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*Jumping [[image:Hp.png|HP]]. It’s a damage dealer, but your [[image:Hk.png|HK]] handles air to ground just as well and you have plenty of other tools for air to air. | *Jumping [[image:Hp.png|HP]]. It’s a damage dealer, but your [[image:Hk.png|HK]] handles air to ground just as well and you have plenty of other tools for air to air. | ||
*The devastating close [[image:Hp.png|HP]]. This isn’t a huge | *The devastating close [[image:Hp.png|HP]]. This isn’t a huge issue because it’s more of an opportunity punisher, and you still have Strike Heads to make up for it. | ||
*Crouching [[image:Hp.png|HP]]. This is probably your biggest loss. Crouching [[image:Mk.png|MK]] and [[image:Hk.png|HK]] are effective sweeps in their own right, but they don't have quite the damage output or quirky anti air hitbox. | *Crouching [[image:Hp.png|HP]]. This is probably your biggest loss. Crouching [[image:Mk.png|MK]] and [[image:Hk.png|HK]] are effective sweeps in their own right, but they don't have quite the damage output or quirky anti air hitbox. | ||
*The rush trap. It’s still possible to do, but not nearly as effective.<br /> | *The rush trap. It’s still possible to do, but not nearly as effective.<br /> | ||
Otherwise you should be just fine. Galford’s kicks and unarmed strikes are top-notch, second only to Wan-Fu. Combined together they cover all the same angles as your weapon attacks. All of your specials are available with minimal change (only the Replica Attacks are modified and it’s a trivial difference). In fact you gain a couple of cancels and pressure combos not possible while armed, not to mention a new [[image:K.png|K]] throw perfect for cornering. If you must have that sword back, Shadow Copy is your ticket.<br /> | |||
Otherwise don’t risk yourself running away or flitting about trying to recover a lost weapon. Just get in there and get busy. You can mix standing [[image:Lp.png|LP]], [[image:Lk.png|LK]] and [[image:Mk.png|MK]], to poke, but close quarters is really where you want to be. Use close [[image:Hp.png|HP]] cancels to keep pressure on like never before, take em’ for a ride with Strike Heads at every opportunity and don’t forget about Poppy! | Otherwise don’t risk yourself running away or flitting about trying to recover a lost weapon. Just get in there and get busy. You can mix standing [[image:Lp.png|LP]], [[image:Lk.png|LK]] and [[image:Mk.png|MK]], to poke, but close quarters is really where you want to be. Use close [[image:Hp.png|HP]] cancels to keep pressure on like never before, take em’ for a ride with Strike Heads at every opportunity and don’t forget about Poppy! |
Revision as of 09:45, 1 May 2015
Introduction
He’s a fighter who wants to be a lover, and he’s out to spread peace and justice at the tip of a sword. He’s Galford D. Weller, American ninja! If you enjoy versatility, speed, and mobility without being a stereotypical featherweight pixie, Galford is for you.
Story
According to SNK cannon (gathered from the series intros, endings, etc., including SSRPG), Galford is the nice guy son of an American Sheriff killed in the line of duty. He left his family behind and became a sailor, whereupon his journeys he heard stories of ninja and their amazing exploits. Intrigued, Galford sought out Hanzo (yes, that one). Hazno did not train Galford personally, but gave him and Eathquake (huh?!) both permission to learn under the wife of his master.
Earthquake quit in short order, though obviously not before learning quite a few tricks. Galford stuck with it and now uses his skills to defend “justice”. His sword, “Sword of Justice” is forged using metal from the bullet that killed his father, though at the time of SSII Galford does not yet know who the killer is (this is a little nebulous – the timeline of Samurai Shodown Sen is not well established and might even be a retcon).
Also unexplained is where Galford acquired his control of electricity - later games make it pretty clear his electrical powers are an innate ability and not tied to specific techniques like Hanzo’s various fire based attacks.
