Samurai Shodown/Warden

From Mizuumi Wiki
Jump to navigation Jump to search
Warden
ウォーデン

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).

Strengths Weaknesses
  • Amazing air buttons
  • Big damage input overall
  • Decent range (including his WFT and SSM)
  • High health
  • Good guard damage and chip damage with his command normals
  • Can be zoned sometime
  • Lose to mobile characters
  • Can be a little too predictable with the narrow move set and gameplan

Data

  • Damage Taken: 95%
  • Rage Factor: 0.22
  • Rage Duration: 12 seconds
  • Jump: 42 frames (Very Fast)
  • Dash Speed: ?? (Slow)
  • Back Dash: 27 frames
  • Weapon Pickup / Drop: 40 / ?? frames


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
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 22 -3 -5 5 Yes Yes Yes No

Fast poke and cancellabe, but it whiffs against crouching opponents at far range.

5B
5B
SS Warden 5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
120 Mid 14 - - 42 -4 -12 10 No* Yes Yes No

He moves forward and then slashes, can follow up with B for overhead or D for feint.

5C
5C
SS Warden 5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
320 Mid 27 - - 74 -8 -16 25 No Yes Disarm No

High damage slash with long reach. It's pretty slow therefore it doesn't combo after back throw or jump C deep hit. He can input D to cancel the motion before the slash comes out.

2A
2A
SS Warden 2A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 18 -1 -4 5 Yes No No No

Fast elbow attack with very short reach and cancellable.

2B
2B
SS Warden 2B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 12 - - 34 -2 -12 10 Yes Yes Yes No

Cancellable mid range poke, combos into WFT. It has better range than it appears (reach further than 5A).

2C
2C
SS Warden 2C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Low 20 - - 51 KD(+93) -28 25 No Yes No No

Fast low sweep slash with long reach.

Near Slashes

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

Fast hilt attack and cancellable.

n.5B
n.5B
SS Warden n5Bgp.png
Guard Point
Guard Point
SS Warden n5B.png
Crushing Counterstrike
Crushing Counterstrike
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 13 - - 39 -6 -12 10 Yes* Yes Yes No

His main combo starter, can follow up with B for combo, then another B for overhead or D for feint.
Before the slash comes out (from frame 4 to 8), it has 1 hit guard point against mid and high attacks (also works on punches / kicks, special moves, WFT, SSM and Lighting Blade, but not projectiles?).
If it counter hits the airborne opponent, the opponent won't get air reset, therefore he can combo with the B follow up or WFT. (Air counter happens if the opponent attacks in the air)

n.5C
n.5C
SS Warden n5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
220 Mid 15 - - 47 -3 -28 25 No* Yes Disarm No

He can follow up with C for overhead or D for feint. He can input D to cancel the motion before the slash comes out.

Kicks

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

Standing low kick. Cancellable since version 2.10.

6D
6D
SS Warden 6D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 11 - - 25 -2 -5 5 No No No Yes

Decent forward kick.

2D
2D
SS Warden 2D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 5 - - 17 ±0 -3 5 No No No Yes

Fast low kick.

3D
3D
SS Warden 3D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 11 - - 41 KD(+94) -14 5 No No No Yes

Low kick that knocks down with long reach, but punishable on block.

Dash Normals

66A
66A
SS Warden 66A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 3 - 29 -4 -9~-7 5 No No No No

Fast palm strike, not deflectable.

66B
66B
SS Warden 66B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 10 - - 31 -1 -35 10 Yes* Yes Disarm No

Almost the same motion as near 5B but without the guard point. It has the same follow attacks as near 5B as well.

66C
66C
SS Warden 66C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 Mid 15 - - 54 KD(+96) -17 20 No No Disarm No

Standard running heavy slash.

66D
66D
SS Warden 66D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 11 10 - 44 KD -17~-8 5 No No No Yes

Standard running slide kick.

Air Normals

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

Fast air to air slash.

j.B
j.B
SS Warden jB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 12 - - - - - 10 No No No No

Air slash with very long reach, but it whiffs against crouching opponents. It has long hit stun and very easy to combo with standing mid slashes.

j.C
j.C
SS Warden jC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 High 14 - - - - - 20 No No No No

Jump heavy slash with good reach and downwads hitbox. It's able to cross up against crouching opponoent.

j.D
j.D
SS Warden jD.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 8 - - - - - 5 No No No Yes

Standard jump kick that hits downwards.

Unarmed Normals

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

Standing hook punch.

u.2S
u.2S
SS Warden u2S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 - - 24 +2 -3 5 No No No Only

Same motion as 2A with slightly better damage.

ju.S
ju.S
SS Warden ujS.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 8 - - - - - 5 No No No Only

Jumping double hammerfist with good downwards hitbox.

u.66S
u.66S
SS Warden u66S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 - - 28 KD -8 5 No No No Only

Same motion as 66A but knocks down the opponent.

Universal Mechanics

Guard Break
Guard Break (Throw)
5/6C+D / 4C+D
SS Warden 5CD.png
Neutral / Forward Throw
Neutral / Forward Throw
SS Warden 4CD.png
Back Throw
Back Throw
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

Universal throw. Can be followed up with an attack.

Back 0 Throw 5 - 69 74 +25 N/A - No No No Yes

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Warden 5BC.png
Armed
Armed
SS Warden u5BC.png
Unarmed
Unarmed
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 70 High 20 - - 48 ±0 -16 10 No No No No

Overhead sword thrust with very long reach.

Unarmed 70 High 20 - - 44 +2 -12 10 No No No Only

Overhead double hammerfist which doesn't knock down.

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
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.

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Warden 236AB.png
Counter
Counter
SS Warden u236AB.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 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. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.

Disarmed 0 N/A 2 12 9 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.

Rage Explosion
Rage Explosion
5A+B+C
SS Warden 5ABC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Unblockable 21 1 - 58 0 - - - - - -

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Warden Issen.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 full invincibility and can anti-air. Damage scales up based on remaining health.

Command Moves

Vanguard's Advance
Vanguard's Advance
(after n5B or 66B) B
SS Warden n5B B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 16 - - - -5 -19 10 No No No No

The second slash that combos after near 5B or 66B, does chip damage on block, he can follow up with B for overhead or D for feint.

Vanguard's Advance (2 / Cancel)
Vanguard's Advance (2 / Cancel)
(after n5BB or 66BB) B or D
SS Warden n5B B B.png
Slash
Slash
SS Warden n5B B D.png
Feint
Feint
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
B 200 High 30 - - - KD -15 15 No No No No
D N/A N/A - - - - +1 -13 0 No No No No

Strong overhead attack, does chip damage but punishable on block, it has 1 frame gap in between hits (If the first B follow up is blocked, it would be 16 frame gap in between). The feint is -1 frame if the first B follow up hits.

Guardian's Assault (Slash / Cancel)
Guardian's Assault (Slash / Cancel)
(after 5B) B or D
SS Warden 5B B.png
Slash
Slash
SS Warden n5B B D.png
Feint
Feint
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
B 220 High 30 - - - KD -15 15 No No No No
D N/A N/A - - - - +1 N/A 0 No No No No

Strong overhead attack, does chip damage but punishable on block, it has 7 frame gap in between hits. The feint is -7 frame if the first 5B hits.

Warden's Wrath (Slash / Cancel)
Warden's Wrath (Slash / Cancel)
(after n5C) C or D
SS Warden n5C C.png
Slash
Slash
SS Warden n5B B D.png
Feint
Feint
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
C 240 High - - - - KD -15 20 No No No No
D N/A N/A - - - - +2 N/A 0 No No No No

Strong overhead attack, does chip damage but punishable on block, it has 1 frame gap in between hits. The feint is -1 frame if the first near 5C hits.

Special Moves

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

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, but it doesn't reflect Tam-Tam's low skull, Rimururu's rolling ice ball, and Mina's low arrow.

Shoulder Bash
Shoulder Bash
236S
SS Warden 236S.png
Level 1 & 2
Level 1 & 2
SS Warden 236Smax.png
Level 3
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) - - 62 +8 +1 10 No No No No
Level 2 40(60) Mid - - - - +18 +4 15 No No No No
Level 3 40(60) Unblockable 58(44) - - 114(75) +23 N/A - No No No No

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.

Supers

Weapon Flipping Technique

Blackstone Bash
236B+C
SS Warden WFT.png
SS Warden WFT2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
384(448) Mid 16 - - 63 KD -42 - No No No No

Available only during Max Rage or Rage Explosion. Disarms on hit. Strong wft that covers half of the screen.

Super Special Move

Catapult
641236C+D
SS Warden SSM.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 31 - - - KD -48 - No No No No

Standard SSM with with long reach, start up 1 frame slower than average. Available once per match. It has full invincibility frames 1~10.

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

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

AmakusaBaikenBasaraCham ChamCharlotteDarliEarthquakeGalfordGenjuroGongsun LiHanzoHaohmaruHibiki TakaneIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuRuixiangShikiShizumaruSogetsuTam TamUkyoWan-FuWardenYashamaruYoshitora