Difference between revisions of "Samurai Shodown V Special/Gaoh Kyogoku Hinowanokami"

From Mizuumi Wiki
Jump to navigation Jump to search
 
(One intermediate revision by the same user not shown)
Line 1,082: Line 1,082:
 
   |description    =:*Gaoh lifts his spear up above his head and spins it. This is a two part attack, where the actual lift from the ground will catch the opponent and combo with the second hit in the air. If the spinning part catches someone in the air, it's basically unbeatable by anything.
 
   |description    =:*Gaoh lifts his spear up above his head and spins it. This is a two part attack, where the actual lift from the ground will catch the opponent and combo with the second hit in the air. If the spinning part catches someone in the air, it's basically unbeatable by anything.
 
:*While it doesn't come out very fast, it's surpisingly good antiair. Because of its speed it's not useful on characters with fast jumps without a good read, and it's extremely punishable on block or whiff so be careful with it.
 
:*While it doesn't come out very fast, it's surpisingly good antiair. Because of its speed it's not useful on characters with fast jumps without a good read, and it's extremely punishable on block or whiff so be careful with it.
:*If the second hit somehow doesn't connect after the first, the opponent is sent in a slow upwards launch that lets you easily combo with a heavy pursuit. Rare, but it can happen.
+
:*If you trade with the first hit and the second hit never comes out, the opponent is sent in a slow upwards launch that lets you easily combo with a heavy pursuit. Rare, but it can happen.
 
:*This move has throw invincibility on startup, just in case you feel like going full ride-or-die on a throw read. It's probably not worth the risk though.
 
:*This move has throw invincibility on startup, just in case you feel like going full ride-or-die on a throw read. It's probably not worth the risk though.
 
  }}
 
  }}
Line 1,195: Line 1,195:
 
   |level          =
 
   |level          =
 
   |invul          =
 
   |invul          =
   |description    =:*Gaoh grabs the opponent and does a headbutts them really hard. Like [[Samurai Shodown V SP/Yoshitora_Tokugawa|Yoshitora]]'s Yuugao, this looks like a command grab, but it's blockable. Unlike Yuugao, this is actually useful. And it can be combo'd into, also unlike Yuugao.
+
   |description    =:*Gaoh grabs the opponent and headbutts them really hard. Like [[Samurai Shodown V SP/Yoshitora_Tokugawa|Yoshitora]]'s Yuugao, this looks like a command grab, but it's blockable. Unlike Yuugao, this is actually useful. And it can be combo'd into, also unlike Yuugao.
 
:*It has 3f startup, just like a normal throw, but it has RANGE. Hella range. This can be used to punish blocked attacks reliably, and surprisingly it outdamages 236A. Try to get used to reacting to blocked attacks with it.
 
:*It has 3f startup, just like a normal throw, but it has RANGE. Hella range. This can be used to punish blocked attacks reliably, and surprisingly it outdamages 236A. Try to get used to reacting to blocked attacks with it.
 
  }}
 
  }}

Latest revision as of 17:49, 1 August 2020

兇國 日輪守 我旺, Kyogoku Hinowanokami Gaoh
Colors

Introduction

The man with the courtesy name that never ends. When he levels up he puts all his points into mustache power.

Gaoh is a pretty straightforward character. He has enormous range, above-average damage, good mobility, and not much else! He plays sort of like a more aggressive version of Charlotte.

Strengths Weaknesses
  • Above average movement speed.
  • Normals with enormous range make him difficult to get in on, so he is a strong zoning character.
  • Similarly long ranged deflect.
  • Blockable "grab" that happens to be 3 frame startup, allowing him to punish things easily.
  • Terrible rage balance and his WFT is almost useless.
  • No real ways of forcing damage and few ways of baiting out enemy attacks.
  • Chipping tools are easy to react to.
  • No safe pressure options.
  • Poor wakeup game.

Data

  • Damage taken: 100%
  • Rage duration: 9 seconds
  • Amount to rage: 32
  • Walk speed: 544
  • Backwalk speed: 480
  • Dash speed: 1456
  • Jump duration: 51 frames
  • Width: 24
  • Throw range: 16

Normal Moves

Far Slashes

5A
5A
SamSho5sp Gaoh 5A.png
Damage Guard Cancel Invul Property Level
6 Mid Recoil - Recoil Cancel,
Deflectable (Light),
Weapon Clash 3~8(6)
Weak attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 2 10 -2 -2 -12
  • Useful poke. Good speed, good range, quickish recovery on block. Solid all around spacing tool but doesn't hurt much
5B
5B
SamSho5sp Gaoh 5B.png
Damage Guard Cancel Invul Property Level
11 Mid 1~2 (2) - Recoil Cancel,
Deflectable (Medium),
Weapon Clash 3~9 (7)
Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 4 18 -4 +2 -18
  • Very similar to 5A, but longer range, almost twice as much damage, but more recovery on block. This is actually really good to use as antiair if you throw it out early.
5AB
5AB
SamSho5sp Gaoh 5AB.png
Damage Guard Cancel Invul Property Level
30 Mid 1~3 (3) - Recoil Cancel,
Deflectable (Heavy),
Weapon Clash 4~17 (14)
Heavy Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
18 8 34 -5 +5 -26
  • Ridiculous range and high damage, but really slow on startup and poor block recovery. The recoil time is annoying, since you can only cancel the early part of the recovery. Watch your spacing for this one, unless you have a good read it's probably not the best thing to toss out.
  • Sometimes okay to use against jumpins, depending on the character you're facing. Anyone with a strong downwards strike can definitely hit you, so be careful.
2A
2A
SamSho5sp Gaoh 2A.png
Damage Guard Cancel Invul Property Level
5 Mid 7~12 (6) - Deflectable (Weak),
Weapon Clash 1~6 (6)/10~19 (10)
Light Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 3 9 -2 +2 -14
  • Short ranged low poke. In fact the cross barely even moves. This is an okay spacing tool but overall the recoil time makes it more risky than it should be.
2B
2B
SamSho5sp Gaoh 2B.png
Damage Guard Cancel Invul Property Level
9 Mid 11~16 - Deflectable (Medium) Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 5 15 -2 +6 -14
  • Now this is a handy move.
  • This is his only medium poke that is cancelable on hit, which means it will actually combo into 623S and 236A. And, believe it or not, 236CD, though the timing is pretty strict. This makes for great ranged punishment fodder when you can't get something faster out. The cancel window is too small to hit confirm easily, unfortunately.
  • Unfortunately it's not very good for antiair. His hurtbox extends first, so if it's not at the maximum range of the attack, Gaoh will either trade or get stuffed by jumpins trying to hit with it.
  • Because its cancel window is not large, you can abuse hitstop by doing this from out of range and buffer the attack in anyway to OS a combo if they stick something out.
2AB
2AB
SamSho5sp Gaoh 2AB.png
Damage Guard Cancel Invul Property Level
29 Low 1~8 (8) - Recoil Cancel,
Weapon Clash 5~14 (10)
Heavy Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 5 35 KD KD -26
  • About the same range as 2A, high damage, comes out slightly faster than 5AB, and hits low, but it's pretty easily evaded and the recoil time has the same problems as 5AB. The damage and speed makes this a useful punishing tool, since it'll do more damage than his combos and keep them close. There's not much reason to high block against Gaoh, so this won't mix the opponent up as much as it might simply just catch them not blocking low by default.
  • If connected this should be followed up with a low pursuit for more damage.