At some point during all of this, Galford met and went ga-ga over Nakoruru, but whether or not she returns his feelings, her duties to nature usually prevent anything coming of it. Sieger’s SSII ending also implies he, Galford, Wan-Fu, and Charlotte are all allies. It’s probably safe to say Gaflord is on friendly terms with all the non-evil cast members.
Moves List
Normal Moves
Standing
Standing, Close
Standing Unarmed
Standing Unarmed, Close
Crouching
Crouching, Close
Crouching Unarmed
Jump
Jump, Horizontal
Jump Unarmed
Throws
All of Galford’s throws cause the same amount of damage but vary wildly in their positioning effects, so chose the one that suits your strategy best. There does appear to be a throw priority in place, and if so Galford must be high on it. I find playing as Galford or Hanzo I can consistently throw my opponents in situations most other characters can’t. Feel free to toss most of the cast about at your leisure.
Special Moves
Super Moves
The Basics
With top tier movement speed, numerous teleports and triangle jumping Galford is arguably the most mobile character in the game. Add to that an excellent normal move set, abusive bread and butter attacks, some scary single strike damage and even a no whiff command throw. Sounds almost ban worthy right? Here's the catch - getting the most out Galford requires absolute perfect timing and twitch mastery over some extremely complex move commands. Every character in Samurai Shodown II has one or two complex specials, but Galford is loaded with them, and several are essential to his game. Otherwise he has no way to effectively defend himself under pressure and his offense will become somewhat one dimensional. Furthermore all of his tricks have a counter strategy that every character can exploit. It's the ability to blend them together and switch up on the fly that makes Galford dangerous. In other words, start practicing.
Once mastered your mobility will allow you to dictate the distance and pace of the fight at all times. You also have more options at your disposal than anyone else and can play multiple styles on cue. One minute you can get in their faces looking to land a big hit or grab, in the next instant you can switch to long range play throwing electricity and sending Poppy from every direction. Keep them guessing. Look for any opportunity to knock your opponent down, even if it costs you some life. Galford’s wake up game can win him the match on its own.
Generally the one thing you want to avoid is getting into a war of attrition at footsie distance, but if this does happen Galford’s can play a decent poking game. is your main weapon, but don't stand there whoring it like the other buttons are broken, mix things up! Standing
is perfect for stuffing incoming pokes on reaction and lacks any block recoil. Crouching
will drop them in their tracks from quite a distance and set them up perfectly for a rush trap.
But again, why sit around trading at all if you don't have to? Mobility is your trump card. Use it to break their pattern and set them up for that nasty slash or Strike Heads. Once you have them afraid of those, bring on Poppy! When playing as Galford you never have to pigeon hole yourself to any one playing style.
Advanced Strategy
Rush Trap
This nasty trap more or less boils down to a wake up game. It’s a big part of SSII, and just about any character in the game can do it. What sets Galford (and Hanzo) apart is they do it far and away better than anyone else. Here’s how it works:
- Knock your opponent down. Doesn’t really matter how.
- Time crouching
or Strike Heads to hit just as your opponent gets up.
- If they guess Strike Heads and try to escape, the crouching
hits for heavy damage, dizzy chance and a knockdown. Back to step 2. If they anticipate the
with a block and you use Strike Heads, they go for a ride. Back to step 2.
- If they guess right and block the
, cancel into Rush Dog or Plasma Blade for safe chip damage. Optionally rush in immediately after for Strike Heads and then its right back to step 2.
Once started, the best your opponent can do is escape to a neutral position. If they guess wrong, a big portion of their lifebar is gone and the cycle continues. Go for it every chance you get. It’s this trap that makes trading a hit to land Machine Gun Dog well worth the sacrifice. Once she has your opponent down, start this trap and make them pay dearly.
Air Defense
One of Galford’s main weaknesses is that he lacks any specific way to control vertical space, and his wide stance makes him a big target for cross up attempts. SSI vets might remember the close , but in SSII it’s been nerfed severely and no long has any ground to air priority.
That doesn’t mean you have to stand there and take it though. Combine some of the following to create a solid anti air game. Just make sure you don’t get caught up too much with any single tactic. Keep them guessing.
