Samurai Shodown V Special/Galford

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ガルフォード, Galford


The American ninja from San Fransisco, who roams Japan as a superhero of "Justice". (You can roll your eyes now.)

Galford is fast, has good mobility, tons of projectile options, and lots of gimmicks, but unfortunately is littered with special moves that aren't very useful. Galford's goal is to team up on you using his dog (Poppy), which he uses for moving in on his opponent and applying pressure. Poppy is also the key to most Galford's mixups. Problem is Galford can't do much by himself, and has a tough time under pressure. However, if you like the idea of double teaming the enemy with your trusty ninja pet beside you, Galford's the character for you.

Strengths Weaknesses
  • Fastest walking speed in the game and great run speed
  • Dog allows for some pretty safe pressure and can be tricky to avoid if used skillfully
  • Can play a close or long range game based on your style
  • Two is always better than one! Right?
  • Low-ish damage outside of punishes; tends to just slowly chip away on opponent's health a lot of the time
  • Without dog, he is pretty helpless in the offensive department
  • Doesn't have great anti-air options
  • Terrible WFT, one of the worst in the game


  • Damage taken: 110%
  • Rage duration: 10 seconds
  • Amount to rage: 16
  • Walk speed: 896 (Tam Tam can't even dash that fast)
  • Backwalk speed: 640
  • Dash speed: 1800
  • Jump duration: 50 frames
  • Width: 28
  • Throw range: 16
  • Throw recovery: 42 frames
  • Tier placing: A


Far Slashes

Properties: Recoil cancel on block. Cancelable. Deflectable.
Surprising range for a standing A and can be canceled.
Properties: Recoil cancel on block. Deflectable.
Long range slash that comes out quick and is really safe from a distance. Galford's main poke.
Properties: Recoil cancel on block. Deflectable.
The range and damage is decent and it is recoil cancleable, but it's still mostly only good as a punisher.
Properties: Recoil cancel on block. Cancelable. Deflectable.
It's got a faster start-up than 5A, but has less range and doesn't actually hit low.
Properties: Recoil cancel on block. Cancelable. Deflectable.
A longer range version of 2A that will combo into plasma blade. Good range and speed for a quick punish, but sadly once again it doesn't hit low.
Properties: Recoil cancel on block. Hit low. Knockdown.
One of Galford's best punishers. It doesn't have as much range as 5AB, but hits low and comes out faster. It's terrible on whiff because of it's long recovery, but cancelable on block.
Despite it being Galford's only low slash, it actually has a pretty high hitbox, making it viable to punish jumps with.

Near Slashes

Properties: Recoil cancel on block. Cancelable. Deflectable.
It's quick but won't combo even though it is cancleable. Useless.
Properties: Recoil cancel on block. Cancelable. Deflectable.
This actually will combo into plasma blade. This is a basic punisher as it comes out fast.
Properties: Recoil cancel on block. Deflectable.
Similar startup to his far 5AB but with much shorter range and actually has potential for Galford to do a back hit combo.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Exactly the same as his far 2A.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Also stays exactly the same.
Properties: Recoil cancel on block. Hit low. Knockdown.
Once again, exactly the same.


Properties: Hit high. Knocks down.
Pretty standard 5BC, nothing special about it. It hops lows, avoids grabs, and hits overhead, but has a bad recovery.
Properties: Hit high. Knocks down.
I guess it looks cool with the whole backflip thing, but it's startup doesn't make him airbourne, and it's very slow to recover.


Properties: Cancelable.
Galford's only anti-air normal. Good vertical range, but bad horizontal. Strangely enough, it is cancleable which allows you to quickly go back on the offensive as they land.
Miss on standing medium and small hitbox characters.
Properties: Hit low. Knocks down.
A short standing sweep that knocks down but is highly unsafe.
Properties: Hit low.
Good range compared to most low kicks, but cannot be spammed because it has annoying disadvantage on hit.
Properties: Hit low. Knocks down.
Also a sweep but with far more range, faster startup, better hitbox and more active frames and pretty safe at full range.
Use as low hit poke or stuff opponent dash in with it.


Properties: Hit high. Deflectable.
It's definitely a quick little air poke with good vertical range. Decent as antiair when opponent above you.
Properties: Hit high. Deflectable.
Has the most horizontal range out of all Galford's air slashes. Good for air to air, and covering your jump's landing.
Properties: Hit high. Deflectable.
For a j.AB it comes out pretty fast with solid range and damage.
Properties: Hit high.
Comes out really fast, good for hitting people below you.
Galford can instant overhead with it on all but small characters.


