Samurai Shodown/Earthquake

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SamSho Earthquake Profile.png
Earthquake
アースクェイク, Āsukweiku
  • Damage Taken: 95%
  • Rage Factor: 0.28
  • Rage Duration: 10 seconds
  • Jump: 48 frames (Slow)
  • Forward Walk Speed: 0.15 (Extremely Slow)
  • Back Walk Speed: 0.12 (Extremely Slow)
  • Dash Speed: 0.55 (Extremely Slow)
  • Back Dash: 27 frames
  • Weapon Pickup / Drop: 40 / 70 frames

Introduction

Earthquake has strong control over the mid-range, with many of his key pokes knocking down on hit. His dangerous ranged lows force the opponent to crouch-block often, restricting their movement. On top of that, he has reliable and strong punishment tools from any range, and a great WFT to boot.

Somewhat surprisingly for a character of his statue, Earthquake is also remarkably difficult to pin down, as he has access to a walljump, a teleport and even a weird pseudo-divekick that can alter his jump trajectory. His jumping normals are excellent, with j.C in particular being one of the most oppressive air-to-ground normals in the entire game. On the flipside, Earthquake has some of the worst ground movement among the cast, forcing him to play a much slower paced game than other characters. His normals are slow to recover and easy to jump over, making mistakes very costly for him. Also, Earthquake's anti-airs might be among the worst in the game, being either low damage, unreliable, slow or all three.


Playstyle
SS Earthquake Icon.png Earthquake is a big-body zoner who wants to overwhelm the opponent with his powerful long-range pokes from afar.
Strengths Weaknesses
  • Speed and weight: Earthquake has far-reaching buttons with incredibly fast startup for their range, many of which reward him with a knockdown on hit.
  • Oppressive air-to-ground: j.C is a fast aerial poke with great reach and a completely disjointed hitbox. He can also air-to-air from afar with j.B to keep opponents from jumping out of his pressure.
  • Good oki: Earthquake can capitalize on his knockdowns with simple but effective high/low mixups. In the corner, he can set up guaranteed chip damage with his Fat Breath special, which also leaves him massively plus on block.
  • Great punishment: Earthquake has powerful block- and whiff-punishes for all ranges. Both his WFT and SSM also have fast startup and large hitboxes.
  • Abysmal run: Earthquake has the worst run speed in the game by far, making it hard for him to establish run-throw pressure or chase down his opponent.
  • Weak comeback factor: Due in part to his slow movement, it is difficult for Earthquake to force the opponent into a mixup without getting a knockdown first. This makes it very easy for them to stall Earthquake out once he falls behind on life.
  • Bad from close: Earthquake's fastest normal is 7f, making it incredibly hard to get out of close-range pressure. He also has no way to AA opponents jumping over him from up-close.
  • Large hurtbox: Due to his large size, many jump attacks hit Earthquake from a very shallow height. He is also subject to Earthquake-exclusive cross-ups.

Gameplan

Neutral

Playing the neutral game with Earthquake is all about making your opponent respect your aerial presence so you can dominate the ground game with your powerful low pokes. Since you lack a reliable close range anti-air, you will have to discourage your enemy from rushing you down beforehand.

j.C and j.B are powerful ranged pokes which can not be deflected. j.B will whiff on grounded opponents however, so you will need to scout for jumps to A2A while you pressure. j.A or j.D can be used as reaction air-to-airs from closer ranges. Make use of your 66C from farther ranges and the occasional stance break to push he opponent away from you. Fat Chainsaw can also be used as an unconventional mobility option to go under the opponent if they keep jumping.

Once you convinced the opponent to stay on the floor, it's time to bully them with your powerful lows, most notably 66D, which is quick enough to win most scambles from mid-range easily. j.C and 2B/2C can be used as a high-low mixup from range.

Against fireballs, simply instant blocking them will leave you in a decent position and build meter in the process. You can also nullify them with A/B Fat Breath.