- Replica Dog. Perform this on reaction and Poppy will meet them halfway in the air.
- Crouching
. That odd hitbox makes this a dangerous but highly rewarding counter for cross-up attempts.
- Dodge and counter. Thanks to Galford’s maneuverability often the best thing to do is run right under a jump, turn around and punish them.
- Air Throw. Galford’s air throw is often forgotten since air throws in general are rare in this game. Combine that with its supreme priority and you have yourself a nasty air defense. Risky, but effective.
- Jumping
. Galford’s jumping
hits well above him and can be used to snuff many air to ground moves on reaction.
- Air superiority. Sometimes the best defense is a good offense. Galford’s own air to air and air to ground attacks are among the best. Keep your opponent pinned down, and you won’t need to worry about air defense at all.
Disarmed
Galford tends to lose sword clashes and finds himself disarmed a lot, but just he happens to be the best unarmed fighter in the game. Galford is the only character in SSII who keeps his full special move set while disarmed, and his basic unarmed attacks are excellent. Still, you carry that weapon for a reason right? Let’s go over some of the losses.
- Jumping
. It’s a damage dealer, but your
handles air to ground just as well and you have plenty of other tools for air to air.
- The devastating close
. This isn’t a huge issue because it’s more of an opportunity punisher, and you still have Strike Heads to make up for it.
- Crouching
. This is probably your biggest loss. Crouching
and
are effective sweeps in their own right, but they don't have quite the damage output or quirky anti air hitbox.
- The rush trap. It’s still possible to do, but not nearly as effective.
Otherwise you should be just fine. Galford’s kicks and unarmed strikes are top-notch, second only to Wan-Fu. Combined together they cover all the same angles as your weapon attacks. All of your specials are available with minimal change (only the Replica Attacks are modified and it’s a trivial difference). In fact you gain a couple of cancels and pressure combos not possible while armed, not to mention a new throw perfect for cornering. If you must have that sword back, Shadow Copy is your ticket.
Otherwise don’t risk yourself running away or flitting about trying to recover a lost weapon. Just get in there and get busy. You can mix standing ,
and
, to poke, but close quarters is really where you want to be. Use close
cancels to keep pressure on like never before, take em’ for a ride with Strike Heads at every opportunity and don’t forget about Poppy!
Match-ups
Vs. Cham Cham:
This little girl is either a big pain or easy meat. First, forget Poppy and Plasma Blades. She’ll chuck her boomerang right through any of them and lay you flat. Her next threat is Tobi Hikkaki (leaping scratch). It hurts quite a bit and has some serious priority. If you can do Rear Replica on reaction (you did practice that yes?) you can vanish right out from under it and catch her on the recoil for free. Otherwise don’t panic – just dash forward to make her whiff, turn around and give her a standing . If you’re extra daring, you can also jump up and air throw her right out of it. Pretty risky, but will send a clear message. If she dares try a normal jump in, air throw her without hesitation - she’s especially susceptible to it.
The last two threats are her super quick slashes and crouching
(slide kick). The later has a long recovery but insane range. Good players will do this at max range where you can’t counter. Both are nullified with good blocking and judicious use of your own crouching kicks. Don’t worry too much about Paku Paku. His monkey shines are weak for the most part. If you are low on life and she tries to finish you with a meaty Paku Gaburu, Replica out on wake up. If you're fast enough you'll teleport right through it and possibly catch her sleeping. It's a gamble since she'll probably block the Replica and kill you anyway, but that's still better than just sitting there and losing for sure on block damage. You shouldn't ever be in this situation to begin with though. Once you get past her effective but limited bag of tricks, Cham-Cham dies horribly to Galford.
Vs. Charlotte:
Here’s a tough one. Charlotte can’t keep up with you damage wise, but her poking game is second only to Ukyo. In other words it’s a lot better than yours, and she can keep you out all day. Don’t try jumping in with , she’ll use her hopping kicks to send you packing. If you can get her to commit to a Splash Fountain and send Poppy for a bite, the fight is over. Good Charlotte players rarely fall for that though. The secret is to beat her at her own game (frustration). Start chucking Plasma Blades and Rush Dog at her from just out of jump range. She might try to respond with her triangle projectile, but it’s easily nullified with Rush Dog (take one for the team Poppy!) or better yet ducked by laying down. Keep this up until she dies, the timer runs out or she gets sick of being chipped to death and comes after you.
Now the real fight begins. You have the advantage once she goes offensive, but don’t underestimate her. Switch to Machine Gun Dog, but don’t go for the rush trap. For whatever reason Charlotte is a bit harder to catch with Strike Heads than other characters so the rush trap loses a bit of its shine on her. Stick to the release combo instead. Cross her up if you can with a meaty jumping – it beats her kicks and uppercut startup. If you hit, keep up the pressure. If not, get out of poking range and start wearing her down with projectile wars again. The most patient player wins this matchup.
Vs. Earthquake:
Earthquake’s size nullifies your air throw and… that’s about it in his favor. Otherwise he’s a huge target and highly susceptible to the rush trap. Earthquake players love to abuse their crouch , and for good reason. That thing rips a massive chunk off your life and reaches out to forever. Unfortunately for Earthquake, Poppy is less than impressed and can grab him out of it with ease. Use this to your advantage and bait him into sticking it out. Trade for Machine Gun Dog, start up the rush trap and this round is yours. Otherwise just don’t give him any breathing room and he’ll go down in no time.
Vs. Galford (self):
On paper mirror matches come down to execution, and Galford is a high execution character. Don’t forget though, this is SSII - spacing and timing are just as important. Obviously watch for some of the same tricks you might pull, but don’t expect the other Galford to play like you. Galford’s versatility means the other player could have a completely different approach.
CPU Galford is usually a pushover, but once in a while it will turn up the heat and then you’ll get a quick lesson on how vicious Galford can be. He’ll happily swarm all over you with a mix of teleports, Poppy, and his normal attacks – counter perfectly with specials, and then dash in to grab you out of nowhere when you least expect it. Or even when you do. Make note and try out some of these tactics for yourself. The CPU can read controls but is otherwise limited to the same rules you are. Everything it does is viable in human play with enough practice.
Vs. Gen-an:
Gen-an can be a problem, but he’s more than beatable. Poison puffs and a well-timed Slaughterhouse Tumble will ruin your day if you aren’t careful, and his normal moves are pretty good at zoning. He’s also quite proficient at grabbing out of nowhere with regular throws – just like you.
This is one of the few fights where the optimal place to be is mid-range. If he comes out of the gate with poison puffs, sacrifice Poppy and teleport to get where you want to be. Otherwise just walk right up and harass him with your standing at its maximum range. Throw in an occasional poppy or Plasma Blade cancel, and there won’t be much he can do. At that range you can easily stuff or block his slides, standing
, and poison due to their start up. His own standing and crouching
are pretty effective, but your standing
will still beat them. That leaves Slaughterhouse Tumble. He might try it to break through, but this risk is clearly in your favor. So long as you’re keeping a close eye on him you’ll have plenty of time to block it and make him pay. One electric toasted gremlin coming right up!
One last note - if you're an absolute manic, it's possible to grab Gen-an right out of his Slaughterhouse Tumble with a running Strike Heads. I've managed to do this out of sheer luck a time or two, but maybe those of you with quicker fingers can take advantage. It's crazy risky but absolutely humiliating for the Gen-an player.
Vs. Genjuro:
Genjuro players want to intimidate you with his high damage, dizzy potential and a bad attitude. Ooooh scary... NOT! That said, his moves DO hurt, especially the standing , and he’s good at landing it, so don’t give him free shots. Genjuro is also the closest thing SSII has to a Ken/Ryu clone. His card projectile, uppercut and Rekka slashes are mechanically equivalent to a Hadouken, Shoryuken and Tatsumakisenpukayaku respectively. In a game full of gimmicks and unconventional styles someone able to run a good old fashioned fireball and dragon punch strategy can wreak havoc. He also has some surprisingly effective kicks.
There really isn’t a particular method to beating Genjuro. He doesn’t have any specific advantages against you, but his general strategy is pretty effective and he can end the round in a heartbeat. Best thing to do is stay on the move, bait him out and go for big hits of your own. He tends to leave himself open, so there should be ample opportunity for punishment. Genjuro also happens to be one of the characters vulnerable to extra hits while in Poppy’s clutches, meaning with the right setup you can end the round even faster than he can. Surprise, who’s the heavy hitter now? Overall you’ve got more tools to work with than he does, so just run a fairly mistake free fight and Genjuro should fall.
Vs. Hanzo:
This is an interesting matchup. Although the characters are head swaps, there are several subtle differences between Hanzo and Galford besides their special moves. Let’s look at how they stack up:
+Your close is much stronger than Hanzo’s. Any trades will quickly win the day for Galford.
+You have Poppy and her “assist” factor.
+All of your moves are available unarmed (Hanzo loses his super).
-Hanzo’s ground projectile is harder to avoid, recovers more quickly and knocks you down.
-Hanzo has an air projectile.
-As good as your Strike Heads is, Hanzo’s Mozo Otoshi is that much better. Landing just one of these can turn the whole round in his favor.
Essentially Galford is the everyman fighter whereas Hanzo is more focused on specific abilities. In game terms this means staying on the move and mixing it up. Hanzo will always be looking to nail you with the Mozo Otoshi - better Hanzo players will use it as an intimidation tool to control space. You have plenty of mobility to stay out, but then Hanzo gains a big advantage anyway by controlling the fight.
The best counter is to fight fire with fire. Practice, practice, and practice the Strike Heads it becomes second nature. You don’t really need to try and land it all the time so much as to make Hanzo aware he risks going for his own ride by getting close. It’s a win for you because the Mozo Otoshi is a much bigger part of Hanzo’s game. Now that you’ve got the upper hand all that remains is to make Hanzo proud by showing him a student has surpassed the master.
Vs. Haohmaru:
This guy gets all kinds of attention for his standing , but that's not his real weapon. The true threat is standing
and standing
. Compared to yours the latter reaches twice as far and does nearly double the damage. Against Haohmaru you’ll want to stay right in his face or far out of range. Don’t worry about his Senpuzan or Kogetsuzan. Both are too slow for him to play a Ryu/Ken style game and if he tries you’ve just found a rookie player who shouldn’t be hard to beat.
Do watch out for his slides from max distance and the general effectiveness of his mid range game. Technically your strongest attacks outpace his, but in actual matches nobody wins a slug fest with the big H, so don't go that route. Experienced Haohmaru players are just too good at landing their big hits more than you land yours, and will always be working to keep you in that middle zone where his range and power simply overwhelm you. It’s possible to win a strategic poking war with him, but one misstep and you’re well behind. Your entire goal should be to avoid this kind of play by alternating run away and rush down to keep him off balance.
When in run away mode, dance around and pepper him with Rush Dog and Plasma Blades. If you run into the rare player who bothers reflecting your Plasma Blades or smacking Poppy, try sneaking in a Machine Gun Dog. If you catch him, it's rush trap time! Once in a while he might chuck a Kogetsuzan or Secret Earthquake Slash to keep you honest, but so long as you stay alert neither is a huge threat. If you are quick enough (and you should be), both leave him wide open for a Rear Replica Attack.
To help get in when playing rush down style, bait him out and counter with Poppy. You might have to eat a or even his standing
, but if she gets hold it's well worth the sacrifice. Rush trap and introduce him to the ground a few times - he won't be so cocky after a taste of that. If he gets away, switch back to run away mode to louse up his momentum and then rush him again at the first opportunity.
Vs. Jubei:
With his limited arsenal Jubei seems one dimensional, but he’s got plenty of tools in the right hands. Despite his excellent projectile he’s no match for you at long range, so that’s the safest bet. You can also take him on head to head – but be aware it’s risky to do so. He’s one of the very few with a better close than yours – even more damaging and faster to boot. Plus he can quickly follow it up with devastating results. His jump ins are also pretty effective due to their awkward trajectory. You’ll have to rely on your low
, throwing game and Strike Heads to overpower him. It works out to an even match and the one making fewer timing mistakes will take the gold.
Just like fighting Haohmaru, you want to stay out of poking range. Here his counters and rush combos come into play and you’ll be at a serious disadvantage. You have far superior mobility, so it’s your own fault if this happens consistently.
Vs. Kyoshiro:
You probably won’t see much of Kyoshiro, but that’s more to do with his look than anything else. He’s surprisingly evasive and comes equipped with IMO the best set of armed normal attacks in the game. They’re fast, long reaching and all do solid damage. His specials aren’t that inspiring, but they cover all his needs.
Bait and trade to get a bite from poppy is probably your best bet. Close in for the rush trap and you can finish him quickly. Otherwise rely on standing , crouching
, and your superior mobility.
Vs. Nakoruru:
Galford may be lovestruck for our favorite Ainu princess, but that doesn't make this match any more fair for her. Nak has her animal companion and speed. You have both those plus teleports, better moves, more reach and twice the damage output. Nak relies on you making mistakes and then capitalizing with quick expansion attacks. Problem is she has no way to create openings on her own and lacks the reach or damage to play any reasonable poking game. All you have to do is make her come to you, avoid silly mistakes and this fight is yours. One thing to note is that she can quite easily run down all of Poppy’s attacks (and you) with her Mutsube rush specials. Might not win her the fight, but it’s pretty embarrassing to see both Galford and Poppy laid out in one stroke, so don’t get TOO careless.
After he kicks her butt clear across the Pacific, maybe she'll be impressed enough for that date after all. ;)
Vs. Nicotine:
Unless completely outmatched as a player, you have no business losing this one. Nicotine relies mostly on decent normal attacks and a ton of gimmicky projectiles. That would be great for him except they’re all slow and easily evaded or countered. Wear him down with your own projectiles or close in and take him to pieces. If you want to give him a chance, play the poking game. It’s your weakest area and you should still beat him without too much trouble. Just be aware of his size and the advantage it gives him for dodging attacks. Outside of that you’re a ninja in top condition with sharp blades, armor, magic and a vicious dog. He’s a chest high old man with a stick, robe, and some tarot cards. Do the math and don’t embarrass yourself.
Vs. Seiger:
Seiger is kind of like a bigger Cham Cham, and you can fight him much the same way. His Blitz Jaeger covers a bigger space than Cham Cham’s Tobi Hikkaki and it’s even better at crossing you up, but it’s also just as vulnerable to the same counter strategies. In particular, it’s quite easy to air throw him out of it once you learn the spacing. His normal jump also game enjoys high priority and cross up potential, but your air throw can shut it down just as hard.
Once you’ve made it clear who owns the air, his options are severely limited. Seiger’s ground game is nothing outstanding, but be does have the best close in the game. It's fast enough that he doesn't have to set it up or wait for a punish opportunity. Just *smack* right up the side of your head out of nowhere for more than 1/4 life. When close in, nail him with Strike Heads or a regular throw and do it fast! Otherwise feel free to play the poke game with him. The standard mix of
,
and
will do fine, but Seiger's huge hit boxes also let you bring in standing
. Throw it on reaction when he sticks something out for a solid counter hit. Don’t worry too much about his Tigerkopf (command grab) – the CPU seems to land a lot of them but it’s rarely a factor in human matches. The Vulcan Cannon is a bit more threatening, but so long as you aren’t careless it’s no big deal. Most of his moves have a fair bit of recovery lag, so a scrubby but effective tactic is to wait for him to attack first, block and then rush him with Strike Heads.
