 6D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Low 9 4 - 28 -4~-1 -10~-7 5 Yes No No Yes

In version 1.70 it becomes cancellable, makes it good tool for mixup combos.

2D
2D
SS7 galford 2D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 5 - - 17 0 -3 5 No No No Yes
3D
3D
SS7 galford 3D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 12~14 3 - 44 KD -10~-8 5 Yes No No Yes

Slow start up and very punishable on block. Since version 2.10, it is now less minus on block and it can be cancelled, into 214A is a good block string setup.

Dash Normals

66A
66A
SS7 galford 66A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 6 - - 20 -2 -19 [-5] 5 Yes Yes Yes No

It's -8 frames on recoil cancel.

66B
66B
SS7 galford 66B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 Low 15 - - 36 KD -35 [-5] 10 No Yes No No

It's -8 frames on recoil cancel.

66C
66C
SS7 galford 66C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 High 23 - - 67 KD -22 20 No No No No

Overhead attack with long reach, it covers 3/4 screen and able to jump over low projectiles.

66D
66D
SS7 galford 66D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 9~21 13 - 44 KD -19~-7 5 No No No Yes

Air Normals

j.A
j.A
SS7 galford jA.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 High 9 - - - - - 5 No No No No
j.B
j.B
SS7 galford jB.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 11 - - - - - 10 No No No No
j.C
j.C
SS7 galford jC.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 High 13 - - - - - 20 No No No No

In version 1.70, jump C becomes easier to land deep hit.

j.D
j.D
SS7 galford jD.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 7 - - - - - 5 No No No Yes

NOTE: It does NOT hit cross up like Hanzo's jump D.

Unarmed Normals

u.5S
u.5S
SS7 galford u5S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 8 - - 26 +2 -3 5 No No No Only
u.2S
u.2S
SS7 galford u2S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 9 - - 31 -2 -7 5 No No No Only
ju.S
ju.S
SS7 galford ujS.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 8 - - - - - 5 No No No Only
u.66S
u.66S
SS7 Galford u66S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 30 KD -8 5 No No No Only

Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS7 galford 5CD.jpg
Neutral / Forward Throw
Neutral / Forward Throw
SS7 galford 4CD.jpg
Back Throw
Back Throw
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral / Forward 0 No 3 - 71 74 +20 - - - - - Yes
Back 0 No 5 - 69 74 +25 - - - - - Yes

Universal throw. Can be followed up with combos. Back throw has slower start up but it has extra frame advantage.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS7 galford 5BC.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
60 High 18 - - 46 +1 -16 10 No No No Yes

Universal overhead. It stays the same while disarmed.

Dodge
Dodge
5A+B
SS7 galford dodge.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 N/A 1 16 22 38 N/A - - - - - Yes

Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.

Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.

Stance Break
Stance Break
A+B during Just Defense
SS7 galford gAB.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 55 KD -24 - No - - Yes

Universal Stance Break.

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS7 galford deflect.jpg
Counter
Counter
SS7 galford blade catch1.jpg
SS7 galford blade catch2.jpg
Blade Catch
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 46 +35~+59 - - - - - No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.

Unarmed 0 N/A 2 12 9 22 KD - - - - - Only

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.

Rage Explosion
Rage Explosion
5A+B+C
SS7 galford RE.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 No 21 1 - 58 0 - - - - - No

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS7 galford Issen.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 - - - KD -44 - - - No No

Has full invulnerability all the way through. Can be used as an anti-air. Damage scales based on remaining Rage Explosion Gauge.

Command Moves

Stardust Drop
Stardust Drop
(close)j.6D
SS7 galford j6D.jpg
Stardust Drop
Stardust Drop
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
112 No 4 - - - KD - - - - - Yes

Air throw, an excellent air to air option.

Wall Jump
Wall Jump
(near wall)9
SS7 galford walljump.jpg
Wall Jump
Wall Jump
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - Yes

Galford can jump near walls.

Special Moves

Strike Heads
Strike Heads
(close)623S
SS7 galford 623S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
170 No 10 - - 53 KD(+67) - - - - - Yes

Galford's izuna drop style command grab. It's the same for all 3 slash buttons. Upon success grab, Galford and Poppy will both do back flip, makes Poppy special moves unavailable for a couple seconds.

Plasma Blade
Plasma Blade
236S
SS7 galford 236S.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 60 Mid 13 - - 61 KD -21 5 - - - Yes
B 60 Mid 13 - - 64 KD -24 5 - - - Yes
C 60 Mid 13 - - 67 KD -27 5 - - - Yes

Galford throws out a lightning projectile, it has long recovery so space it wisely. Can be perform during backdash to catch jump in and dash opponents.

Rush Dog
Rush Dog
214A
SS7 galford 214A.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Normal 90 Mid 27~51 - - 55 KD +2~+26 5 - - - Yes
Rage 204 (60, 144) Mid 27~51 - - 55 KD +5~+29 5 - - - Yes

Quickly send Poppy to strike the opponent. All the Poppy special moves requires it at the ready position behind Galford, usually when it lands from back flip. In the Rage version, Poppy catches the opponent and performs izuna drop. Poppy block stun is 30 frames.

Machine Gun Dog
Machine Gun Dog
214B
SS7 galford 214B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 (10,30) Mid 36~59 - - 59 KD +5 5 - - - Yes

Poppy dashes forward and begins to tear your opponent, Galford can follow up with any attack except throws, SSM and other Poppy moves. If follow up attack hits , Poppy will release the opponent, otherwise it will perform the 2nd hit to knockdown. Poppy block stun is 30 frames.