Okizeme

Fat Breath is a powerful Oki tool, as it leaves you with plus frames if done meaty. Savvy opponent's will try react to the animation by rolling out of the attack's hitbox on wakeup and punishing the recovery. However, you can use A Fat Breath as a fakeout to punish them for not respecting you.

On a predicted forward roll, you can also try instant Fat Bound (j.2A) as a tricky crossup which knocks down on hit, restarting your Oki game with great positioning.

Setting up Command Grabs

Fat Bomber is a neat little addition to Earthquake's moveset that has a surprising number of useful setups. It only deals around 160 damage, but it has good range, recovers quickly and gives you a knockdown, which Earthquake can build momentum off of. Its grab range starts around the tip of Earthquake' foot.

Cancelling 5A into A Fat Chainsaw from tip range won't actually hit the opponent but it will move you into point blank range. Since Chainsaw recovers so quickly and because your opponent is probably looking for a block punish, you can sneak in a grab here. If your opponent knows about the setup, mix it up with B chainsaw.

A deep j.D (or j.A) leaves you at a very small amount of frame advantage on block. This is usually enough to beat jabs with your own 5A or 5D but not enough to get a true command grab mixup. Simply jumping will beat both options. Use j.D only when you're sure the opponent will respect you.

Normal Moves

Far Slashes

5A
5A
SamSho Earthquake 5A.png
SamSho Earthquake 5A hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 8 - - 26 -6 -5 5 Yes Yes Yes No

Earthquake strikes down with his Fujiyama right in front of him

  • Slower than most other 5As but long reach and special cancellable
  • Early cancel frames make this your preferred whiffcancel into Fat Chainsaw for use in neutral
  • Hilliariously more unsafe on hit than on block
Toggle Hitboxes
Toggle Hitboxes
5B
5B
SamSho Earthquake 5B.png
SamSho Earthquake 5B hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 8 - - 43 -9 -12 10 No No Yes No

Earthquake strikes the enemy with the butt of his chain

  • Looks like a fairly underwhelming mid-poke until you realize it only has 8f startup
  • Doesn't recoil
  • Safe when spaced well
  • One of your best pokes in neutral
  • Easy to jump over, despite the animation
Toggle Hitboxes
Toggle Hitboxes
5C
5C
SamSho Earthquake 5C.png
SamSho Earthquake 5C hitbox1.png
footsies
footsies
SamSho Earthquake 5C hitbox2.png
SamSho Earthquake 5C hitbox3.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70*70*100 Mid 13 - - 59 -10~-8 -36 25 No Yes Disarm No

Earthquake throws his Fujiyama diagonally downwards at the enemy

  • Your go-to punisher if the opponent does something stupid
  • Extremely fast startup for a 5C, though you likely won't connect with it on the first active frame
  • Recoils on block
  • Very low hitbox, making it easy it jump over
  • Beware that the 3rd hit can whiff on close opponents making this button punishable ON HIT!
Toggle Hitboxes
Toggle Hitboxes
2A
2A
SamSho Earthquake 2A.png
SamSho Earthquake 2A hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 7 - - 24 -5 -5 5 Yes Yes Yes No

Earthquake hits the enemy with his Fujiyama from a ducking position

  • Earthquakes fastest normal, though only by one frame
  • Functionally identical to 5A
  • Combos into A Chainsaw
Toggle Hitboxes
Toggle Hitboxes
2B
2B
SamSho Earthquake 2B.png
SamSho Earthquake 2B hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Low 12 - - 45 KD -18 10 No No No No

Earthquake sweeps the enemy's legs with his chain.