Properties: Recoil cancel on block. Deflectable.
Looks like 5A, but it have 5AB recovery on block and on whiff. Uncancelable. And its HEAVY deflectable.
Can be used to dash behind a opponent's jump and slash them before coming down. DO NOT USE IT FOR ANYTHING ELSE!
Properties: Recoil cancel on block. Hit low. Knockdown.
Low sword hit that knocks down.
With Galford's dash being so fast it is a good punish attack.
Properties: Hit high. Knockdown.
Dash overhead that's similar to his BC, but all startup Galford is grounded, so prepare to be thrown or poked out of it. Little more safe than BC though.
There's a small cancelable window on the startup, before he leaves the ground, so you can fakeout into Dog or Strike Heads. Still not very useful.
Properties: Hit low. Knockdown.
Great range and comes out incredibly quick, but punishable if blocked, and doesn't stay out nearly as long as it looks. Still an important tool of Galford's mixup.
It also has a small cancel window right at the end of the attack, maybe to deflect on block or set up some shenanigans.


Well for a punch it definitely isn't the worst in the game, and it is cancleable.
Same except he is crouching and less range. However it can be ticked into his command grab.
Properties: Hit high.
Mediocre move with some air-to-air capacity.
Properties: Knockdown.
This one is actually cool, it looks basically the same as u.5S but it knocks down and will combo into 8BC pursuit.


Deflect - 216D:
Average range deflect.
Weapon Pickup - 5A:
Luckily Galford picks up his weapon quite fast.
Taunt Disarm - Start Start Start:
"Hey, come on."
The only special Galford can't perform without a weapon is his WFT and Plasma Factor... not like you'll be using that often though.
Galford can disarm himself during Poppy's attack animation from 214+B, before the full damage has been done.
Sankaku Tobi - j.9 or j.3 near wall:
Wall jump.
Backdash - 44:
Galford does a handstand into backflip across about 1/3 the screen. In addition to that, during the handstand you can cancel it into any of your specials. This is a very important movement and escape tool for Galford. It quickly allows him to get spacing in order to safely execute any of his projectiles.


