Samurai Shodown/Warden

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SS Warden Profile.png
Warden
ウォーデン, Warden
  • Damage Taken: 95%
  • Rage Factor: 0.22
  • Rage Duration: 12 seconds
  • Jump: 42 frames (Very Fast)
  • Forward Walk Speed: 0.3 (Average)
  • Back Walk Speed: 0.23 (Average)
  • Dash Speed: 1.1 (Slow)
  • Back Dash: 27 frames
  • Weapon Pickup / Drop: 40 / 50 frames

Introduction

As a guest character from the game series For Honor, Warden is here to challenge you to a fight of life and death in defense of his loyalty to his home country.

He is pretty well adapted to the game with his amazing aerial attacks as most of the characters in the game rely on. He depends on his short jumps to apply constant pressure from the air, and to test the patience of his opponent to block the attack or the ability for them to anti air him. His j.A and j.B are great moves for air to air so he doesn't struggle too much with other characters with amazing aerials.

Aside from his jumps, his unique move set of command normals are useful for a mix of his own. His stand mediums, near heavy and dashing medium are able to follow up with another move that is an overhead, it will mostly hit if the opponent tries to move. But he do not have to go for an overhead but can follow up with his long reaching 2C for a low or set up for a grab. This ability makes him one of the strong mix-up characters of the game. As one of the few characters with a command parry, his is one of the easy ones to use but it does require a certain knowledge for follow up attack, as it doesn't automatically follow up with attacks.

Overall, you will found yourself playing him for big damage and easy inputs. His mix requires some practice to be used at its full potential. Though he might struggle to get in on some character but he's a strong well balanced guy that you would like to try out (especially if you are a fan of For Honor).


Playstyle
SS Warden Icon.png Warden is a rushdown monster who gets up close and personal with great run pressure, target combo loops, strong 50/50s and oppressive jump normals.
Strengths Weaknesses
  • Great pressure: With a great suite of running normals, a short jump arc and air buttons that cover every angle, Warden has great tools for leveraging running throw pressure.
  • Great 50/50: Warden has a fantastic B+C that he can offset with his excellent 66D and 2C lows to punish blocking with ease.
  • Good close-ranged normals: Warden has one of the best f.5As in the game, a spammable 2D and a great anti-air hurtbox on his cl.5A, forcing opponents to respect his close-ranged pressure.
  • Target combos: Warden's unique For Honor-inspired target combo follow-ups allow him to get advantageous standing resets off of his punishes and catch backdashes against those who try to escape his pressure. He can also target combo cancel his f.5C to bait out reactions.
  • n.5B's Guard Point: Guard point on n.5B gives him unique anti-air and ground punishment options
  • Bad at midrange: Warden's normals from midscreen lack range and he loses long-ranged poking wars against almost all characters.
  • Needs to jump: Due to his reliance on jump normals, Warden's neutral presence is sigificant reduced against characters with strong grounded anti-airs.
  • Horrible recoil: Warden has some of the worst recoil reversal games due to his lack of viable special moves. His 2C and 5C can both be raw punished on reaction with lows, special moves and run up throw.
  • Gets zoned: Warden needs to get very close to get his game started and his lack of any anti-fireball options does him no favors.
  • Shoulder charge sucks: This special is generally too slow to be practical and can be easily raw thrown or jumped over on reaction.
  • High risk: Warden's game relies on forcing aggression to open up opponents, which necessitates risk taking and makes it hard for him to hold down a life lead.

Gameplan

Warden can pressure, with his shallow hop and his big buttons.

Neutral

The basic idea of his neutral is his j.B and j.C, most characters that lack a good anti air is hard to get around being pressured by j.C, and his j.B is an amazing air to air, or even use j.A to prevent people from jumping higher than him. Something to do, j.C pressure, suddenly empty jump and grab. His 2C has amazing range to use as a punish or mix-up.

Some good mix from grab: 5B, feint, 2C (low). 5B, B (high). 5B, feint, grab(reset for more). Etc.

His parry is also a good one, it reflects projectiles and parry air normals, the follow up has to be done manually, see the combo section for more info.

Okizeme

His UOH has amazing range making it hard to punish at long range. You may use your jump with a button or no button to pressure a wake up or to bait out stuff.

Normal Moves

Far Slashes

5A
5A
SS Warden 5A.png
SS Warden 5A hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 4 12 22 -3 -5 5 Yes Yes Yes No

Warden does a quick, half-sword style thrust with his sword.

  • Fast poke with decent range.
  • An excellent anti-air against far jump-ins, especially those with extended hurtboxes like Yoshitora's j.C, which 5A will beat cleanly at even the apex of Yoshi's jump arc.
  • Whiffs on crouching opponents at max range.
Toggle Hitboxes
Toggle Hitboxes
5B
5B
SS Warden 5B.png
SS Warden 5B hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
120 Mid 14 4 25 42 -4 -12 10 No Yes Yes No

Warden moves forward and swings his sword downwards.

  • Forward moving slash attack with a little bit less range than you would expect.
  • Your only far normal that can go into the B/D-followup mindgame, though you are -7 after feint here, so you might just want to use 5B on it's own sometimes.
  • Difficult to space because of the step forward. Warden has no good recoil options, so you need to be more careful than usual when poking from max range.
Toggle Hitboxes
Toggle Hitboxes
5C
5C
SS Warden 5C.png
SS Warden 5C hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
320 Mid 27 2 46 74 -8 -16 25 No Yes Disarm No

Warden steps forward and does a heavy downward swing.

  • Slow, but long reaching heavy, that also happens to be the most powerful 5C in the game, in terms of raw damage.
  • Doesn't combo after back throw or jump C deep hit.
  • You can input D to cancel the animation before the slash comes out, giving a little bit more depth to this otherwise fairly standard-issue 5C.
  • Total recovery 22F when feinted
Toggle Hitboxes
Toggle Hitboxes
2A
2A
SS Warden 2A.png
SS Warden 2A hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 4 10 18 -1 -4 5 Yes No No No

Warden does a quick strike with his elbow.

  • Fast, undeflectable, attack with very short reach.
  • One of Warden's three 5f options.
  • Although this normal is usually outclassed by 2D, you can cancel 2A into things like deflect or your parry, making it scary to directly challenge Warden in scrambles.
Toggle Hitboxes
Toggle Hitboxes
2B
2B
SS Warden 2B.png
SS Warden 2B hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 12 3 20 34 -2 -12 10 Yes Yes Yes No

Warden does a quick downwards chop with his blade.

  • Hits mid.
  • Your main way to cancel into WFT.
  • Range is a bit farther than 5A despite its looks.
Toggle Hitboxes
Toggle Hitboxes
2C
2C
SS Warden 2C.png
SS Warden 2C hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Low 20 4 28 51 KD(+93) -28 25 No Yes No No

Warden leans forward and does a sweeping swing.

  • Long range low sweep that knocks down on hit.
  • Having a button like this makes it incredibly difficult for your opponent to try recoil-into-deflect shenanigans.
  • In addition to that, Warden can also threaten an almost unseeable High/Low between 2C and 5BC from very far away, making it stressful to establish the midrange against him.
  • 20f startup means you can combo this from a forward throw, although 66C is usually preferrable if you want the knockdown.
Toggle Hitboxes
Toggle Hitboxes

Near Slashes

n.5A
n.5A
SS Warden n5A.png
SS Warden n5A hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 5 10 19 -2 -5 5 Yes No No No

Warden jabs the opponent with the pommel of his sword.

  • Very similar to 2A - cancellable and non-deflectable.
Toggle Hitboxes
Toggle Hitboxes
n.5B
n.5B
SS Warden n5Bgp.png
SS Warden n5B guardpoint.png
Guard Point
Guard Point
SS Warden n5B.png
SS Warden n5B hitbox.png
Crushing Counterstrike
Crushing Counterstrike
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 13 2 25 39 -6 -12 10 Yes Yes Yes No

Warden does a downwards swing.

  • Very important multi-purpose normal in Warden's arsenal. Has a guard-point against mid and high-hitting attacks from frames 4-8.
  • You generally want to cancel this into it's followup, which is always a true combo.
  • On mid-air counter hit, n.5B puts the opponent in a free juggle state, making anti-airs with it very rewarding (though the timing is quite strict).
Toggle Hitboxes
Toggle Hitboxes
n.5C
n.5C
SS Warden n5C.png
SS Warden n5C hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
220 Mid 15 3 30 47 -3 -28 25 No Yes Disarm No

Warden leans forward and does an overhead swing.

  • Powerful, fast, close heavy with built-in mindgames.
  • Your max damage option after both forward and back throw, no microwalk required.
  • Can be feinted by inputting D during startup just like 5C.
  • Total recovery 16F when feinted
Toggle Hitboxes
Toggle Hitboxes

Kicks

5D
5D
SS Warden 5D.png
SS Warden 5D hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Low 11 4 12 26 -3 -6 5 Yes No No Yes

Warden does a quick kick at his opponent's ankles.

  • Standing low kick.
  • Cancellable.
Toggle Hitboxes
Toggle Hitboxes
6D
6D
SS Warden 6D.png
SS Warden 6D hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 11 5 10 25 -2 -5 5 No No No Yes

Warden does an upwards kick.

  • Decent forward kick.
  • Generally safe on block if spaced well.
Toggle Hitboxes
Toggle Hitboxes
2D
2D
SS Warden 2D.png
SS Warden 2D hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 5 4 9 17 ±0 -3 5 No No No Yes

Warden does a quick low kick.

  • Usually your best 5f option as it can't easily be walked out of after n.5BBD.
  • Very low-commitment normal.
Toggle Hitboxes
Toggle Hitboxes
3D
3D
SS Warden 3D.png
SS Warden 3D hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 11 7 24 41 KD(+94) -14 5 No No No Yes

Warden does a sweeping kick.

  • Fast-ish knockdown low kick that outranges your other options by a fair bit.
  • Good button to throw out, just outside of scramble range as it's considerably faster (and a bit safer) than your 2C, usually only punsihable by 5B-class normals.
Toggle Hitboxes
Toggle Hitboxes

Dash Normals

66A
66A
SS Warden 66A.png
SS Warden 66A hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 6 19 29 -4 -9~-7 5 No No No No

Warden does a palm strike.

  • Non-deflectable.
  • Decent "stop-sign" move, though you generally give up your turn on both block and hit.
Toggle Hitboxes
Toggle Hitboxes
66B
66B
SS Warden 66B.png
SS Warden 66B hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 10 2 20 31 -1 -35 10 Yes Yes Disarm No

Warden moves forward and does a downwards swing.

  • Almost the same motion as n.5B but without the guard point.
  • Opens up pseudo-throw loops for Warden, as he can go into 66BBD after both throws and set up another throw attempt immediately afterwards, if they respect you enough.
Toggle Hitboxes
Toggle Hitboxes
66C
66C
SS Warden 66C.png
SS Warden 66C hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 Mid 15 4 36 54 KD(+96) -17 20 No No Disarm No

Warden does a running golf swing.

  • Standard running heavy slash.
  • Your most damaging knockdown from throws.
  • Doesn't recoil, so you are generally n.5C punishable if you get this blocked.
  • Has a large vertical hitbox for Anti-Airs or pickups after Anti-Air Parry (214S).
Toggle Hitboxes
Toggle Hitboxes
66D
66D
SS Warden 66D.png
SS Warden 66D hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 11 10 24 44 KD -17~-8 5 No No No Yes

Warden does a running slide kick

  • Faster, less damaging alternative to 2C.
Toggle Hitboxes
Toggle Hitboxes

Air Normals

j.A
j.A
SS Warden jA.png
SS Warden jA hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 9 3 - - - - 5 No No No No

Warden does a quick upwards air slash.

  • Fast air to air slash, that hits diagonally above your head.
  • Perfect for swatting your opponents out of the sky if they get too comfortable up there.
Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
SS Warden jB.png
SS Warden jB hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 12 4 - - - - 10 No No No No

Warden does a long-reaching air thrust.

  • Air slash with very long reach, but whiffs against crouching opponents.
  • Has long hit stun and very easy to combo with standing mid slashes.
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
SS Warden jC.png
SS Warden jC hitbox.png
Pictured from top to bottom: Frame 14, Frame 15
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 High 14 2 - - - - 20 No No No No

Warden does a strong downward air swing, Helm Breaker style.

  • Jump heavy slash with good reach and downwads hitbox.
  • Can cross up against crouching opponents.
Toggle Hitboxes
Toggle Hitboxes
j.D
j.D
SS Warden jD.png
SS Warden jD hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 8 11 - - - - 5 No No No Yes

Warden does a quick downward air kick.

  • Standard jump kick with a somewhat low hitbox.
  • Also crosses up.
Toggle Hitboxes
Toggle Hitboxes

Unarmed Normals

u.5S
u.5S
SS Warden u5S.png
SS Warden u5S hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 7 14 26 ±0 -5 5 No No No Only

Warden does a standing hook punch.

  • Has good reach for an unarmed normal.
Toggle Hitboxes
Toggle Hitboxes
u.2S
u.2S
SS Warden u2S.png
SS Warden u2S hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 3 16 24 +2 -3 5 No No No Only

Warden does a quick elbow strike

  • Same as 2A with slightly better damage.
Toggle Hitboxes
Toggle Hitboxes
ju.S
ju.S
SS Warden juS.png
SS Warden juS hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 8 11 - - - - 5 No No No Only

Warden does a jumping double hammerfist downwards.

  • Has a good downwards hitbox.
Toggle Hitboxes
Toggle Hitboxes
u.66S
u.66S
SS Warden u66S.png
SS Warden u66S hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 7 17 28 KD -8 5 No No No Only

Warden does a running palm strike.

  • Same as 66A but knocks down the opponent.
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Guard Break
Guard Break (Throw)
5/6C+D / 4C+D
SS Warden 5CD.png
SS Warden 5CD hitbox.png
Neutral / Forward Throw
Blue Box at Warden's feet needs to connect with the opponent's blue collision box
SS Warden 4CD.png
Back Throw
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral / Forward 0 Throw 3 1 71 74 +20 N/A - No No No Yes

Universal throw.

  • Can be followed up with an attack.
Back 0 Throw 5 1 69 74 +25 N/A - No No No Yes

Universal throw.

  • Can be followed up with an attack.
Toggle Hitboxes
Toggle Hitboxes
Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Warden 5BC.png
SS Warden 5BC hitbox.png
Armed
Armed
SS Warden u5BC.png
SS Warden u5BC hitbox.png
Unarmed
Unarmed
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 70 High 20 2 27 48 ±0 -16 10 No No No No

Warden thrusts his sword downwards

  • Universal overhead.
  • One of the few non-airborne UOHs.
Unarmed 70 High 20 2 23 44 +2 -12 10 No No No Only

Warden slams down with a double hammerfist.

  • Unarmed universal overhead.
  • One of the few non-airborne UOHs.
Toggle Hitboxes
Toggle Hitboxes
Dodge
Dodge
5A+B
SS Warden 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, and is mainly used to avoid throws.

    Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.
Stance Break
Stance Break
A+B during Just Defense
SS Warden gAB.png
SS Warden gAB hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 10 38 52 KD -24 - No - - Yes

Universal Stance Break.

Toggle Hitboxes
Toggle Hitboxes
Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Warden 236AB.png
SS Warden 236AB hitbox.png
Counter
Counter
SS Warden u236AB.png
SS Warden u236AB hitbox.png
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 12 33 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. 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 11 10 22 KD N/A - 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.

Toggle Hitboxes
Toggle Hitboxes
Rage Explosion
Rage Explosion
5A+B+C
SS Warden 5ABC.png
SS Warden 5ABC hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Unblockable 21 3 35 58 0 - - - - - No

Unblockable pushback attack.

Toggle Hitboxes
Toggle Hitboxes
Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Warden Issen.png
SS Warden Issen hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 8 65 81 KD -44 - No No No No

Has full invincibility and can anti-air. Damage scales up based on remaining health.

  • Full invuln 1~16F
Toggle Hitboxes
Toggle Hitboxes

Command Moves

Vanguard's Advance
Vanguard's Advance
(after n5B or 66B) B
SS Warden n5B B.png
SS Warden n5B B hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 19 3 37 58 -5 -19 10 No No No No

Warden follows up his initial swing with another downwards swing.

  • The second slash that combos after near 5B or 66B.
  • It's almost always a good idea to go for this, since it won't come out on block due to both n.5B and 66B deflecting on block. But keep in mind it can be punished if n.5B or 66B triggers an air reset such as during a back dash.
  • Cancel window is 14~19F for n.5B and 11~14F for 66B.
Toggle Hitboxes
Toggle Hitboxes
Vanguard's Advance (2 / Cancel)
Vanguard's Advance (2 / Cancel)
(after n5BB or 66BB) B or D
SS Warden 5B B.png
SS Warden 5B B hitbox.png
Slash
SS Warden n5B B D.png
Feint
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
B 200 High 31 3 40 73 KD -15 15 No No No No
D N/A N/A - - 33 - +1 N/A 0 No No No No

Warden finishes his combo with a heavy hitting overhead swing.

  • Hits overhead.
  • Does chip damage but punishable on block.
  • Has a 1 frame gap in between hits, so opponents can DP on reaction. Cancelling into feint will leave you +1 and just outside of throw range, giving you a slight advantage in the upcoming scramble.
  • Opponents holding back will usually be safe from microwalk throw, so check them low with moves like 2D or 5D to keep them from walking away.
  • Cancels Vanguard's Advance on frame 25
Toggle Hitboxes
Toggle Hitboxes
Guardian's Assault (Slash / Cancel)
Guardian's Assault (Slash / Cancel)
(after 5B) B or D
SS Warden 5B B.png
SS Warden 5B B hitbox.png
Slash
SS Warden n5B B D.png
Feint
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
B 220 High 31 3 40 73 KD -15 15 No No No No
D N/A N/A - - 31 - -7 N/A 0 No No No No

Warden follows up his forward-moving swing with a heavy downward swing.

  • 5B>B is usually preferable to 5C after a far grounded parry, since it rewards you with a knockdown.
  • Leaves you -7 after feint, but since opponents are more likely to try and take their turn here, you might catch them off-guard.
  • 5B>D is still fairly safe if spaced well, leaving you just outside Warden's own 5A range. Don't throw the overhead out recklessly.
  • Cancel window from 5B is 15~24F for both strike and feint
Toggle Hitboxes
Toggle Hitboxes
Warden's Wrath (Slash / Cancel)
Warden's Wrath (Slash / Cancel)
(after n5C) C or D
SS Warden n5C C.png
SS Warden n5C C hitbox.png
Slash
SS Warden n5B B D.png
Feint
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
C 240 High 31 3 40 73 KD -15 20 No No No No
D N/A N/A - - 37 - +2 N/A 0 No No No No

Warden follows up his initial overhead swing with another, heavier one.

  • Your most damaging route after a successful parry, netting you a whopping 370 damage without rage.
  • n.5C>D leaves you at +2 but a little bit farther away than n.5B>B>D, so it might be more difficult to press your advantage, especially after a throw, where even your 5A will miss.
  • Cancel window from n.5C is 16~24F for both strike and feint
Toggle Hitboxes
Toggle Hitboxes

Special Moves

Parry
Parry
214S
SS Warden 214S.png
SS Warden 214S hitbox.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 N/A 6 15 23 43 +30 N/A - No No No No

Warden half-swords his blade and attempts to block an opponent's attack, then counterattacks on successful block.

  • A parry move that counters mid and high slash and sword specials (not working against low attacks and punch / kick / hilt attacks, neither lighting blade and SSM ).
  • Upon success parry ground attacks, it stuns the opponent and makes Warden's chain attacks into combos (except 66BBB). The opponent can rage explosion to burst out of the stun.
  • Upon success parry air attacks, it juggles the opponent and allows follow-ups.
  • It reflects projectiles as well, save for the following:
    • Tam-Tam's low skull
    • Rimururu's rolling ice ball
    • Mina's low arrow.
Toggle Hitboxes
Toggle Hitboxes
Shoulder Bash
Shoulder Bash
236S
SS Warden 236S.png
SS Warden 236S hitbox.png
Level 1 & 2
Only becomes active when Warden collides with the opponent
SS Warden 236Smax.png
Level 3
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Level 1 40(60) Mid 23 (15) 18* 22 45~71 +8 +1 10 No No No No
Level 2 40(60) Mid 33 (25) 24* 22 55~97 +18 +4 15 No No No No
Level 3 40(60) Unblockable 53 (45) 45* 22 75~122 +23 N/A - No No No No

Warden does a running shoulder charge that knocks the opponent off balance.

  • Hold slash button to increase its level, each level runs further distance and has more frame advantage:
    • Level 2 version will juggle airborne opponent and allows follow up combo.
    • Level 3 version runs full screen and becomes unblockable attack with 1 hit armor (takes 40% damage, works on any attack except WFT, SSM and lighting blade), however it doesn't hit airborne opponent.
  • During max rage, it charges the level faster with extra damage.
  • Charge windows are 1~25F for lvl 1, 26~45F for lvl 2, 46F+ for lvl 3. While in Rage they shorten to 1~17F, 18~37F, and 38F+ respectively.
  • You can cancel your backdash into the shoulder bash.
  • Active Frames: This move becomes active when Warden's collision box makes contact with the opponent's. It is then active for 3 frames and moves straight to the recovery animation. The listed active frame duration is how long this collision check lasts.
    • If Warden reaches the corner of the stage during tackle, Warden will skip straight to the recovery animation.
    • Because of the way this move checks for collision with the opponent, it effectively ignores extended hurtboxes.
Toggle Hitboxes
Toggle Hitboxes

Supers

Weapon Flipping Technique

Blackstone Bash
236B+C
SS Warden WFT.png
SS Warden WFT hitbox.png
SS Warden WFT2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
384(448) Mid 1+15 5 44 64 KD -42 - No No No No

Warden does a forward thrust, then attacks his opponent with a flurry of swings and finishes with a shoulder bash.