  • Fast knockdown low with great range, therefore extremely useful
  • Like f.5B, doesn't recoil
  • Unsafe on block
Toggle Hitboxes
Toggle Hitboxes
2C
2C
SamSho Earthquake 2C.png
SamSho Earthquake 2C hitbox1.png
footsies (low)
footsies (low)
SamSho Earthquake 2C hitbox2.png
SamSho Earthquake 2C hitbox3.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
60*60*80 Low 15 - - 54 -21~-10 -36 25 No Yes No No

Earthquake throws his Fujiyama straight along the ground

  • Extremely long range low
  • Slightly shorter and less damaging than 5C
  • Also recoils on block
  • Uncomfortably minus on hit
Toggle Hitboxes
Toggle Hitboxes

Near Slashes

n.5B
n.5B
SamSho Earthquake n5B.png
SamSho Earthquake n5B hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 10 - - 32 -2 -12 10 Yes Yes Yes No

Eathquake strikes directly downwards with his Fujiyama.

  • Fast startup
  • Combos into heavy chainsaw on hit
  • Your overall most powerful punish starter
Toggle Hitboxes
Toggle Hitboxes
n.5C
n.5C
SamSho Earthquake n5C.png
SamSho Earthquake n5C hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 Mid 12 - - 43 -4 -28 25 No Yes Disarm No

Eathquake slams his Fujiyama towards the ground.

  • Decently fast for a close heavy
  • Gives Earthquake a very rewarding guard crush
  • Decent punisher, although outclassed by n.5B
Toggle Hitboxes
Toggle Hitboxes
n.2B
n.2B
SS7 earthquake n.2B.jpg
SamSho Earthquake n2B hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 14 - - 33 -5 -14 10 No Yes Yes No

Eathquake strikes downwards with his Fujiyama from a crouching position.

  • Similar animation to n.5B, albeit slower and less rewarding on hit
  • Doesn't cancel at all, unfortunately
  • You will only press this button by accident
Toggle Hitboxes
Toggle Hitboxes

Kicks

5D
5D
SamSho Earthquake 5D.png
SamSho Earthquake 5D hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
(20)(20) Mid, Mid 8 6 14 27 -6~-1 -9~-4 3,2 Yes No No Yes

Earthquake does a fast 2-hit kick attack

  • One frame slower than your 2A, but undeflectable
  • Decent range
  • Very useful for hit-confirming into WFT
Toggle Hitboxes
Toggle Hitboxes
6D
6D
SamSho Earthquake 6D.png
SamSho Earthquake 6D hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 10 - - 55 KD -21 5 No No No Yes

Earthquake falls over backwards and kicks the air

  • Knocks opponent to the other side of the screen.
  • Would make for a decent anti-air but it's crippled by its bad hitbox
  • Long recovery on block and whiff
Toggle Hitboxes
Toggle Hitboxes
2D
2D
SamSho Earthquake 2D.png
SamSho Earthquake 2D hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Low 10 - - 27 -5 -8 5 No No No Yes

Earthquake does a low kick

  • Very slow for a 2D, although it compensates with long reach
  • Its hitbox actually reaches all the way to the top of Earthquake's foot, so it can't be high profiled
  • Decent get-off-me button
Toggle Hitboxes
Toggle Hitboxes
3D
3D
SamSho Earthquake 3D.png
SamSho Earthquake 3D hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 10~14 5 29~25 43 KD -17~-13 5 No No No Yes

Earthquake rolls over and sweeps your leg

  • Standard knockdown sweep
  • Trades 2Bs range and damage for faster startup and a bit more safety on block
  • Your hurtbox actually moves quite far down during the animation, although not enough to reliably evade jump ins
Toggle Hitboxes
Toggle Hitboxes

Dash Normals

66A
66A
SamSho Earthquake 66A.png
SamSho Earthquake 66A hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 9 - - 30 -9 -19 5 No Yes Yes No

Earthquake does a running swipe.

  • Earthquakes worst normal
  • Slower than your regular 5A
  • No cancel options
  • -9 on hit, and a very awkward recoil on block
  • Just don't.
Toggle Hitboxes
Toggle Hitboxes
66B
66B
SamSho Earthquake 66B.png
SamSho Earthquake 66B hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 High 23~27 - - 56 KD -18~-14 10 No No No No

Earthquake jumps into the air, falling butt-first to the ground.

  • Patended SNK butt-overhead that all cute characters have
  • Slow, long range overhead with hella active frames that knocks down on hit
  • While EQ has better options for going high, the main draw of 66B is its range and potential anti-roll OS
  • Can also high-profile some low attacks
  • Quite punishable, even at tip range so think twice before throwing this out!
Toggle Hitboxes
Toggle Hitboxes
66C
66C
SamSho Earthquake 66C.png
SamSho Earthquake 66C hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
130 Mid 11 - - 48 KD -17 20 No No No No

Eathquake jumps and spreads his arms, hitting with his belly.

  • Deceptively short range
  • Works surprisingly well as an anti-air from mid-range
  • You can try and whiff this on purpose to set up a command grab
  • Pretty unsafe on block
Toggle Hitboxes
Toggle Hitboxes
66D
66D
SamSho Earthquake 66D.png
SamSho Earthquake 66D hitbox.png
Sliding into your DMs like
Sliding into your DMs like
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
60 Low 6~16 - - 31 KD -9~+1 5 No No No Yes

Earthquake falls to his knee, sliding briefly across the ground.

  • Long range, undeflectable, very fast knockdown low
  • -9 at worst, usually much safer
  • Incredibly active
  • Quick recovery
  • Godlike normal, easily one of the best lows in the game
Toggle Hitboxes
Toggle Hitboxes

Air Normals

j.A
j.A
SamSho Earthquake jA.png
SamSho Earthquake jA hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 8 - - - - - 5 No No No No

Earthquake hits with the tip of his Fujiyama diagonally below him

  • Standard air-to-air jab
  • Decently large hitbox diagonally below Earthquake
  • Quick to come out
Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
SamSho Earthquake jB.png
SamSho Earthquake jB hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 9 - - - - - 10 No No No No

Earthquake throws his Fujiyama horizontally across the screen.

  • Useful as a long range air-to-air
  • Only hits Standing Earthquake, but whiffs on everyone else that is grounded.
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
SamSho Earthquake jC.png
SamSho Earthquake jC hitbox.png
footsies (high)
footsies (high)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50*50*60 High 12 - - - - - 17 No No No No

Earthquake throws his Fujiyama diagonally downwards.

  • Extremely annoying button
  • Huge range
  • Safe (or sometimes even +) on block
  • Decent damage
  • Unfortunalely too slow to be used as an instant overhead.
  • Abuse liberally
Toggle Hitboxes
Toggle Hitboxes
j.D
j.D
SamSho Earthquake jD.png
SamSho Earthquake jD hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 7 - - - - - 5 No No No Yes

Earthquake hits the opponent with his butt.

  • Probably your most reliable anti-air due to its speed and generous hitbox
  • Crosses up
  • Can set up command grabs for you on block
Toggle Hitboxes
Toggle Hitboxes

Unarmed Normals

u.5S
u.5S
SS Earthquake u5S.png
SS Earthquake u5S hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 32 -5 -10 5 No No N/A Only

Earthquake punches downwards.

  • Longer range and slower startup than most u.5As, just like his regular jabs
  • Fairly safe on block if spaced well
  • Decent unarmed normal, all things considered
Toggle Hitboxes
Toggle Hitboxes
u.2S
u.2S
SS7 earthquake u.2S.jpg
SS7 earthquake u.2S hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 30 -3 -8 5 No No N/A Only

Earthquake turns around and hits with his elbow

  • Trades the range of u.5A for a little bit less recovery
  • Generally not as useful
Toggle Hitboxes
Toggle Hitboxes
ju.S
ju.S
SS Earthquake juS.png
SamSho Earthquake juS hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 6 - - - - - 5 No No N/A Only

Earthquake punches the Air

  • Very similar to j.A, but faster, and slightly more damaging.
  • Pretty good air-to-air, all things considered
Toggle Hitboxes
Toggle Hitboxes
u.66S
u.66S
SS Earthquake u66S.png
SS earthquake u66S hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 - - 30 KD -10 5 No No N/A Only

Earthquake does a downwards punch with some forward momentum

  • Like most other u.66Ss, knocks down on hit
  • Very fast for Earthquake standards
  • Go pick your weapon back up
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

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

Universal throw

  • Both versions can be followed up with 5C from mid screen
  • In the corner, yo can go for n.5B xx Heavy Chainsaw for a knockdown
  • You can also go into 214A (fwd) or 214C (back) unarmed and be rewarded with a knockdown
Toggle Hitboxes
Toggle Hitboxes
Surprise Attack
Surprise Attack (Overhead)
5B+C
SS7 earthquake Overhead.jpg
SS7 Earthquake Overhead hitbox.png
SS7 earthquake u.5BC.jpg
SS7 earthquake u.5BC hitbox.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 60 High 20~21 2 23~22 44 1~2 -12~-11 10 No No No No

Earthquake does a low hop and strikes down with his Fujiyama from above

  • EQ's lowest commitment overhead
  • Quick startup and safe if spaced well
  • Can go over some lows or attacks with low hurtboxes such as Genjuro's rekka series
  • Leaves you slightly positive on hit
Unarmed 60 High 23 - - 61 KD -26 10 No N/A N/A Only

Earthquake falls onto the opponent butt-first

  • Has a similar animation to 66B, but without the great range
  • Pretty slow, and quite reactable because of its animation
  • Very unsafe on block
Toggle Hitboxes
Toggle Hitboxes
Dodge
Dodge
5A+B
SS Earthquake 5AB.png
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 N/A - N/A N/A N/A Yes

Universal dodge

  • Avoids all attacks for a brief moment
  • 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 earthquake gAB.jpg
SamSho Earthquake gAB hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - No - - Yes

Universal Stance Break

  • Fast startup and large Hitbox + invincibility make Stance Break your most reliable anti-air, sadly
  • Knocks opponents full screen on hit
  • Learn to do this against Yoshitora j.C or you will be bullied relentlessly
Toggle Hitboxes
Toggle Hitboxes
Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Earthquake 236AB.png
SS Earthquake 236AB hitbox.png
Counter
Counter
SS7 earthquake u236AB1.jpg
SS7 earthquake u236AB2.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 N/A - N/A N/A N/A No

Universal counter

  • Allows you to follow up with a guaranteed attack of your own
  • 5C is guaranteed from almost any range, up-close you can go into n.5B xx Heavy Chainsaw or SSM
Disarmed 0 N/A 2 12 9 22 KD N/A - N/A N/A N/A Only

Universal counter.

  • Will disarm and knock away your opponent regardless of slash level countered
Toggle Hitboxes
Toggle Hitboxes
Rage Explosion
Rage Explosion
5A+B+C
SS7 earthquake RE.jpg
SS7 Earthquake RE hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Unblockable 21 1 - 58 0 - - - - - No

Unblockable pushback attack

Toggle Hitboxes
Toggle Hitboxes
Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS7 earthquake Issen.jpg
SS7 Earthquake Issen hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 - - - KD -44 - No No No No
  • Has projectile invulnerability and anti-airs
  • Damage scales up based on remaining health
  • Issen range and travel speed got normalized across the cast, so you won't stop just shy of full screen anymore
Toggle Hitboxes
Toggle Hitboxes

Command Moves

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

Earthquake jumps off a nearby wall

  • Standard wall jump for added mobility
  • Can cancel into Fat Bound afterwards

Special Moves

Fat Breath
Fat Breath
214S
SamSho Earthquake Fat Breath.png
SamSho Earthquake Fat Breath hitbox.png
Totally not Yoga Flame
Totally not Yoga Flame
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 100 - 18 - - 51 KD -11 3x3 - - No Yes

Also referred to as "Breath" or "Flame". Earthquake breathes a gust of flame directly in front of him