Plasma Blade - 236S: (can be used unarmed)
Galford throws out a lightning projectile.
Comes out very fast compared to most projectiles meaning he can combo into it, and it does decent damage. The down side is it's recovery is very long and it is extremely punishable.
Replica Attack - 63214AC / 63214BC: (can be used unarmed)
Galford teleports and comes falling down slashing his opponent. BC will go behind his opponent while AC is in front.
This attack also has a fully invincible startup until he reappears. You can use it to go through another attack with a long recovery and punish. Watch out cause this attack extremely easy to block on reaction and is very punishable. On whiff it is actually pretty safe, as Galford recovers from landing almost immediately.
On block/hit you can choose what side Galford will land by holding corresponding direction.
Imitate Replicate - 6464642AC / 6464642BC: (can be used unarmed)
A counter move where Galford teleports and leaves behind a log, and then goes through the same animation as Replica Attack.
Now by counter, I mean you have to execute this attack while you're in hitstun. Also don't think you can interrupt an opponent's combo midway as this attack won't work until the final hit. Pretty crappy huh? There are only like 4 attacks in the game that Galford can actually assure getting a hit with this counter as it's also terribly slow. This move is almost completely useless. Still, it does give you some sort of edge on a couple of Galford's match-ups.
Strike Heads - 623S: (can be used unarmed)
Galford's command grab.
This move will give you style points. Least damaging command grab in the game. Which is disappointing because it looks really cool. Being a command grab it is a good way to get a sneak attack by canceling it out of a roll. It can work as a way of finishing off your opponent if they have extremely low health.
Dog specials - 214x: (can be used unarmed) "Let's go, Poppy!"
  • Rush Dog - 214A:
Poppy dashes forward and bashes into your opponent.
This move is harder to punish than Plasma Blade on block, but its still not that safe. Its also incredibly unsafe if it whiffs, as Galford doesn't recover until poppy is done dashing forward. It does come out relatively fast, so it's not that bad a move to throw out while close to your opponent. The down side is you can simply just hop over the dog so you should probably use it sparingly.
  • Machine Gun Dog - 214B:
Poppy dashes forward and begins to tear your opponent.
Likely to be Galford's most useful special. It doesn't come out as quickly as rush dog but if it's blocked, it gives Galford a nice bit of frame advantage. If it hits they are wide open for Galford to whack them while the enemy is still in poppy's clutches.
This move is also great because it can hit low or high depending on a follow up command. The overhead is very hard to react to but it leaves Galford incapable of following up with a slash. However, he can almost always follow up with a pursuit.
  • Replica Dog - 214AB:
Poppy teleports and comes falling on your opponent while in a spinning ball. Think Sonic the Hedgehog.
After Poppy teleports you are free to act. A pretty good tool to apply pressure on your opponent and force your opponent to play guessing games in some situations. Once again it can hit either high or low depending on a follow up command. Yes, a dog falling from the sky can hit low. Galford can also make ambiguous crossups with this move in many ways.
  • Overhead Crash - 214C:
Galford jumps backward and throws poppy like a volley ball. It's a good thing this game is based around a time long before Animal Security came around.
This move is sometimes okay to knock your opponent out of the air. Make sure to keep your distance before using it, as Galford is pretty open to attack coming up and down. One funny thing about this move is its actually more useful if you get poked out of it. Even if Galford gets hit on the start up Poppy will still go flying in front of him, bouncing around the place most likely trading blows.
Stardust Drop - j.[1/2/3/4/6]C: (can be used unarmed)
Airthrow. While it's not listed on the frame data, it does a fixed 21 damage.
As with all airthrows, you have to do it from slightly below the opponent.
This is another one of Galford's anti-air options that are good, but not great. It is hard to pull off because it needs correct positioning, but against certain match-ups its a good tool.
Double Mega Strike Heads - 236CD / 236BC:
CD is front hit, BC is rear hit.
This move is bad. Real bad. It's one of those almost useless WFTs in this game. It's just way to slow to hit anyone with it's endless start up frames. The only use this move has, is punishing other attacks that have a ginormous recovery time, which is mostly just a few other WFTs. One positive aspect is if it does manage to hit, it just happens to be one of the best damaging WFTs in the game.
Plasma Factor - 1st input: 21463214214AD (unarmed), 2nd input: 214214623AD:
You need to use Special Overhead Crash in order to unlock Plasma Factor. While unarmed, do the 1st input and an attack identical to Overhead Crash should come out. This tells you whether or not you did the input successfully. Afterwards once you have your weapon again, the 2nd input will unleash the attack Plasma Factor. It should only be unlocked once, and then Plasma Factor stays available to use until the game is reset.
Plasma Factor deals good damage and is unblockable, but it has horribly long startup and also pretty short range. You must be sure that opponent will stand before you and block in order to use it. Plasma Factor is best used for wake-up games, and also to punish opponent's moves with fast recoveries (so that opponent will block after them).



  • n.5B/n.2B/2B xx 236S ...
  • ... 2BC (corner only)
  • ... 8BC (after A/B versions,corner only)
  • 214A dash xx 8BC
  • 214B ...
  • ... whatever
  • ... dash xx 8BC
  • 5C xx 236S 2BC
Tall characters only.
  • 214AB(antiair hit) 8BC
Use 2BC if they weren't very high in the air when getting hit by poppy.
  • 214214623AD 2BC (corner only)
  • 66B 2BC
  • 66C 2BC
  • 6C 2BC
  • 3C 2BC
  • u.66S 8BC


  • Backhit (n.5B or 2B or n.2B) xx 214A dash xx 8BC
Easy to execute, but only gets you slightly more damage than a typical plasma blade combo.
  • Backhit (n.5AB) 2B xx 236S (Can also 2BC or 8BC pursuit in corner)
The two frame link between 5AB and 2B makes this combo very hard to do reliably.
  • Backhit (n.5AB) 66C 8BC
All things considered, this is probably your best choice as it's not too hard to execute and gets you good damage.

Unblockable Rage Explode

  • 214B ABC 8BC
If timed properly, Rage explode makes poppy unblockable, even without the Rage explode stunning the opponent. This allows you to do this combo from a distance.
  • 214B ABC 2B xx 236S
Requires very precise spacing and timing. Don't try this in a real match.
  • 214AB ABC
Easier to execute in the corner.

Tips and Tricks

214B/214AB Low and Overhead

Poppy basically copies Galford's hit box properties. If Galford throws out a low attack, than poppy will hit low. If Galford throws out a overhead attack, poppy will hit overhead. Even if Galford is on the other side of the screen and won't hit anything with his attacks.
Low hit: 2C/3C
Over head hit: 8C (7,9)
In order for this trick to work the kick must be in it's active frames as poppy hits. So it must be timed, especially 2C since it only has a few active frames. 3C also works and it does make it easier to time, but because it has such a slow startup it will only work around max range of the dog when using 214B.

Plasma Factor input trick

Obviously, 214214623AD takes an awfully long time input and is sometimes hard to input correctly. It doesn't help that the move itself has a very long startup making it way too damn difficult to get someone to stand in place long enough for it to hit. Luckily, thanks to the input reader being so lenient, you can use a shortcut by executing this move after using either 213B or 214AB.
Like this: 214_, 214623AD
By doing so, you can use Plasma Factor on the first frame Galford recovers from his dog special. This not only is a great trick cause it lets you get by the hassle of inputting this slow ass move. But Poppy even works as a great trap so you can land it.
214B, 214623AD: With this you can bait a neutral jump with Poppy, and that's when this move's slow startup actually works in your favor. Many of the cast's jumps will come down just in time for them to get whacked by this move. If you input this fast enough Plasma Factor will actually combo off the 214B, meaning there is no risk of wasting an opportunity to hit them.
214AB, 214623AD: Getting people to turtle up blocking is what you want here. If you do this trick right, and they block Poppy, they're screwed. You'll hit them while they're in blockstun!


Its important to note, that there is no one general strategy any character can play. Samurai Shodown is incredibly match-up dependent. Learning how to deal with each one of those individual match-ups is key in developing a strong strategy. However, I'm going to do my best to outline the key elements to Galford's game.


Gimmicks, pokes, and more gimmicks. Galford has a hard time dealing big damage. Most of his offense relies on ambiguous, but low damage mixups. Although Galford has many projectiles to choose from, they all leave him open for a period of time, whether it be at the start up, or the recovery. Meaning in order to play any sort of offense you're gonna have to be a bit reckless. But don't be shy, playing Galford is about taking one for the team!
Let's be honest, without Poppy, Galford kinda fails. So use that dog like nobodies business. The best part about all the dog specials is Poppy will still attack, even if Galford gets hit during the startup. While most of Galford's other moves are risky and match-up dependent, the dog almost never loses it's usefulness. Here's why...


This special is your friend... literally! I don't think there is a single match-up where this move isn't useful. 214B is a wonderful tool no matter what range you're at, be it long, mid, or short. It can bait jumps, play a gross high low game, and Poppy holds the opponent so long you can hit confirm a 5AB or 2AB, making this low damage character actually scary.


This special is also your friend. This move compliments 214B incredibly well. People often try to jump out of 214B on reaction to the startup... too bad this move's startup is almost identical leading them to just get knocked right back into the ground. This move makes your opponent want to stay on the ground.
Combine the two, and you got a real stupid annoying combination, great for frustrating your opponent into taking risks. These two moves pretty much define Galford's universal offensive game.


Pokes, gimmicks, and more pokes. So you got a lot of projectiles, Yay... Now where's my dragonfist? Well, Galford doesn't have one. Galford's defensive game is pretty iffy to be sure, particularly his anti-air which I'm going to spend the most time talking about.
Galford is an interesting character indeed that takes awhile to get used to. You gotta think like a ninja! Galford may not be able to do a flaming uppercut, but he's still really damn fast. Using his speed and mobility is the key to dealing with people trying to rush you down. It might sound silly, but walking forward, dashing forward, and back dash cancels, are probably you're safest options. You must learn how to "dodge" their attacks, or out speed them with your lightning quick kicks and sword strikes. This is indeed the way of the ninja.

The art of walking:

Galford has the fastest walk in the entire game. So a lot of times you can easily just walk under someone currently in a jump and punish them on/before landing. There is a 2 frame landing recovery where they are completely open to attack. If you have enough time to do so, then use 2AB. It has a surprisingly high hitbox so it can hit them before they reach the ground, so you won't have to perfectly hit that ambiguous 2 frame timing.

The art of running:

Galford's dash is also one of the quickest in the game, allowing you to go under jumps and do surprise attacks interrupting your opponent. His dash attacks lack power but most are very fast. The best 2 for anti-air are 66A, and 66AB. Use 66A for speed, and 66AB for damage, both can hit the opponent before they reach the ground. One of Galford's other defensive options is 66C. This is an annoying little Vega slide which comes out in 3 frames and causes knockdown. Use it to catch your opponent off guard and stop whatever their doing.