Near Slashes

n.5A
n.5A
SamSho5sp Gaoh n5A.png
Damage Guard Cancel Invul Property Level
5 Mid 7~12 (6) - Weapon Clash 1~6 (6)/10~19 (10) Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 3 7 0 0 -5
  • Gaoh backfists him in the face. This is a surprisingly good poke! The hitbox is nice, it does a little more damage than you'd expect, and it pushes them away nicely. Good tick throw setup, but it can be crouched under in some matchups.
  • Can combo into 623C but that's impossible to confirm.
n.5B
n.5B
SamSho5sp Gaoh n5B.png
Damage Guard Cancel Invul Property Level
5, 5 Mid 13~16 (4) - Deflectable (Medium),
Weapon Clash 2~10 (9)
Medium Attac
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 2 20 -2 +6 -18
  • Good combo starter and punisher, but if you're close enough to do this the recovery period on block is going to murder you. Unless you want to confirm your hit or punish them while they're trying to duck your throws, stick with n.2B instead.
n.5AB
n.5AB
SamSho5sp Gaoh n5AB.png
Damage Guard Cancel Invul Property Level
27 Mid 1~12 (12) - Deflectable (Heavy),
Recoil Cancel,
Weapon Clash 4~18 (15)
Heavy Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
19 9 29 -1 +9 -26
  • Against a grounded opponent, there is no reason to use this attack. It starts up painfully slow for a close attack, it isn't cancelable on hit, and it actually does less damage than 2AB. The recoil window is huge, allowing you to confirm a block into 236AB or something.
  • However, the air hitbox is ENORMOUS. It will knock pretty much anyone out of the air if they try to cross you up or jump straight up. Too bad you can't use it from further away!
n.2A
n.2A
SamSho5sp Gaoh 2A.png
Damage Guard Cancel Invul Property Level
5 Mid 7~12 (6) - Deflectable (Light),
Recoil Cancel,
Weapon Clash 1~6(6)/10~19 (10)
Light Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 3 9 -2 +2 -14
  • Same as 2A, except now you're in range to combo it into 623C.
n.2B
n.2B
SamSho5sp Gaoh 2B.png
Damage Guard Cancel Invul Property Level
9 Mid 11~16 (5) - Deflectable (Medium) Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 5 15 -2 +6 -14
  • Same as 2B, though being closer means comboing into 236CD is easier.
n.2AB
n.2AB
SamSho5sp Gaoh 2AB.png
Damage Guard Cancel Invul Property Level
29 Low 1~8 (8) - Recoil Cancel,
Weapon Clash 5~14 (10)
Heavy Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 5 35 KD KD -26
  • Same as 2AB

Overheads

5BC
5BC
SamSho5sp Gaoh 5BC.png
Damage Guard Cancel Invul Property Level
16 High - - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 4 16 KD KD -15
  • Would be better if not for uncharacteristically short range. The damage is alright, at least.
  • Usually, it's more useful as a throw avoidance tool or a counterpoke than as an overhead. Might consider mixing up with 5C/6C to keep people on edge though.
u.5BC
u.5BC
SamSho5sp Gaoh u5BC.png
Damage Guard Cancel Invul Property Level
6 High - - - Medium attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 7 13 KD KD -15
  • A ridiculously silly looking kung fu punch. Less damage than his armed overhead. That's about it.

Kicks

5C
5C
SamSho5sp Gaoh 5C.png
Damage Guard Cancel Invul Property Level
5 Low 1~4 - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
22 2 1 +15 +23 +2
  • Slow Kazama stomp with massive frame advantage on hit. Okay choice for oki, seeing as you can link off it and you're slightly plus on block.
6C
6C
SamSho5sp Gaoh 6C.png
Damage Guard Cancel Invul Property Level
5 Low 1~5 (5)/13~32 (20) - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 10 9 -1 +7 -14
  • A long range low kick with lots of active frames. Combos with 236A and 623S. Because the hitstun isn't huge you don't get any time to hitconfirm this, sadly.
  • This is good fodder to catch people who move forward or don't block low far away. If you want to punish, just use 2B instead.
2C
2C
SamSho5sp Gaoh 2C.png
Damage Guard Cancel Invul Property Level
2 Low - - - Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 4 7 -1 -1 -6
  • Standard low poke for spacing. Good if you want to make some room, and has a very nice hitbox. It not being a proximity normal means you can use this when you aren't in range for n.5A to come out.
3C
3C
SamSho5sp Gaoh 3C.png
Damage Guard Cancel Invul Property Level
6 Low - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 5 19 KD KD -19
  • A low sweep that has less range than 6C, isn't cancelable, and is much worse on block. It knocks down, for whatever that's worth. Useless.

Jumping

j.A
j.A
SamSho5sp Gaoh jA.png
Damage Guard Cancel Invul Property Level
5 High - - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
8 6 6 - - -
  • Kung fu chop. Range and damage are both pretty lame, but it comes out fast. This is your fastest air normal that hits kind of next to you. It has a fair amount of hitstop, so be wary of using it as a jumpin against people who like to mash throw on reaction.
j.B
j.B
SamSho5sp Gaoh jB.png
Damage Guard Cancel Invul Property Level
10 High - - Deflectable (Medium) Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 6 26 - - -
  • Spear stab that comes out slow, doesn't stay out very long, and doesn't have much range. The damage is okay.
j.AB
j.AB
SamSho5sp Gaoh jAB.png
Damage Guard Cancel Invul Property Level
25 High - - Deflectable (Heavy) Heavy Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
17 4 7 - - -
  • Wide arc long range swipe. This is really nice, but only the bottom half of the attack actually hits the opponent. Still, it's one of Gaoh's defining moves due to its sheer range and damage, so abuse liberally.
  • On neutral jumps you can use this when you bait the opponent into trying to jump/dash at you, because is enormous range will smack them out of it. On forwards jump you probably want to hit closer to its maximum range, because the upper part not hitting means they can neutral jump on reaction and most likely hit you coming down.
j.C
j.C
SamSho5sp Gaoh jC.png
Damage Guard Cancel Invul Property Level
4 High - - - Heavy Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 12 9 - - -
  • Gaoh sticks his sock out. It does almost no damage, but it has a lot of active frames and the hitbox has a nice angle, so it can be good for jumping in or stuffing throw mash.