  • Acts like a stationary multi-hit projectile on block
  • Useful meaty in situations where your opponent can't roll out of its hitbox
  • Good chip damage
  • Knocks down on hit
  • A version is the fastest, but has the least hits (3) on block
B 110 - 21 - - 61 KD -12 3x4 - - No Yes
  • Has 4 hits on block
  • Kind of useless, since you either want the quicker A oder more powerful C version
C 120 - 24 - - 78 KD -15 3x5 - - No Yes
  • Has the most damage on hit, and the most hits on block (5)
  • Slowest startup out of the 3 versions
  • Can be made incredibly plus if done meaty
Toggle Hitboxes
Toggle Hitboxes
Fat Bound
Fat Bound
j.2S
SamSho Earthquake Fat Bound.png
SamSho Earthquake Fat Bound hitbox.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 30x3 High 7 - - - KD -22 5x3 - - No Yes

Also referred to as "Bound". Earthquake stops his air momentum, falling straight to the ground and damaging everything around him

  • A Bound is the most useful version, since it's simply a fast instant overhead that knocks down on hit
  • Must be done from a jump, so no karacancels from Backdash or 5BC
  • Good mixup tool
  • Last hit has a bigger hitbox, making it easier to hit behind him.
B 30x3,30,30,40 High 7 - - - KD -23 4x6 - - No Yes

Earthquake bounces off the ground once

  • If your opponent keeps blocking and punishing A Bound, use this version instead to catch their retaliation attempts.
  • Only the last hit of the second bounce knocks down on hit
  • Doesn't combo if the first part already hit!
  • Characters with fast invincible moves can also punish the A version and interrupt the B version
C 30x3,30x3,30x2,50 High 7 - - - KD -20 4x12 - - No Yes

Earthquake bounces off the ground three times

  • Meme version of Fat Bound
  • Since the opponent can always block in between the 3rd and the 4th bounce, this is completely free to punish unless the 3rd bounce actually kills
Toggle Hitboxes
Toggle Hitboxes
Fat Chainsaw
Fat Chainsaw
6SSS
SamSho Earthquake Fat Chainsaw.png
SamSho Earthquake Fat Chainsaw hitbox.png
Sanicquake
Sanicquake
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 20x3,30 Mid 10 - - - KD -13 16 - - No No

Also referred to as "Chainsaw". Earthquake rolls up into a ball and rushes towards the opponent.

  • Needs 3 slash inputs while forward (6) is held. Last button pressed determines the version
  • A version travels the least distance
  • Combos from A normals
  • Fast recovery, but usually still punishable by n.5Cs because of the low pushback
  • All versions knock down on hit
B 20x4,40 Mid 14 - - - KD -14 20 - - No No
  • Goes a bit farther than A Chainsaw and does more damage
  • Mostly identical otherwise
C 20x6,40 Mid 19 - - - KD -29 28 - - No No
  • Travels the farthest
  • Combos from n.5B, making it part of your best overall punish in terms of damage and advantage
Rage 15x9,50 Mid 10 - - - KD -35 35 - - No No
  • Has the startup of the A version coupled with the speed of the C version and even more damage than both.
  • Also combos from A normals
  • Very good rage special
  • Death on block
Toggle Hitboxes
Toggle Hitboxes
Fat Replica Attack
Fat Replica Attack
63214D
SamSho Earthquake Fat Replica Attack.png
SamSho Earthquake Fat Replica Attack hitbox.png
Bonk.
Bonk.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 41 - - - KD -49 22 - - No Yes

Earthquake disappears before teleporting to the opponent's location and falling on top of them belly-first

  • The flying body splash, which all big bodies are required by law to have
  • Weird and slow command-teleport
  • Might seem like an amazing recoil cancel at first glance, but it is very slow, and takes ages to recover
  • Most characters can punish this with SSM if they're ready for it
  • Use it as a hard callout, or against extremely laggy moves you wouldn't be able to punish otherwise
Toggle Hitboxes
Toggle Hitboxes
Fat Bomber
Fat Bomber
236D
SamSho Earthquake Fat Bomber.png
SamSho Earthquake Fat Bomber hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40,120 Throw 8 - - 61 KD N/A N/A No N/A N/A Yes

