Samurai Shodown/Galford: Difference between revisions

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{{MoveData
{{MoveData
|image=SS_Galford_5CD.png
|image=SS_Galford_5CD.png
|caption=Neutral Throw
|caption=Neutral / Forward Throw
|image2=SS_Galford_4CD.png
|image2=SS_Galford_6CD.png
|caption2=Forward Throw
|image3=SS_Galford_6CD.png
|caption3=Back Throw
|caption3=Back Throw
|name=Guard Break (Throw)
|name=Guard Break (Throw)
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|data=
|data=
  {{AttackData-SS2019
  {{AttackData-SS2019
  |version=Neutral
  |version=Neutral / Forward
  |damage=  
  |damage=  
  |guard=
  |guard=
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  |header=no
  |header=no
  |version=Back
  |version=Back
|damage=
|guard=
|startup=
|active=
|recovery=
|hitAdv=
|backhitAdv=
|blockAdv=
|cancel=
|clash=
|deflect=
|unarmed=
|description=Universal throw. Can be followed up with an attack.
}}
{{AttackData-SS2019
|header=no
|version=Forward
  |damage=  
  |damage=  
  |guard=
  |guard=
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  {{AttackData-SS2019
  {{AttackData-SS2019
  |version=
  |version=
  |damage=  
  |damage=0
  |guard=
  |guard=N/A
  |startup=
  |startup=1
  |active=
  |active=16
  |recovery=
  |recovery=22
  |hitAdv=
  |hitAdv=N/A
|backhitAdv=
  |blockAdv=N/A
  |blockAdv=
  |cancel=N/A
  |cancel=
  |clash=N/A
  |clash=  
  |deflect=N/A
  |deflect=  
  |unarmed=Yes
  |unarmed=
  |description=Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.<br><br>''Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.''
  |description=Universal dodge.
  }}
  }}
}}
}}
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  |deflect=N/A
  |deflect=N/A
  |unarmed=No
  |unarmed=No
  |description=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 you counter a heavy slash or a running slash, your opponent will be disarmed.
  |description=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.
  }}
  }}
  {{AttackData-SS2019
  {{AttackData-SS2019

Revision as of 12:48, 14 May 2020

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.

Strengths Weaknesses
  • Excellent mobility
  • Effective from long range or close-up
  • Retains most of his tools even when disarmed
  • Relies on Poppy to create opportunities for himself
  • Easy to pressure
  • Low damage

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

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

Galford can also apply a basic high low 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 use them sparingly, or mainly use relatively safe 2D pokes.

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

Low Options - Low Kicks, 66B/D, empty/whiff jump in > low

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 - 9 - - - -4 -5 - - - - -
5B
5B
SS Galford 5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
110 - 13 - - - -8 -12 - - - - -
5C
5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 24 - - - -7 -28 - - - - -
2A
2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 8 - - - -3 -5 - - - - -
2B
2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 12 - - - -5 -12 - - - - -
2C
2C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 18 - - - - -28 - - - - -

Near Slashes

n.5A
n.5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 5 - - - 1 -5 - - - - -
n.5B
n.5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 8 - - - -3 -5 - - - - -
n.5C
n.5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 16 - - - -4 -28 - - - - -

Kicks

5D
5D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 13 - - - -3 -6 - - - - -
6D
6D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 9 - - - -4 -10 - - - - -
2D
2D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 5 - - - 0 -3 - - - - -
3D
3D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 12 - - - KD -20 - - - - -

Dash Normals

66A
66A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 6 - - - -2 -42 - - - - -
66B
66B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 18 - - - KD -35 - - - - -
66C
66C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 26 - - - KD -22 - - - - -
66D
66D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 9 - - - KD -28 - - - - -

Air Normals

j.A
j.A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - -
j.B
j.B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - -
j.C
j.C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - -
j.D
j.D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - -

Unarmed Normals

u.5S
u.5S
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 8 - - - 2 -3 - - - - Yes
u.2S
u.2S
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 9 - - - -2 -7 - - - - Yes
ju.S
ju.S
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - Yes
u.66S
u.66S
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 7 - - - KD -8 - - - - Yes

Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
Neutral / Forward Throw
Neutral / Forward Throw
Back Throw
Back Throw
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral / Forward - - - - - - - - - - - - -

Universal throw. Can be followed up with an attack.

Back - - - - - - - - - - - - -

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- High 18 - - - -3 -16 - - - - yes

Universal overhead.

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

Counter / Blade Catch
Counter / Blade Catch
236A+B
Counter
Counter
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 - +35~+59 N/A - N/A - N/A 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.

Disarmed 0 N/A 2 12 22 - KD N/A - N/A - N/A Yes

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
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 - - - - - - - - - - - -

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - -

Has projectile invulnerability and anti-airs. Damage scales up beased on reamaining health.