The art of backflipping:

Galford's backdash is not only a very important escape tool, but can also be used for anti-air. The idea is to get your opponent to jump after you, you then backdash to get out of range of their jumping attacks, and throw out a Plasma blade for them to land on. You may also notice people can tend to dash after Galford when he back dashes, so they'll just run into your projectiles. So yeah, this is a pretty gimmicky way of landing a hit while maintaining minimum risk.

The art of jumping:

Galford's got a pretty laggy jump, and it doesn't cover a large vertical distance, so don't try to use it for escaping. However, he has a lot of lightning quick jump attacks good for air to air. j.C and j.A both come out in 3 frames, so these are basically your version of using a DP.

The art of hopping forward:

Taking note of Galford's gimmicky "movement" style of defense, you can probably figure out on your own, without even playing the character, that Galford hates being in the corner. Not having use of his great mobility is a huge issue. It becomes more of a problem due to Galford's slow jump. Luckily you're playing Samurai Shodown and they have a wonderful little tool known as 6D, or Forward Hop. This allows you to cross your opponent up, and get yourself out of this situation, whenever you get a safe chance.

Time slow

These are generally your best options when using Galford's Time Slow.
  • 214B then issen. You can't rage explode while Poppy's got you, and even though Galford doesn't have enough time to follow up with a slash when he uses overhead Machine Gun Dog, he can however hit them with an issen in time. This forces your opponent to play a high/low guessing game, but if it fails, it's a waste of a time slow.
  • This won't work against certain characters with low hitboxes. 8C or 9C are instant overheads if done at the beginning of jump and will combo into issen during time slow. While it is difficult to do this trick while opponent is crouching, you can still do it pretty reliably with enough practice. If you feel like doing extra damage Galford can combo the kick into a 5AB or anything else really. The down side of this trick is your opponent can rage explode out.
  • If you actually managed to unlock Galford's Plasma Factor move, it's a great move to use during Time Slow being that it is unblockable. You won't be able to use an issen afterwards but it does great damage by itself.

Countering opponent's Time Slow

Galford is one of cast who got some good options to deal with opponent time slow.

j.9C(7,8) instant overhead:

Even with slow time j.9C will be lightning fast and potentially interrupt an opponent.


If you think that opponent will do some normals before using issen you can try this. Just do it right before opponent hits you. Even if Galford get hit during start up, Poppy will be launched and trade hits with opponent.


Because of invincible start up and pretty long time in the air, this move eat up to 3-4 precious seconds of slow time before Galford can be punished.


Same as 63214AC/BC but you can mash that even before time slow, if you sure that you can't avoid opponent attack.

Avoiding death by chip damage

63214BC has a fully invinicble start up and Galford is relatively safe while falling from the air. Because of this, it's a great move to avoid a very obvious chip damage kill attempt. If you have rage you can also use Galford's WFT to do this and get a nasty punish out of it. Sometimes this trick won't allow you to get any sort of punish, like when avoiding Kyoshiro's WFT, but at least it gets you out of the situation to try and make a comeback.
Examples of chip attacks: Yoshitora's 214S; Shizumaru's 214S; Rasetsumaru's 236C; Kyoshiro's 421S ect. Some of them have a slow enough start up that you can actually react to them, rather than just reading it.


VS. Jubei

Feel free to use Plasma blade to trade with Jubei's ground projectile all day, you'll be doing a lot more damage. Eventually you'll make Jubei want to jump over your plasma blades, and this is where you can really mess with him. Jubei's jump is so damn floaty Galford can just walk or dash under him and hit'em with a 2.AB before he lands.
Playing oki against Jubei is a lot less risky for Galford than it is other characters. Jubei has a fully invincible start up DP. So a lot of times its good to use 214B or 214AB and simply block to wait and see if he throws it out. If you managed to block it you can dash behind him before he lands, guaranteeing yourself a back-hit combo punish.
If you jump in use j.C. Not only will it stuff Jubei's catch counters, but it has a very low hitbox and comes out incredibly fast, so it will stuff Jubei's anti-air 5AB a lot of the time.
When Jubei gets raged, watch for his WFT. If he goes for it just use 63214BC and go behind him, punishing it for free. If your raged you can use your 236BC WFT, and make him very sorry.

VS. Kusaregedo

Don't let him in. Period. Don't let him roll in grab you, and especially don't let him play his close range rps. Run away, and throw out projectiles.
Sick Poppy on him like you're life depended on it... because it does! After you sick Poppy on him and he thinks about trying to move in, try throwing a plasma blade next for him to run into. You want to make this Gedo very cautious about trying to get closer.
Back dash cancels play a big part in this match-up when Galford isn't cornered. You can make Gedo misjudge distances for his roll and jump making him roll/land right into your projectile.
When Galford is in a corner it starts to get more tricky. Continue your dog pressure, and react to his rolls with a 5BC. See if you can bait him to jump, and when he does, dash under him. Keep dashing until you're on the other side of the screen, where you can continue to throw projectiles at him... and that's pretty much the goal of this entire fight. Just keep him out, forever!

VS. Rera

...I hate this match-up. Okay so pretty much everything you learned from the Strategy section can be thrown out the window now. Rera is a huge pain for Galford. He just has so few options to use against her, everything else is completely negated by the wolf.
However there are some mildly effective strategies you can use to combat Rera. If you want any chance of winning this match-up you're gonna wanna play patiently, and not take any risks. Ergo, you should be getting a lot of time-outs if you hope to win.
On Wolf
All of Galford's projectiles are nullified by the wolf's forward jump and instant dash stop. This is a good time to be doing nothing but trying to get her OFF the wolf.
Galford has two particular advantages in this match-up. Use them well, cause they're all you got. Rera can't use her D button while she's on the wolf. That means no hopping/ducking out of grabs, and no deflecting slashes. The other advantage is Galford's character sprite is fat... this will be explained later.
Galford's 5A and 5B are your go-to for spamming. Rera can't punish them easily. She has no long range pokes, so as long as you have spacing you're good to just throw them out as much as you like. The goal isn't to do lots of damage, but just knock her off that wolf as safely as possible.
Clearly you're other option is to go for dash in grabs, or 623S (command grab), since Rera lacks a way to dodge them outside of jump. Galford's fast dash really helps him out with this.
Using the standard grab is also where his second advantage comes into play. Rera's ability to dash through you with the wolf takes more time versus Galford than it does other characters, due to the width of his character sprite. This gives you a lot of time to react to her dash and grab her while she's attempting to use her crossup trick.
Another good way to knock her off the wolf is using j.C. It's the only jumping move Galford can use, since he jumps so high, and her wolf jumps so low. The 3 frame start up, awesome hitbox from above, and large active frames makes this a good tool to knock her ass out of the air, and off that wolf.
Off Wolf
Now you're probably going, "Yes! I knocked her off the wolf!... Now what?" ...Not much. You're still gimped with a lack of options. And that's because now you gotta figure out how to KEEP her off the wolf. To do that, Galford can't use any of his mid-long range defensive gimmicks. You're gonna have to stay pretty close to her, and stop her from getting on the wolf again. Easier said then done...
Now that she has access to the D button you can no longer pressure her with pokes or grabs safely. In fact, now you have to worry about Rera's own grab, since you'll wanna stay close to her.
You're options have improved in some ways. At least now you have access to your 214B/214AB dog tricks, thank god. Just run you're mid-close range dog mixups until she finds a way back on the wolf. Also you can finally use something other than j.C to fight air to air... That's about it, but it's better than having no offensive game at all.
Yep, you guessed it! This match-up still sucks.