Earthquake throws the opponent in the air before landing on them with his butt

  • Above-average command grab with decent reach
  • Less recovery than your regular throws
  • Surprisingly decent as a fast block punish because of its generous range
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Supers

Weapon Flipping Technique

Damned Earth
236B+C
SS Earthquake WFT.png
SS Earthquake WFT hitbox.png
SS Earthquake WFT 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
408(476) Mid 1+8 - - - KD -21 - N/A No No No

Earthquake grabs his opponent and throws his Fujiyama after them

  • 9f startup makes this tied for second fastest WFT in the game
  • Has very good range and combos from A normals or 5D
  • On block, Earthquake will try to catch the opponent 3 more times, during which you can slightly reposition yourself and maybe mess up the opponent's punish
  • The gaps between hits allow the opponents an wide range of punishes going up to SSM
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Super Special Move

Earth Crisis
641236C+D
SS Earthquake SSM.png
SS Earthquake SSM hitbox.png
Don't think too hard about the physics on this one
Don't think too hard about the physics on this one
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
700[100,600] Mid 10+17 - - - KD -31 - N/A No No No

Earthquake spews fire from his mouth, propelling him towards the enemy, resulting in a huge explosion

  • Stationary SSM with a decent amount of horizontal range
  • Tied with Kyoshiro for fastest startup SSM in the game, excluding Gongsun Li
  • Learn to punish blocked DPs with this on reaction

Fully invincible from frames 1-10 (until the time freeze)

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Combos

Midscreen

  • n.5B xx Heavy Chainsaw / WFT
    Close range punish combo.
  • (5A / 2A) xx Light Chainsaw / WFT
    Combo from a light, decent speed and range.
  • 5D xx WFT
    Hit confirm into WFT.
  • 5CD / 4CD...
    • 5C
      Standard follow up out of throw.
    • 5D xx WFT
      WFT combo.
  • 5CD
    • Microwalk n.5B xx Medium Chainsaw
      Not as much damage as 5C but has good corner carry.
  • 4CD
    • Microrun n.5B xx Heavy Chainsaw
  • Deep j.D...
    • n.5B xx Heavy Chainsaw / WFT
      Deep jump-in combo.

Corner

  • 5CD / 4CD...
    • n.5C
      Standard follow up out of throw in corner.
    • n.5B xx Heavy Chainsaw / WFT
      More damage than n.5C and knocks down / WFT combo.

Guard Crush

  • n.5C...
    After recovery...
    • n.5B xx Heavy Chainsaw / WFT
      Standard GC follow up.
    • SSM
      SSM follow up. (Be careful with opponent bursting to avoid it)
  • 5C...
    Combo from second or third hit...(Depends on how far you are, there might be two or one or no more hit comes out after the first GC hit)
    • Heavy Chainsaw / WFT
      If the second and third hit does come out you can combo into heavy chainsaw. At the range of 5C where the third hit can come out, WFT will reach. It does more damage than far range 5C combo, see below.
    • Lighting Blade
      Universal Issen combo, combo from follow up hits.
  • n.5C...
    Cancel recovery....
    • Lighting Blade
      Universal Issen combo.
  • 5C...
    Cancel second and third hit...
    • Light chainsaw...
      Whiff... Recommended to do if at max range of 5C where the second hit or third hit wouldn't come out.
      • n.5B xx Heavy Chainsaw / WFT
        Far range 5C combo.
  • 5D xx WFT
    Use this one if you are not in range for near 5B.

Videos

Colors

SamSho Earthquake 1.png
SamSho Earthquake 2.png
SamSho Earthquake 3.png
SamSho Earthquake 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