Command Moves

Stardust Drop
Stardust Drop
(close)j.6K
Stardust Drop
Stardust Drop
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - Yes

Token Special Move description. For more info on how to add rekkas, stance moves, etc. go to Template:MoveData for examples.

Wall Jump
Wall Jump
(near wall)9
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
Strike Heads
Strike Heads
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 10 - - - - - - - - - Yes

Galford's command grab.

Plasma Blade
Plasma Blade
236S
Plasma Blade
Plasma Blade
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Light - - 13 - - - KD -21 - - - - Yes
Medium - - 13 - - - KD -24 - - - - Yes
Heavy - - 13 - - - KD -27 - - - - Yes

Galford throws out a lightning projectile.

Replica Attack (head)
Replica Attack (head)
63214LS+K
Replica Attack (head)
Replica Attack (head)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - Yes

Galford teleports and comes falling down slashing in front of his opponent.

Replica Attack (rear)
Replica Attack (rear)
63214MS+K
Replica Attack (rear)
Replica Attack (rear)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - Yes

Galford teleports and comes falling down slashing his opponent from behind.

Rush Dog
Rush Dog
214LS
Rush Dog
Rush Dog
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Normal - - 32 - - - - - - - - - Yes
Rage - - 32 - - - - - - - - - Yes

Poppy dashes forward and bashes into your opponent.

Machine Gun Dog
Machine Gun Dog
214MS
Machine Gun Dog
Machine Gun Dog
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 36 - - - - - - - - - Yes

Poppy dashes forward and begins to tear your opponent.

Replica Dog
Replica Dog
214HS
Replica Dog
Replica Dog
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 79 - - - - - - - - - Yes

Poppy teleports and comes falling on your opponent while in a spinning ball. Think Sonic the Hedgehog.

Overhead Crash
Overhead Crash
214K
Overhead Crash
Overhead Crash
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 52 - - - - - - - - - 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.

Overhead Crash
Overhead Crash
214K
Overhead Crash
Overhead Crash
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - 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.

Imitate Replica (head)
Imitate Replica (head)
6321463214LS+K
While knocked back
While knocked back
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - Yes

A counter move that can be done when Galford is knocked back and in hitstun. Galford teleports and leaves behind a log, and then goes through the same animation as Replica Attack. However, if Galford is 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 can be used to punish opponents on hit! However, there are many instances where Imitate Replica will not be quick enough to punish or may be hard to use. (EX:Earthquake 5C, Imitate Replica needs to be input in between the three hits, so mashing helps mitigate error in this instance)

Below is a list of characters and their moves/combos where Galford can punish with Imitate Attack:

  • Haohmaru - 5C
  • Tam Tam - 5C (very early)
  • Yashamaru - 5C, 5CC, n.2C, 623X
  • Ukyo - 5B > 236B/C, 5B > 214X
  • Kyoshiro - 5C
  • Jubei - 5C, 5B 623X, 2C, 6SS
  • Hanzo - n.5C
  • Genjuro - 236A...
  • Earthquake - 5C
  • Shiki - 5B 236X 236X; 5B 236C
  • Yoshitora - 5C, n.5C
  • Darli - 5C
  • Ruixiang - 5C

Note: Other combos like Haohmaru's 5B > 623C can be punished by Cross Up Imitate Replica, but you need to input between the 5B and 623C, which is considerably more difficult.

Imitate Replica (rear)
Imitate Replica (rear)
6321463214MS+K
While knocked back
While knocked back
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - Yes

A counter move where Galford teleports and leaves behind a log, and then goes through the same animation as Replica Attack. This version of Imitate Replica side switches. This version can be used to avoid the hitbox of dragon punch specials when done after the combo starter.

Supers

Weapon Flipping Technique

Mega Plasma Factor
236B+C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 13 - - - - -78 - - - - -

Available only during Max Rage or Rage Explosion. Disarms on hit.

Super Special Move

Justice Impulse X
641236C+D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 29 - - - - -49 - - - - -

Available only once per match.

Combos

List combos, use numpad notation.

Throws

5C+D > 66B / 2C / 2B xx WFT

4C+D > 66B / 2C / 5C / 2B xx WFT

  • Microwalk 2B necessary for some characters

Corner

4C+D or 5C+D > 66B / 2C / 2B xx 236C / 2B xx WFT

  • Throws into the corner

Normal

n.5B/n.2B/2B xx 236S

214B > Anything

  • j.C > 5B xx 236S

2B/n.5B xx WFT

  • WFT will whiff, if done point blank on crouching opponents in the corner.

Special Cases

2A > 236C

  • Point Blank...Back hit...

214C > 63214A+D/B+D

  • Crouching / Meaty only

Matchups

Videos

Link to Galford videos and specify year it was produced or patch version in brackets.

Example: Galford combo video by "name of content creator" (2019).

Visual examples of Galford combos and some tech by Conchobar (2019)

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