Dashing

66A
66A
SamSho5sp Gaoh 66A.png
Damage Guard Cancel Invul Property Level
6 Mid 1~2 (2) - Recoil cancel,
Deflectable (Heavy)
Weak attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 2 9 -1 -1 -26
  • Low damage mid-range poke that happens to be minus a zillion on block and completely lack combo options. Not recommended.
66B
66B
SamSho5sp Gaoh 66B.png
Damage Guard Cancel Invul Property Level
5,5 Mid 13~30 (18) - Recoil cancel,
Deflectable (Heavy)
Medium attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 2 20 -2 +6 -26
  • This is almost exactly n.5B, except you move forward and the cancel window is enormous.
  • This is a great combo starter and general all-purpose attack, as the two hits allow you to confirm off of it and the cancel window can setup mixups. For example, you can 66B out of range and confirm a hit into 236A or whiff against a jump into 623S, or bait a counterpoke with 236AB. Because of upward motion, this move actually pretty good against jumps, especially when you run under them.
  • Just be careful. It's good if it hits, but the risk of getting punished on block or having it deflected is pretty huge.
66AB
66AB
SamSho5sp Gaoh 66AB.png
Damage Guard Cancel Invul Property Level
15 Mid 5~8 (4) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 2 20 KD KD -22
  • A very useful tool for Gaoh at range. The range is huge, it forces knockdown, beats deflects clean, and the damage is surprisingly okay. Combine the large horizontal hitbox of this slash with its complete lack of recoil on block, and you have a move some stubbier characters struggle to do anything about. Just aim to hit them with the edge of the move. You can even hit them with this while the screen is zoomed out!
  • Also cancellable early before the active frames, which is actually useful if you just want to dash into a closer position for a special.
  • One problem is that the upper half of the slice does not actually hit the opponent, so it will not catch anyone that jumps, leaving you wide open to attack. You can avoid most of the vulnerability by ensuring the opponent at least isn't already in the air when using this attack. And as a given, if your opponent can AB you for this on block, it becomes much riskier.
66C
66C
SamSho5sp Gaoh 5C.png
Damage Guard Cancel Invul Property Level
5 Low 1~4 (4) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 5 9 KD KD -9
  • Running 5C with a knockdown. Not plus, but it's your safest running normal and you get to hit them with a 2BC afterwards. Use this if you don't want to die on block.

Unarmed

u.5S
u.5S
SamSho5sp Gaoh u5S.png
Damage Guard Cancel Invul Property Level
5 Mid 1~2 (2) - - Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 3 7 0 0 -5
  • Exactly the same as n.5A, except without the combo into 623C.
u.2S
u.2S
SamSho5sp Gaoh u2S.png
Damage Guard Cancel Invul Property Level
5 Mid 6~10 (5) - - Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 3 7 0 0 -5
  • Basically a crouching n.5A, except this time with the combo into 623C. Good stuff.
ju.S
ju.S
SamSho5sp Gaoh juS.png
Damage Guard Cancel Invul Property Level
5 High - - Medium Attack -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
8 12 8 - - -
Almost the same as j.A, except there's more active frames. Should still probably stick to j.C though.
u.66S
u.66S
SamSho5sp Gaoh u66S.png
Damage Guard Cancel Invul Property Level
5 Mid 1~3 (3)/7~11 (5) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 3 4 KD KD -2
  • Like all dashing u.66S, it knocks down on hit.
  • This one is very safe on block and has almost no hitstop, so it's actually a really good tick throw/mixup setup if they block it.
u.6C
u.6C
Samsho5sp Gaoh u6C.png
Damage Guard Cancel Invul Property Level
5 Low 1~4 (4) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 5 9 KD KD -9
  • Same as 6C but gives you a far knockdown. Uncancelable, but pretty safe.
  • This kick is a most easy way to get back your weapon, if you lost it.

Pursuits

2BC
Pursuit
2BC
Damage Guard Cancel Invul Property Level
6 Mid 1~3 (3) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 5 9 - - -9
  • Poor range, but usable after a successful 2AB, 66C, or 3C, and in most corner knockdowns. You can often afford to walk up and still land this if you're just barely out of range.
u.2BC
Unarmed Pursuit
u.2BC
Damage Guard Cancel Invul Property Level
6 Mid 1~3 (3) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 5 9 - - -
  • Same as 2BC
8BC
Heavy Pursuit
8BC
Damage Guard Cancel Invul Property Level
12 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
39 20 33 - - -
  • Very good damage. Usable after 214C reflection of whirlwinds and other aerial knockdowns from reflected projectiles.
u.8BC
Unarmed Heavy Pursuit
u.8BC
Damage Guard Cancel Invul Property Level
8 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 21 34 - - -

System

216D
Deflect
216D
SamSho5sp Gaoh Deflect.png
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -
  • Amazingly long range on this deflect. This is arguably one of Gaoh's best specials, and should be used liberally. The biggest strength about the deflect's range is that it can catch pokes that otherwise wouldn't hit you, and 9/10 times you'll be in range to hit them with a 5AB if it catches them. Bait out pokes and use it or backroll vs forward advances and use it.
Weapon Pickup
Weapon Pickup
5A near weapon
Samsho5sp Gaoh wpn pickup.png
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -
  • About average speed as weapon pickups go. Nothing special here.