  • Available only during Max Rage or Rage Explosion. Disarms on hit.
  • Strong WFT that covers half of the screen.
  • Easily combo'd into due to its startup.
Toggle Hitboxes
Toggle Hitboxes

Super Special Move

Catapult
641236C+D
SS Warden SSM.png
SS Warden SSM hitbox.png
SS Warden SSM2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
700[100,600] Mid 10+21 3 66 99 KD -48 - No No No No

Warden grabs the blade end of his sword and slams the base of the blade into his opponent's shoulder, pulling him in, then ordering his catapult to open fire.

  • Standard SSM with with long reach.
  • Starts up 1 frame slower than average.
  • Available once per match.
  • It has full invincibility frames 1~10.
Toggle Hitboxes
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Combos

List combos, use numpad notation.

Midscreen

  • (n.5B / 66B / 2B) xx WFT
    WFT punish combo.
  • (Deep hit jC / jB)...
    • n.5C
      Knocks down the opponent from jump C, mix up from jump B.
    • n.5BB / 66BB
      Strong follow up with mix up.
    • (n.5B / 66B / 2B) xx WFT
      WFT combo after jump deep hit.
    • Lighting Blade
      Issen combo.
  • jB WFT
    WFT combo from far away jump hit.
  • 5CD / 4CD...
    • 66BB
      Strong follow up with mix up, 66B at close range to continue the pressure
    • n.5C
      Corner only, more damage with mix up.
    • 66C / 2C
      Knocks down.
    • 2B xx WFT
      The optimal WFT combo after throw.
  • 236S (level 1) n5A / 2A / 2D
    A little extra damage.
  • 236S (level 2 air hit) 5A / 2B / n5B / n5C
    2B is much easier to land than n5C, also with good damage and 2C / BC mix up after air reset.
  • 236S (level 2 air hit) Lighting Blade
    Issen combo.
  • 236S (level 2 and 3)...
    • n.5C / n.5BB
      Strong follow up with mix up.
    • 2B xx WFT
      Optimal WFT combo.
    • Lighting Blade
      Issen combo.
  • JC (Deep hit) 236S (level 1 rage version) n5A
    Fancy combo, not useful.

Parry

  • n.5B (air parry) xx WFT
    Anti air WFT combo, connects on ground parry as well.
  • 214S (ground parry)...
    • 5BB / 5C / n.5BBB / n5CC
      Normal follow ups from low to high damage. Heavy slash follow ups have more damage.
    • (2B / 66B) xx WFT
      WFT combo follow up.
    • Lighting Blade
      Issen follow up, needs to wait a little bit otherwise it would become n5C / 5B.
  • 214S (air parry)...
    • 66C
      Connects from close or mid range. (About the range of 5A)
    • WFT
      Dash immediately after parry to connect, it covers similar range of the combo above.
    • 5C
      Only from close range or near corner, micro walk forward to connect.
    • 236S (level 2 rage) n5C
      Corner only, not useful

Guard Crush

  • n.5C...D...
    Feint...
    • Lighting Blade
      Universal Issen combo. (Don't have to feint can just cancel)
    • SSM
      SSM follow up. (Be careful with opponent bursting to avoid it)
    • j.C xx n.5C
      Deep jump heavy combo into standing heavy.
    • 2B xx WFT
      WFT combo after feint.
    • j.C xx 2B xx WFT
      Deep jump heavy combo into WFT combo.'
  • 5C...
    Cancel recovery...
    • 236S(Hold)...
      Hold for lvl 3 charge...
      • 66C
        Knocks down.
      • 2B xx WFT
        WFT combo after charge.
      • Lighting Blade
        Issen after charge.

Videos

Colors

SS Warden 1.png
SS Warden 2.png
SS Warden 3.png
SS Warden 4.png


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
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Basara
Cham Cham
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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