Frame Data

Move Damage Startup Active Total Cancel Weapon
Guard Notes
5A 5 10 2 21 3~4(2) / 20~25(5) 8~9(2) / 12~14(3) -1 -1 -3 Mid Weak attack, Deflectable(weak)
5B 11 11 2 38 1~4(4) 9~10(2) -9 -1 -9 Mid Medium attack, Deflectable(med)
5AB 29 19 2 57 1~6(6) 16~18(3) / 21~23(3) -1 +9 -21 Mid Heavy attack, Deflectable(heavy)
2A 5 7 2 19 1~2(2) / 7~11(5) - -2 -2 -3 Mid Weak attack, Deflectable(weak)
2B 9 10 2 30 10~23(14) - -2 +6 -9 Mid Medium attack, Deflectable(med)
2AB 28 14 2 66 1~7(7) - KD KD -21 Low Knockdown attack
n.5A 4 8 1 19 1~2(2) / 8~19(12) 3~7(5) -1 -1 -3 Mid Weak attack, Deflectable(weak)
n.5B 8 11 3 28 11~24(10) 7~10(4) +1 +9 -9 Mid Medium attack, Deflectable(med)
n.5AB 29 19 2 54 1~3(3) 15~18(4) / 21~22(2) +2 +12 -21 Mid Heavy attack, Deflectable(heavy)
n.2A 5 7 2 19 1~2(2) / 7~11(5) - -2 -2 -3 Mid Weak attack, Deflectable(weak)
n.2B 9 10 2 30 10~23(14) - -2 +6 -9 Mid Medium attack, Deflectable(med)
n.2AB 28 14 2 66 1~7(7) - KD KD -21 Low Knockdown attack
5C 6 8 6 34 1~34(34) - -8 +0 -21 Mid Medium attack
6C 6 11 8 35 1~6(6) - KD KD -19 Low Knockdown attack
2C 2 5 4 19 1~2(2) - -4 -4 -9 Low Weak attack
3C 7 9 10 34 1~4(4) - KD KD -20 Low Knockdown attack
j.A 6 3 5 15 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 9 9 3 32 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 26 12 5 32 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 3 11 25 x - -- -- -- High Medium attack
ju.C 4 3 11 25 x - -- -- -- High Medium attack
5BC 16 20 4 41 x - KD KD -15 High Medium attack Knockdown attack
u.5BC 8 20 6 56 x - KD KD -30 High Medium attack Knockdown attack
66A 6 9 2 29 1~3(3) - -2 +6 -21 Mid Medium attack, Deflectable(heavy)
66B 8 7 2 32 1~3(3) - KD KD -21 Low Knockdown attack
66AB 15 20 3 38 13~14(2) - KD KD -13 High Medium attack Knockdown attack
66C 4 3 4 28 1~2(2) / 25~28(4) - KD KD -20 Low Knockdown attack
u.5S 4 9 5 20 1~5(5) - -1 -1 -6 Mid Weak attack
u.2S 4 9 3 16 1~5(5) - +3 +3 -2 Mid Weak attack
ju.S 4 5 10 20 x - -- -- -- High Medium attack
u.66S 4 5 10 16 1~2(2) - KD KD -6 Mid Knockdown attack
u.66C 4 3 4 28 1~2(2) / 25~28(4) - KD KD -20 Low Knockdown attack
2BC 5 18 2 39 x - -- -- -- Mid
u.2BC 4 9 8 33 x - -- -- -- Mid
8BC 12 39 20 92 x - -- -- -- Mid
u.8BC 8 21 20 75 x - -- -- -- Mid
Plasma Blade - 236A 14 13 x 58 x - KD KD -32 Mid Knockdown attack
Plasma Blade - 236B 15 13 x 61 x - KD KD -35 Mid Knockdown attack
Plasma Blade - 236AB 16 13 x 66 x - KD KD -39 Mid Knockdown attack
Replica Attack - 63214AC / BC 14 ? ? ? x - KD KD -52 High Knockdown attack
1-12f fully invincible
Replica Attack - u.63214AC / BC 10 ? ? ? x - -56 -13 -54 High Knockdown attack
1-12f fully invincible
Imitate Replica - 6464642AC / BC 14 ? ? ? x - KD KD -52 High Knockdown attack
1-12f fully invincible
Imitate Replica - u.6464642AC / BC 14 ? ? ? x - -56 -13 -54 High Knockdown attack
1-12f fully invincible
Strike Heads - 623S 12 3 1 43 x - KD KD KD Mid
Rush Dog - 214A 16 19 x 53 x - KD KD -19 Mid Knockdown attack
Machine Gun Dog - 214B 3 31 x 35 x - +46 +46 +8 Mid
Replica Dog - 214AB 11 51 x 38 x - KD KD ?? Mid Knockdown attack
Overhead Crash - 214C 15 33 x 94 x - KD KD ?? Mid Knockdown attack
Plasma Factor - 214214623AD 43 41 ? 90 x - KD KD ?? Mid Knockdown attack
Double Mega Strike Heads - 236CD / 236BC 58 ? 8 ? x - KD KD ?? Mid Knockdown attack
Start ~ 21f after appearing fully invincible
Fixed damage
Samurai Shodown V Special



AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro


MechanicsTablesHitboxesHidden Moves