Special Moves

Specials

236S
Imi-Kagura
236S
SamSho5sp Gaoh 236S.png
A Damage Guard Cancel Invul Property Level
15 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
18 3 21 KD KD -19
  • Gaoh dashes forward a fair distance with his spear pointed straight out. An interesting multipurpose move, this will probably be what you use most.
  • Good damage, moves surprisingly fast, combos with all sorts of moves, does a far knockdown. Your most consistent and reliable combo tool, and sadly your safest (though it can still be easily punished).
  • Be warned that the upper prong on Gaoh's polearm has no hitbox, so hopping overheads/hops in general can go right over this and leave you open.
B Damage Guard Cancel Invul Property Level
18 Mid - 14-28f Upper Body Invul - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
29 4 27 - - -26
  • Much slower startup and recovery than 236A, but greater distance and damage.
  • The main advantage of this move is that it has upper body invulnerability while Gaoh is moving forward, making it a versatile move for both anti-air and going through projectiles. It will actually go completely through Galford's and Kazuki's projectiles on reaction.
  • Spacing its distance out might be a problem though, but cancelling into it out of a backroll on reaction to their jump can fix this.
AB Damage Guard Cancel Invul Property Level
26 Mid - 1-4f Fully Invul - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
32 4 39 KD KD -38
  • Does a fake backdash with invincible startup and then does what looks like a very quick 236A that wallslams the opponent on hit (no pursuits after this one). This does a lot of damage if it connects and can basically be considered Gaoh's reversal/DP like move. Forms a funky pseudo-mixup when combined with liberal backdash usage at midrange, because it'll likely hit them if they overextend trying to catch you. The animation is slow enough that even on a successful read faster attacks can recover in time for them to block anyway.
  • An alternative to this move is to do backdash instead and then cancel the backdash recovery into 236A. It's slower and does less damage, but it still has the invincibility and you can confirm if you want to follow up or not.
623S
Kabuto Goma
623S
SamSho5sp Gaoh 623S.png
Damage Guard Cancel Invul Property Level
6,18 Mid - 1-13f Throw Invul - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
17 39 27 KD KD -61
  • Gaoh lifts his spear up above his head and spins it. This is a two part attack, where the actual lift from the ground will catch the opponent and combo with the second hit in the air. If the spinning part catches someone in the air, it's basically unbeatable by anything.
  • While it doesn't come out very fast, it's surpisingly good antiair. Because of its speed it's not useful on characters with fast jumps without a good read, and it's extremely punishable on block or whiff so be careful with it.
  • If you trade with the first hit and the second hit never comes out, the opponent is sent in a slow upwards launch that lets you easily combo with a heavy pursuit. Rare, but it can happen.
  • This move has throw invincibility on startup, just in case you feel like going full ride-or-die on a throw read. It's probably not worth the risk though.
214C
Kurogane Kudaki
214C
SamSho5sp Gaoh 214C.png
Damage Guard Cancel Invul Property Level
- Mid - - 7-24f Projectile Reflect -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 17 18 N/A N/A N/A
  • Gaoh slam his fist through the air and send enemy projectile on 180°. It's a decent projectile reflector, who makes some match-ups much easier. Unlike Haohmaru's sake jug whack, this does not actually hit the opponent -- it only reflects.
  • This move is fast and has a huge half-screen width and height hitbox, but won't catch some ground sliding projectiles, like Zankuro's. It's actually possible to both reflect and be hit by the same projectile with this reflector, particularly Kazuki's fireballs.
6SS
Oboro Bayashi
6SS
SamSho5sp Gaoh 6SS.png
A Damage Guard Cancel Invul Property Level
4x3 Mid - - Deflectable (Light) -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
30 2 29 -3 +5 -15
B Damage Guard Cancel Invul Property Level
4x5 Mid - - Deflectable (Medium) -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
35 2 39 -3 +5 -16
AB Damage Guard Cancel Invul Property Level
4x9 Mid - - Deflectable (Heavy) -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
40 2 60 -4 +4 -15
  • Gaoh moves forward while stabbing repeatedly. This attack has one main purpose - chipping away the opponent's health. It's painfully slow on startup regardless of which speed, it doesn't catch opponent's attacks easily, but it has very little recovery on block/hit.
  • The A version has the least startup and safer on block, but only hits three times. This version is a decent tool to cancel into for Gaoh simply because all his other specials are quite unsafe on block.
  • The other versions hit a lot more but the telegraphing and very long animation of this move leaves you vulnerable to being jumped over and hit from behind, so make sure never to whiff this.
  • Use this move as 6C cancel or during time slow to force chip damage. This move can be deflected and it is wide open to a jump attack as well, so use sparingly.
623C
Kurogane Kudaki
623C
SamSho5sp Gaoh 623C.png
Damage Guard Cancel Invul Property Level
20 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
3 1 47 KD KD -43
  • Gaoh grabs the opponent and headbutts them really hard. Like Yoshitora's Yuugao, this looks like a command grab, but it's blockable. Unlike Yuugao, this is actually useful. And it can be combo'd into, also unlike Yuugao.
  • It has 3f startup, just like a normal throw, but it has RANGE. Hella range. This can be used to punish blocked attacks reliably, and surprisingly it outdamages 236A. Try to get used to reacting to blocked attacks with it.

Weapon Flipping Technique

Naraku Boe
236CD
SamSho5sp Gaoh 236CD.png
Damage Guard Cancel Invul Property Level
1x5,25 Mid - 1-5f Melee Invul,
22f-45f Fully Invul
- -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
22 2 75 KD KD -48
  • This is in competition for being one of the worst WFTs in the game. Damage is disappointingly low, comes out very slow, the invincibility has a huge gap, and if it catches at the edge it won't hit in full. Gaoh's rage duration and charge both suck, too.
  • One bright side is that it combos off of a quickly canceled 2B. Unfortunately, you have to be at point blank range for the WFT to hit in full, because the pushback from 2B will mean they don't get the full hits and won't lose their weapon. You can also reliably combo into this from behind.
  • Outside of combos, its only use is as predicting a jump as punish after a move with long recovery.
  • Unless they're wide open, stick with normal combos or just don't rage.

Combos

Normal

  • 66B or n.5B or 2B or n.2B
Gaoh has a lot of easy ways of getting combos going, though you'll probably be using 66B or 2B the most.
  • ... xx 236A 2BC
Near knockdown. You recover quickly after 236A so you can follow it up as you please. If close, you can do 2BC for a teensy bit more.
  • ... xx 623S 2BC
Far knockdown. Higher damage variant, but you recover later. If it's into the corner you can throw in a 2BC but it's probably not worth it.
  • ... xx 623C
Style point bonus. Can only be done at point blank range, but does more damage than 236A and recovers quickly.
  • 6C xx 236A 2BC
This is a low hitting combo that actually works at the maximum range of 6C. Good stuff, but impossible to hitconfirm.
  • (2B or n.2B) xx 236CD
This has to be canceled immediately during hitstop. In fact, that is the only reason this combos.
Has to be done at point blank range or near the corner to actually combo in full, otherwise they get just the tip of the WFT and don't get disarmed or take much damage.
  • n.2A xx 623C
Now this combo has some interesting properties. Because the recoil cancel period is pretty late on this, if you're fast you can actually Option Select the grab out, canceling into it if you hit and doing something else if you miss. n.2A is -14f on block if not canceled, though, so be wary.
  • (n.5A or u.2S) xx 623C
Basically the same as n.2A except no recoil cancel to save your ass.
  • 5C 2B xx whatever
A low-hitting kick that links into 2B. Also links into n.5B, but that does less damage. Mostly there for okizeme.

Backhit

  • Backhit (66B or n.5B or 2B or n.2B) xx 236CD
Only way to combo Gaoh's WFT besides point-blank n.2B xx 236CD.
  • Backhit 5C 2AB
A low-hitting kick that links into 2AB. Easy to hit confirm because of large hitstun.

Time slow

  • (vs air) j.AB j.AB j.AB ...
The usual when you can't cram an Issen in when they fall.
  • 5AB Issen
Boring, but Gaoh's a boring guy. This only applies when they don't have Rage Explosion available.

Strategies

General

Gaoh sucks at raging. While the damage bonus is nice, his WFT is awful, he has very few ways of forcing damage, and it just takes too long to charge for too little usable time. Unless you feel like taking a lot of risky gambles, you're better off saving meter for time slow.
He has almost no high-low game to speak of, so it's more likely you'll catch the opponent mashing with lows than you will catch him blocking wrong. Focus more on footsies and timing. You've got a lot of range that's difficult to approach safely on, and Gaoh's movement is actually pretty good, so make them guess!
If you must run for lows, 6C has good range and combos with 236A and 623S. Impossible to confirm though, so be careful. Because Gaoh has no credible high threat this is not very useful.
The main attacks you want to land are n.5B, 66AB, 2B, n.2B, 5AB, 2AB, j.AB, and 236A. All of these either combo or do good damage on their own. 623C is an amazing punish if you block anything at close range.
When you're in situations where you want a good reversal move, your best options are 236AB and backdash. 623C isn't invincible but starts up very quickly, so if you're not going to have a sword in your face immediately you can hit it.

Damage and defense

Punishers:
  • 5AB - Has ridiculous range but doesn't come out too quick. Be careful of what you're trying to hit here.
  • 2AB - Does good damage, comes out very quickly, and knocks down. What's not to like?
  • 6C xx 236A 2BC - Hair more range than 2AB and slightly faster, but not much damage. Can also cancel to 623S instead for more damage and a far knockdown.
  • 2B xx 623S - Slightly faster still, good damage. Works at near or far range equally well.
  • n.2B xx 236CD - If you're close and have WFT out, this is quick and the only way to combo into it. Note that the cancel must be immediate because this makes use of the hitstop glitch.
Antiairs:
  • 5B - This really great hitbox and comes out quickly, so feel free to slap them out of the air with this.
  • 5AB - Surprisingly good for smashing far jumps if they don't have strong downwards strikes.
  • Neutral jump - This is a good choice because you can do j.AB on reaction to the jump and very few characters will be able to stuff that move. If they don't jump, you can come down with it out to prevent them from getting in.
  • 236B - Has upper body invulnerability until it goes active, but starts slow. It's good against some characters. Also works when cancelled from a back roll.
  • 623S - Takes forever to get into the air, so not recommended on reaction except against slow jumpers. If you're clever you can set it up off of a 66B whiff.
  • n.5AB - Will catch both neutral jumps and crossup attempts easily, since it hits above and behind Gaoh.

Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 6 9 2 21 1~2(2) 3~8(6) -2 -2 -12 Mid Weak attack, Deflectable(weak)
5B 11 10 4 32 1~2(2) 3~9(7) -4 +4 -18 Mid Medium attack, Deflectable(med)
5AB 30 18 8 60 1~3(3) 4~17(14) -5 +5 -26 Mid Heavy attack, Deflectable(heavy)
2A 5 7 3 19 7~12(6) 1~6(6) / 10~19(10) -2 -2 -14 Mid Weak attack, Deflectable(weak)
2B 9 11 5 31 11~16(6) - -2 +6 -15 Mid Medium attack, Deflectable(med)
2AB 29 15 5 55 1~8(8) 5~14(10) KD KD -26 Low Knockdown attack
n.5A 5 6 3 16 1~2(2) / 6~10(5) - +0 +0 -5 Mid Weak attack
n.5B 5, 5 11 2 33 13~16(4) 2~10(9) -2 +6 -18 Mid Medium attack, Deflectable(med)
n.5AB 27 19 9 57 1~12(12) 4~18(15) -1 +9 -26 Mid Heavy attack, Deflectable(heavy)
n.2A 5 7 3 19 7~12(6) 1~6(6) / 10~19(10) -2 -2 -14 Mid Weak attack, Deflectable(weak)
n.2B 9 11 5 31 11~16(6) - -2 +6 -15 Mid Medium attack, Deflectable(med)
n.2AB 29 15 5 55 1~8(8) 5~14(10) KD KD -26 Low Knockdown attack
5C 5 22 2 25 1~4(4) - +15 +23 +2 Low Medium attack
6C 5 13 10 32 1~5(5) / 13~32(20) - -1 +7 -14 Low Medium attack
2C 2 6 4 17 x - -1 -1 -6 Low Weak attack
3C 6 13 5 37 x - KD KD -19 Low Knockdown attack
j.A 5 8 6 20 x - -- -- -- High Medium attack
j.B 10 13 6 45 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 25 17 4 28 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 10 12 31 x - -- -- -- High Heavy attack
ju.C 4 10 12 31 x - -- -- -- High Heavy attack
5BC 16 20 4 40 x - KD KD -15 High Medium attack Knockdown attack
u.5BC 6 20 7 40 x - KD KD -15 High Medium attack Knockdown attack
66A 6 9 2 20 1~2(2) - -1 -1 -26 Mid Weak attack, Deflectable(heavy)
66B 5, 5 11 2 33 13~30(18) - -2 +6 -26 Mid Medium attack, Deflectable(heavy)
66AB 15 11 3 38 5~8(4) - KD KD -22 Mid Knockdown attack
66C 5 15 5 29 1~4(4) - KD KD -9 Low Knockdown attack
u.5S 5 6 3 16 1~2(2) - +0 +0 -5 Mid Weak attack
u.2S 5 6 3 16 6~10(5) - +0 +0 -5 Mid Weak attack
ju.S 5 8 12 28 x - -- -- -- High Medium attack
u.66S 5 7 3 14 1~3(3) / 7~11(5) - KD KD -2 Mid Knockdown attack
u.66C 5 15 5 29 1~4(4) - KD KD -9 Low Knockdown attack
2BC 6 15 6 40 1~3(3) - -- -- -- Mid
u.2BC 6 15 6 40 1~3(3) - -- -- -- Mid
8BC 12 39 20 92 x - -- -- -- Mid
u.8BC 8 20 21 75 x - -- -- -- Mid
Ibushi Miyabe - 214C x x x 42 x - -- -- -- Mid 7-24f projectile reflect
Kabuto Goma - 623S 6, 18 17 39 83 x - KD KD -61 Mid Knockdown attack
1-13f throw invincible
Imi Kagura - 236A 15 18 3 42 x - KD KD -19 Mid Knockdown attack
Imi Kagura - 236B 18 29 4 60 x - KD KD -26 Mid Knockdown attack
14-28f upper body invincible
Imi Kagura - 236AB 26 32 4 75 x - KD KD -38 Mid Knockdown attack
1-4f fully invincible
Oboro Bayashi - 6A x2 4x3 30 2 61 x - -3 +5 -15 Mid Medium attack, Deflectable(weak)
Oboro Bayashi - 6B x2 4x5 35 2 76 x - -3 +5 -15 Mid Medium attack, Deflectable(med)
Oboro Bayashi - 6AB x2 4x9 40 2 102 x - -4 +4 -16 Mid Medium attack, Deflectable(heavy)
Kurogane Kudaki - 623C 20 3 1 51 x - KD KD -43 Mid Knockdown attack
Naraku Boe - 236CD 1x5, 25 22 2 99 x - KD KD -48 Mid Knockdown attack
1-5f melee invincible
22-45f fully invincible
Samurai Shodown V Special
General

FAQControlsHUD

Characters

AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro

Mechanics

MechanicsTablesHitboxesHidden Moves