Vs. Ukyo:
Ukyo sits at the top of every tier list, so you’re going to be seeing a lot of him. He’s boring, methodical and obviously tough to beat, but you have the tools to take him down. It’s not going to be easy though. Ukyo doesn’t have great mobility or damage output, but he doesn’t need either. His game mostly revolves around wearing you down with Swallow Swipes which he can launch from any angle with almost no recovery. Outside of that he likes to harass you with his best in the cast poking game and top tier mix ups. But that’s just the start. Make even the slightest mistake and you eat a shadow slide attack. This last move is what really glues everything together and makes him the pain that he is. It’s ultra-fast to come out, hits hard and recovers quickly. Moreover only the last image is vulnerable to attack. Stick anything out in hopes of stopping him and you get nailed by the first image while the “real” Ukyo stays safe and sound. Now you’ve lost a chunk of life and have to fight your way back in range all over again. His basic moves cover every angle regardless of range, and as if all that wasn’t enough, Ukyo’s rage lasts longer than anyone else in the game.
So how to beat him? You’re going to have to take risks. Watch advanced matches against Ukyo. The players who stick to “safe” poking patterns are inevitably worn down and killed – the players who go right after Ukyo are the ones who come out on top. Make use of jumping in and Shadow Copy to feel him out. Dash about the screen a`nd use your speed so he won’t know which angle of Swallow Swipe to throw. Practice Rear Replica Attack until you can do it in your sleep – if you can perform it instantly on reaction to a Swallow Swipe, you’ll take away a huge part of his game. Ukyo Swallow Swipes, you drop on his head, and keep it up until he learns his lesson. If you can’t do that, try rolling in. With good timing you can close distance by rolling right under most of his Swallow Swipes. Not quite as hot as the Rear Replica, but it doesn’t require you to be a ninja on the controls.
Get Poppy involved. Walk right up to his optimal middle range and trade for the Machine Gun Dog if you must. Do whatever it takes to get a single knockdown. At that point, it’s HIS turn to feel the frustration. Start up the rush trap and don’t let up for a second. Ukyo is SSII’s best poker, one of the best projectile war fighters, and a great reaction character, but his best shenanigans require a bit of space. Even up close he’s no pushover, but you’ll have the advantage with your greater damage output and maneuverability. Make the most of it and stick to him like glue. If he escapes or pushes you out the pendulum swings right back in his direction.
As a last resort you can also play a little footsie with him. This is normally the worst thing you can do, but there is a range just about two steps back where your crouching can hit and stuff nearly anything he sticks out. Ukyo’s only retort is his own crouching
, but yours reaches just a touch father, thus the not quite mid not quite close range you’ll need to stay at. Too far and you’re in caught in Ukyo’s unbeatable poking range. Too close and it devolves into a button mashing contest. Ukyo players are not used to getting poked at and you might be able to throw him off. Just be careful – the optimal range is a hair’s width and he might still manage to sneak in a Shadow Slide.
Vs. Wan-Fu:
Unless you can pull off Strike Heads with razor timing you’ll want to stay back a bit in this matchup. Wan-Fu is deceptively fast and one of the few characters who can out throw you, a fact he’ll be glad to painfully demonstrate. Good Wan-Fu players have no fear of chucking his weapon aside, and they are also more than happy to move in for close quarter combat. He’s got the best unarmed normal attacks in the game by far, and once inside can use them to play a nasty pressure trap. Keep him away with a mix of standing , standing
, and Poppy. If he closes in, Shadow Copy out or back him off with crouching
and repeat. Armed Wan-Fu isn’t as much of a threat. He can still lay down some hurt if you get careless, but his throwing game isn’t as good and he’s easy to bait. If he hangs on to the pillar and comes after you feel free to take him apart at your leisure.
If you CAN pull Strike Heads with razor timing, ignore all the above. Let him close in all he wants, then show him what crash landings are all about.
General | Introduction | Notation | Game Mechanics | Basic Strategy | Advanced Strategy | Tiers | |
The Characters | Cham Cham | Charlotte | Earthquake | Galford | Gen-an | Genjuro | Hanzo | Haohmaru | Jubei | Kyoshiro | Nakoruru | Nicotine | Sieger | Ukyo | Wan-Fu |