Replica Dog
Replica Dog
214C
SS7 galford 214C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 89 - - 63 KD 27 5 - - - Yes

Poppy teleports and comes falling on your opponent while in a spinning ball, it's not an overhead. Think Sonic the Hedgehog. Galford can follow up attacks.

Overhead Crash
Overhead Crash
214D
SS7 galford 214D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
120 Mid 34 - - 98 KD -25 10 - - - Yes

Galford jumps backward and throws poppy like a volley ball. It's a good thing this game is based around a time long before Animal Security came around. From version 1.70 he can adjust the angle of poppy by holding forward or back.

Replica Attack (head)
Replica Attack (head)
63214A+D
SS7 galford 63214AD.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
120 High 51 - - - KD -48 10 - - - Yes

Galford teleports and comes falling down slashing in front of his opponent, very punishable on block. Its damage becomes 100 while unarmed.

Replica Attack (rear)
Replica Attack (rear)
63214B+D
SS7 galford 63214BD.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
120 High 60 - - - KD -48 10 - - - Yes

Galford teleports and comes falling down slashing his opponent from behind, it's slower than the front version. It doesn't hit cross up against opponents in the corner (same as all the other cross up moves), but it lands into the corner. Its damage becomes 100 while unarmed.

Imitate Replica (head)
Imitate Replica (head)
63214x2A+D
SS7 galford wood.jpg
While knocked back
While knocked back
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
120 High 43 - - - KD -48 10 - - - Yes

A counter move that can be done when Galford is knocked back in hitstun. Galford teleports and leaves behind a log, and then goes through the same animation as Replica Attack. However, if Galford is knocked down or got hit in the back (back turned / back hit) he will not be able to teleport out. That is most commonly seen after Galford gets back thrown. This move used to punish multi-hit moves and avoid combos, however in version 1.11 it got nerfed a lot, now the timing of cancel is very late, making it not useful in most situations.

Imitate Replica (rear)
Imitate Replica (rear)
63214x2B+D
SS7 galford wood.jpg
While knocked back
While knocked back
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
120 High 43 - - - KD -48 10 - - - Yes

The back version of Imitate Replica, also not useful after the nerf.

Supers

Weapon Flipping Technique

Mega Plasma Factor
236B+C
SS7 galford WFT.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
360(420) Mid 1+14~28 15 - - KD -78~-64 - - - - No

Available only during Max Rage or Rage Explosion. Disarms on hit. A huge projectile which covers a lot of distance.
NOTE: It doesn't hit crouching opponent at point-blank range in the corner.

Super Special Move

Justice Impulse X
641236C+D
SS7 galford SSM1.jpg
SS7 galford SSM2.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
660 Mid 10+19 - - - KD -49 - - - - No

Available only once per match. Full invincible from frame 1~10. Run full screen to slash the opponent. It follow the same rule as poppy special moves.

Combos

Midscreen

2B does 10 more damage than n.5B.

  • (n.5B / 2B) xx 236C
    Punish combo.
  • (n.5B / 2B) xx WFT
    WFT Punish combo.
  • 6D xx 236C
    One of the few low attack combos, only connects at close range, and the input is tricky.
  • 6D xx WFT
    WFT must be cancelled immediately after 6D. High risk high reward combo.
  • (5CD / 4CD)...
    • 2C
      Standard follow up after throw, but command throw has better risk reward ratio.
    • 2B xx 236C / WFT
      WFT combo after throw. If back throw Ruixiang, Galford needs to micro walk to connect 2B.
    • 5C
      Only after back throw.
  • 5CD 2B xx 236C
    Only connects after forward throw, less damage than 2C but knocks opponent further away.
  • 4CD 5C
    Good damage after back throw, but the timing is tight.
  • (j.C / j.B / j.D Deep Hit)...
    • (n.5B / 2B) xx 236C
      Deep hit combo.
    • (n.5B / 2B) xx WFT
      Deep hit WFT combo.
    • n.5C / 2C / Lighting Blade
      Deep hit normal combos.
  • 214B...
    • 2C
      Knock down.
    • 5C
      Mid range 5C for max damage.
    • WFT
      WFT.
    • Lighting Blade
      Issen Combo.
    • j.B / j.C...
      • (n.5B / 2B) xx 236C / WFT
        Max damage from j.C.
  • 214C...
    • 2D (Poppy Hits) n.5A / n.5B
      Low mixup combo at close range.
    • 2D (Poppy Hits) 236A / Lighting Blade
      Low mixup combo #2, the timing is very tight.
    • 6D (Poppy Hits) 236C / WFT
      Low mixup combo #3.
    • BC (Poppy Hits)
      Overhead mixup, almost same damage as 66C but much safer.
    • Rage Explosion (Poppy Hits)
      Unblockable set up at close range.
    • 236S
      Zoning combo, works at all range.
    • Lighting Blade
      If the opponent blocks Issen first, Poppy will hit as cross up.

Corner

  • (4CD / 5CD) n.5C
    More damage than 2C at the corner.

Guard Crush

  • n.5C
    After recovery...
    • SSM
      SSM follow up, poppy has to be available. (Be careful with opponent bursting to avoid it)
    • The only reason to not cancel the recovery is for SSM, or else go for the one below for optimal damage.
  • n.5C / 5C...
    Cancel recovery...
    • Lighting Blade
      Universal Issen combo.
    • 214B
      Machine Gun Poppy...
      • j.B / j.C...
        • (n.5B / 2B) xx 236C / WFT
          Max damage.
      • Any follow up for poppy would work.

Videos

Galford tutorial and combos by LegendaryWolf Shirou

RoyalPsycho vs BaronVonAwesomeV at Frosty Faustings XIV

Colors

SS Galford 1.png
SS Galford 2.png
SS Galford 3.png
SS Galford 4.png


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora