Samurai Shodown/Wan-Fu

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Wan-Fu
ワンフー, Wanfū

Introduction

New SamSho, new weapon. Same cheeks.

Wan-Fu makes his triumphant return to Samurai Shodown, ready to show off his great Chinese power. With his SamSho II physique and a fancy new pillar to match, Wan-Fu is as hardy as he looks, being able to scramble you with or without his weapon in hand. With the pillar, he comes packed with high-damage combos and pillar tosses which all leave him plus on block, including a crossup variant. When unarmed, Wan-Fu gains access to a quick, far-reaching command grab and heavy punches, which enable him to continue his momentum with a simple-but-effective strike/throw mixup while away from his weapon. In concept, Wan-Fu plays an explosive offense that flows between having turn-stealing pillar throws and hard-hitting grapples.

However, his strong vortex ability comes at the cost of his neutral game, with his pillar only reaching so far and his fists even less so. Against characters who can keep him out effortlessly, Wan-Fu must often bet on a pillar throw or similar risks to score a knockdown, let alone make it into close range. If that fails, there's not much an unarmed Wan-Fu can do but soldier on.

Strengths Weaknesses
  • One of the best unarmed characters in the game
  • Pillar tosses leave him plus on block and are great in general
  • Dynamic vortex game that switches mixup options between forms
  • Being able to take a hit helps him in his approach
  • Gets bullied by zoners
  • Poor range means he often has to settle for subpar punishes
  • Often has to take big risks or gamble on a good pillar toss to get in
  • He's dummy thicc and the clap of his asscheeks keeps alerting the Shogun

Data

  • Damage Taken: 95%
  • Rage Factor: 0.28
  • Rage Duration: 8 seconds

Gameplan

Armed

Wan-Fu has a few important tools here that he lacks without his weapon - namely recoil cancels, pillar tosses and better anti-airs. 5B and 66B are your best options to recoil stuff into, and in neutral Wan-Fu ideally wants to be within range to connect these. His light pillar swing is a relatively safe RC option, but Wan-Fu can also recoil cancel into one of his pillar tosses as a wager to win neutral. In addition to giving him a high profile, the resulting explosion of these pillar tosses grants Wan-Fu plenty of advantage on block, giving him time to start his unarmed mixup game. The heavy pillar toss is particularly useful, as Wan-Fu has the potential to sneak in some dirty crossups (e.g. spacing the toss so the pillar will hit mid-air while Wan-Fu is flying in front of them, then explode while he's landing behind them). Keep an eye on where each toss will make the pillar land, in addition to considering where your opponent will be upon the explosion. A knowledgeable opponent will use backdashes to escape the range of your heavy pillar toss and punish your landing if it whiffs, so don't just throw it out randomly. For all of your pillar tosses, 5B range gives you the most flexibility when choosing which pillar to throw.

If you score a knockdown, then Wan-Fu has a decent vortex game with standard tools such as running kicks and overheads timed and spaced to cover both front and neutral wakeups. A weird quick with his overhead when armed is that it doesn't knock down, but can be linked into a light combo if it hits late enough. If you're feeling lucky, you can also go for his 2C, his pillar sweep which knocks down and does a good amount of damage, but at the cost of having heavy recoil (read: free damage for opponents with far B combos). Even riskier is his 66C, which has a surprisingly high hitbox for catching jumpers but doesn't even recoil. Finally, the aforementioned heavy pillar toss is great for his vortex but requires good spacing.

While he's still got his pillar, Wan-Fu has decent anti-air options. Though he has a DP, only the Rage version is invincible on startup - however, his heavy DP has some upper-body invuln. His pillar swings also serve as a far anti-air if needs be. As both of these are situational (his DP's hitboxes are very narrow), Wan-Fu often relies on his air-to-airs to swat opponents out of the air, with his far B in particular reaching far enough that Wan-Fu can air-to-air at a reasonable distance. The drawback to these is that they come out slow and will often get beat by other air normals. Wan-Fu usually has to start his jumping slashes early, but it is possible for opponents to catch on to this.

Wan-Fu's last line of air defense is his jumping pillar toss. This is Wan-Fu's best anti-air option by far thanks to its great big hitbox and its active frames even if Wan-Fu gets hit after it has come out (the pillar won't leave his hands if he is hit during startup, however). Another important property of this move is that Wan-Fu bounces back after throwing the pillar, travelling further back the higher he throws it. Given the slight pause as he throws it, this can also be used to bait an anti-air Issen if timed right (if your opponent isn't expecting it, that is - if they are, well aren't you fucked).

Unarmed

After losing the pillar, Wan-Fu shifts gears into a new playstyle. Unlike most characters when unarmed, Wan-Fu retains a lot of basic tools that allow him to function reasonably well, including crossups, a great overhead, strong meaties and a command grab. However, his lack of range when armed is compounded here and he struggles even harder against strong zoners like Mina - while his pillar at least gives him one shot to break through their defense, here he can only play patiently, walking forward and JD'ing his way through. Also keep in mind that you can't Rage Explode while unarmed.

When you're up close, you have quite a few options. As a grappler, opponents will naturally fear your four-frame, long-reaching, hard-hitting command grab, and SamSho's one-frame jumps, backdashes and dodges make it easy to avoid. Luckily, you have your trusty heavy punch for just the occasion. The standing version is what you'll want to use, as it reaches higher than when crouching and it always knocks down on hit. Not only does it great range catch both jumpers and backdashers, but it's quick enough that you actually recover two-frames quicker than a dodge on the same frame (when done meaty enough, this practically guarantees a command grab against a dodge). Failing that, his jumping heavy punch will always knock down an airborne opponent and it also does a decent amount of damage. Regarding the command grab itself, your best options to tick into it are 2S and 2D - two of either from point blank will still leave you with enough range to land the command grab, assuming they don't jump out.

Wan-Fu still retains a basic-but-effective vortex without his weapon. His unarmed overhead knocks down on hit, so there is no longer a need to space this to connect a link combo. Furthermore, its high profile means that this can also catch jumpers. Be careful with landing this meaty all the time though, as some opponents can use the pre-animation invuln of SSMs to punish you hard. Aside from that, Wan-Fu also keeps his running kick for the vortex and his 6D as a much safer meaty option.

While the unarmed state has its own set of advantages, its main drawback is that its burst damage simply doesn't compare to what Wan-Fu is capable of with his weapon, especially when combos are thrown into the mix. This is your main incentive for retrieving your pillar, along with all the other boons that holding a weapon grants you.

Normal Moves

Far Slashes

5A
5A
SS WanFu 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 6 - 20 +1 -2 Yes No No No

Quick elbow strike. Combo-able into light specials.

5B
5B
SS WanFu 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 13 - 37 -4 -12 No Yes Yes No

Pillar thrust. You'll have to use this for a punish if you're not quite in range for more damaging options. This is also useful for recoil cancels.

5C
5C
SS WanFu 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
280 Mid 25 - 70 -6 -16 No Yes Disarm No

Wan-Fu slams his pillar to the ground. Less range than his far mediums. Your highest-damaging normal. This causes a heavy recoil on block. An esoteric about this move is that, if it trades, then Wan-Fu can follow up with another heavy slash or something else.

2A
2A
SS WanFu 2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 7 - 21 +1 -2 Yes No No No

Quick elbow strike but lower to the ground. Combo-able into light specials.

2B
2B
SS WanFu 2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Mid 17 - 41 -4 -12 No Yes Yes No

Low pillar thrust. These far mediums are your longest-reaching pokes.

2C
2C
SS WanFu 2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
180 Low 16 - 46 KD(+94) -28 No No No No

Long-ranged sweep. Knocks down, but is unsafe. Fortunately, you can recoil cancel this.

Near Slashes

n.5A
n.5A
SS WanFu n5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 6 - 20 +1 -2 Yes No No No

Exactly the same as far 5A.

n.5B
n.5B
SS WanFu n5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 11 - 36 -3 -12 Yes Yes Disarm No

These close mediums are your main combo tools. Compared to n.2B, this comes out faster and works better as a meaty. It can also be used in niche anti-air situations e.g. vs. Charlotte.

n.5C
n.5C
SS WanFu n5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
220 Mid 17 - 47 -3 -28 No Yes Disarm No

Close punishment tool. Most of the time you'll want to use your BnB punishes over this, as they do more damage and knock down. This causes a heavy recoil on block.

n.2A
n.2A
SS WanFu n2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 7 - 21 +1 -2 Yes No No No

Exactly the same as far 2A.

n.2B
n.2B
SS WanFu n2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Mid 13 - 37 -2 -12 Yes Yes Yes No

Does a smidge more damage than n.5B, but the extra two frames of startup mean that it's harder to connect in back throw combos and it punishes a few less things. Go for this if you know you've got enough time.

n.2C
n.2C
SS WanFu n2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
180 Low 16 - 46 KD(+94) -28 No No No No

Exactly the same as far 2C.

Kicks

5D
5D
SS WanFu 5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 12 - 28 -1 -3 No No No Yes

Mighty foot. It's safe on block and has okay reach by Wan-Fu standards, but it's not a move you'll use often. Landing this will put you in the right distance for a spaced overhead.

6D
6D
SS WanFu 6D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 Mid 10 - 34 KD(+100) -9 No No No Yes

Goofy-looking, but not a bad move for what it is. Useful as a punish sometimes for its quick startup, decent range and knockdown properties.

2D
2D
SS WanFu 2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 Low 5 - 17 0 -3 No No No Yes

Wan-Fu's quickest normal. The pushback on these is small enough that you can fire off two of these from point blank and still be able to land your command grab. Otherwise not very useful.

3D
3D
SS WanFu 3D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 12 - 28 KD(+99) -9 No No No Yes

Long-ranged sweep. Not a bad tool, especially when you're unarmed.

Dash Normals

66A
66A
SS WanFu 66A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 5~9 - 29 -4~0 -9~-5 No No No No

Running elbow. Not cancellable unlike the other light slashes.

66B
66B
SS WanFu 66B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 12 - 36 -4 -35 No Yes Disarm No

Running pillar thrust. It has more range than 66C and it is recoil cancellable. Despite its heavy recoil it is great for cancelling into something like a pillar toss or a swing. You should aim to stay in a range where you can comfortably connect this or his other medium slashes.

66C
66C
SS WanFu 66C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 Mid 15 - 54 KD(+63) -17 No Yes Disarm No

Reaches deceptively high up, so it can catch jumpers who think you're going for a run-up grab. This is a great move for punishing with - not necessarily in terms of damage, but because it grants a close knockdown. This is a good lead into starting your vortex game. You can't recoil cancel this, so be careful.

66D
66D
SS WanFu 66D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 15 - 40 KD(+95) -13 No No No Yes

Standard low-hitting running kick. As good for your vortex game as these usually are, especially given that this one retains 3D's relatively long range.

Air Normals

j.A
j.A
SS WanFu jA.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 9 - - - - No No No No

Crosses up. Easier to land as a jump-in than j.D overall and does a good job at stuffing things.

j.B
j.B
SS WanFu jB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 High 11 - - - - No No No No

Air-to-air. Allows for far jump-in combos. Its startup is sluggish so you'll want to start this early when anti-airing.

j.C
j.C
SS WanFu jC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 High 15 - - - - No No No No

What you usually want to jump in with. Covers good vertical distance, but isn't the best air-to-air given its slow startup and poor horizontal reach.

j.D
j.D
SS WanFu jD.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 8 - - - - No No No Yes

A staple of his moveset since 1993. This is your crossup for when you don't have your pillar on you. Has great priority like you would expect from a move like this, even beating moves like Iroha's far 5C.

Unarmed Normals

u.5S
u.5S
SS WanFu u5S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - 20 +1 -2 No No No Only

It's 5A but you can't cancel it.

u.2S
u.2S
SS WanFu u2S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - 21 0 -3 No No No Only

It's 2A but you can't cancel it. Like 2D, hitting two of these at point blank still leaves you at a range where you can land your command grab.

ju.S
ju.S
SS WanFu juS.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 6 - - - - No No No Only

Useful as an air-to-air.

u.66S
u.66S
SS WanFu u66S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 8 - 30 KD(+105) -7 No No No Only

Looks like his u5C and knocks down like it, but doesn't do damage equivalent to it. Bummer.

u.5C
u.5C
SS WanFu u5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 12 - 36 KD(+102) -6 No No No Only

God hand. Reaches fairly far, does good damage and knocks down. Great as a meaty if you suspect they will try to jump out of your command grab.

u.2C
u.2C
SS WanFu u2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 12 - 36 +1 -4 No No No Only

God hand but lower. This doesn't knock down but hurts just the same.

ju.C
ju.C
SS WanFu juC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 High 14 - - KD - No No No Only

Remember Kyo's j.2C? Well, this is just that. Knocks down if it hits an opponent in the air and is useful as a jump-in.

Universal Mechanics

Guard Break
Guard Break (Throw)
5/6C+D / 4C+D
SS WanFu 5CD.png
Neutral / Forward Throw
SS WanFu 4CD.png
Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Neutral / Forward - - 3 - 74 +20 - - - - -

Universal throw. Can be followed up with an attack.

Back - - 5 - 74 +25 - - - - -

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS WanFu 5BC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 High 20~26 - 46 +1~+7 -14~-8 No No No No

Universal overhead. Does not knock down, but can be linked from into a light slash if spaced far enough.

Unarmed Surprise Attack (Overhead)
u.5B+C
SS WanFu u5BC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 High 20~26 - 46 KD -14~-8 No No No Only

Universal unarmed overhead. Knocks down on hit.

Dodge
Dodge
5A+B
SS WanFu 5AB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - 38 - - - - - Yes

Universal dodge. Frames 1-10 fully invincible, 11-16 strike invincible.

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS WanFu 236AB.png
Counter
SS WanFu u236AB.png
Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed - - - - - - - - - - No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The follow up depends on the strength of the attack you counter. If you counter a heavy slash, your opponent will be disarmed.

Disarmed - - - - - - - - - - Only

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

Rage Explosion
Rage Explosion
5A+B+C
SS WanFu 5ABC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 - - - - - - - - - -

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS WanFu Issen.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 9 - - KD -44 - - - -

Has projectile invulnerability and anti-airs. Damage scales up based on remaining health.

Command Moves

Crouch Walk
Crouch Walk
1 or 3
SS WanFu 1 or 3.png
Crouch Walk
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes

Wan-Fu can move forward or backward while he is crouching.

Special Moves

True Confucius Thunder Bomb
True Confucius Thunder Bomb
214S (air ok)
SS WanFu 214S.png
True Confucius Thunder Bomb
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 120(200~140) High, Mid 26~37 - 67 KD(+115) +16~ No No No No
Medium 120(200~140) High, Mid 31~43 - 70 KD(+122) +20~ No No No No
Heavy 120(200~140) High, Mid 31~45 - 73 KD(120) +14~ No No No No

Wan-Fu jumps and tosses his pillar diagonally downward. The A and B versions jump straight upward while the C version jumps forward before dropping the pillar, giving it crossup potential. Be careful with opponents who dash or backdash to escape the C version. The opponent can be hit while the pillar is flying through the air, and the pillar itself can hit overhead. When blocked, the resulting explosion leaves Wan-Fu at a great frame advantage, allowing him to go for a free mixup if close enough and to position himself otherwise. A great move, but if it doesn't hit its mark then you'll be left unarmed and likely farther away from the opponent than when you started.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Air 120(200~140) High, Mid 15~ - - KD +1~ No No No No

You can also throw the pillar while jumping. In addition to its other uses, this can also be used as an anti-air.

Spirit Blast Massacre
Spirit Blast Massacre
236S
SS WanFu 236S.png
Spirit Blast Massacre
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 100 Mid 11 - 47 KD(+91) -16 No No No No
Medium 50, 80 Mid 17 - 84 KD(+95) -26 No No No No
Heavy 40, 40, 100 Mid 21 - 134 KD(+78) -43 No No No No

Wan-Fu swings his pillar right round, strength determines how many times. Decent as a recoil option. Best used as a combo ender and more flexible in this regard than his DP given its range. The B and C versions have a small window of lower-body invuln on startup. If a non-ending swing trades, you can juggle the opponent with a light DP.

Spirit Blast Whirlwind
Spirit Blast Whirlwind
623S
SS WanFu 623S.png
Spirit Blast Whirlwind
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 110 Mid 11 - 76 KD(+74) -47 No No No No
Medium 80, 60 Mid 17 - 80 KD(+83) -48 No No No No
Heavy 100, 60 Mid 21 - 96 KD(+67) -63 No No No No

Standard DP-type move. Be aware these aren't fully invincible on their own. The hitbox is a bit narrow so depending on the opponent this will miss them if they're right above you. The heavy version is your best bet for anti-airing, as unlike the other versions it has some upper-body invuln.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Rage 100, 40, 30, 20 Mid 13 - 96 KD(+74) -63 No No No No

Fully invincible and his most damaging special. Like all DPs, be careful not to whiff this!

Pilar of Rage
Pillar of Rage
214D
SS WanFu 214K.png
Pillar of Rage
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 (180 to self) Unblockable 43, 68 - 131 KD(+39) - No No No No

Wan-Fu puts his pillar down and headbutts it to enrage himself, sacrificing part of his vitality in exchange. Letting the whole animation play will bring you to full rage.

The headbutts themselves are unblockable, but attempting to set these up to catch a forward roll or something is impractical given its slow, reactable startup. One other application is to use it when you are about to get timerscammed so you start the next round with full rage (think V Special's Rasetsumaru). Otherwise, this move is kinda useless.

Spirit Blast Flayer
Spirit Blast Flayer
236D
SS WanFu 236K.png
Spirit Blast Flayer
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
180 - 5 - 56 KD - No No No Only

This right here is what makes unarmed Wan-Fu special. Fast, great range, easy to tick into and one of his most damaging moves on its own. Though this has less recovery frames than the standard throw (you're less likely to eat an SSM for whiffing this), it is still heavily punishable so you'll still have to keep an eye out for jumpers.

Supers

Weapon Flipping Technique

Spirit Blast Detonation
236B+C
SS WanFu WFT.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
350 Mid 1+12~ - - KD -38 No No No No

Available only during Max Rage or Rage Explosion. Disarms on hit, in addition to disarming Wan-Fu himself. Don't expect this to leave you plus like his other pillar tosses. Like most supers, this can be combo'd into - refer to the combo section for details.

Super Special Move

True Spirit Blast Calamity
641236C+D
SS WanFu SSM.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100, 200, 370 Mid 10+20 - - KD -51 No No No No

Available only once per match. Wan-Fu charges forward and then thrusts his pillar forward once he either reaches his opponent or has run about a full screen's distance.

Combos

List combos, use numpad notation.

Midscreen

  • 5A or 2A ...
    • 623A - Higher damage.
    • 236A - Better range.
  • Near 5B / Near 2B ...
    • 236C - Most damaging non-rage combo.
    • 623C (Rage) - Rage version of DP deals more damage than 236C.
    • WFT - Misses crouching opponents (barring Earthquake).
  • Jump A / Jump D (Deep hit) ...
    • 5A/2A ...
    • Near 5B/2B ...
  • Jump B (Deep hit) ...
    • Near 5C/2C
  • Jump C (Deep hit) ...
    • WFT - Works on all crouching opponents.
    • Land, Jump C - Works vs. Earthquake.
    • 5BC, 5A/2A ...
  • 5BC ...
    • 5A/2A ... - You'll want to use 5A because it comes out faster and it is easier to combo into DP with.
  • Forward throw ...
    • 2C - Deals more damage.
    • 66C - Deals less damage but leaves you closer. Better to start oki with.
    • u5C - Knocks down.
    • WFT - Only possible vs. Earthquake due to his height.
  • Back throw ...
    • 5C - Does not knock down.
    • Walk, near 5B/2B ... - Optimal damage, can confirm into WFT.
    • WFT - Works with everyone.
  • Unarmed jump C
    • u5C - Knocks down.

Corner

  • Forward throw ...
    • Near 5B/2B ... - May need to walk a bit if you're not fully cornered.

Videos

Colors

SS WanFu 1.png
SS WanFu 2.png
SS WanFu 3.png
SS WanFu 4.png


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWardenWuYashamaruYoshitora