X-Men: Children of the Atom/Silver Samurai/Introduction: Difference between revisions

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Silver Samurai had more options in older versions (2.x's, Japan/Asia versions) simply from his Shuriken hitting slower, allowing for better/easier combos.
Silver Samurai had more options in older versions (2.x's, Japan/Asia versions) simply from his Shuriken hitting slower, allowing for better/easier combos.
=== Attack Chain ===


'''Ground Chain''': Weak Start, Up One*<br>
'''Ground Chain''': Weak Start, Up One*<br>
'''Normal Jump Chain''': Weak Start Cross (must be Punch to Kick OR Kick to Punch)<br>
'''Normal Jump Chain''': Weak Start Cross (must be Punch to Kick OR Kick to Punch)<br>
'''Super Jump Chain''': Weak Start, Up One<br>
'''Super Jump Chain''': Weak Start, Up One<br>
'''Tech hit type''': Escape/Safe Fall<br>
 
'''Weight Class''': Heavy<br>
[[Image:Xmcota-sam.gif|center]]
'''Height''': Tall<br>


{{ProConTable
{{ProConTable
|pros=
|pros=
*All normals chip on block.
* All Normal attacks chip (save air LK)
*Strong long rage buttons, j.towards HP and cr.HK notably.
* RaiMeiKen (lightning super) does good damage and chip, can be comboed into
*Shoulder tackle can neutralize projectiles up to 3 hits, can be stopped after hitting for combos/safe block strings and can stop a lot of Storm's normals.
* Easy trap vs inexperienced players
*Very large throw range and the ability to reposition the opponent where he likes depending on the throw used. Can also pick opponents up off of the ground (a bit gimmicky but effective on opponents who can't roll away from it like Cyclops.)
* Decent pokes, though their range is deceptivly bad and some may miss if too close vs some characters
*Effective super for instant guard cancelling an over aggressive opponent, invincible on startup and can be done in the air.
* Has good stamina
*Counter throw can force the opponents into making poor decisions and narrow their options to open you up.  
* If you're hit out of Shadow Clones startup, you still keep the powerup, unlike element swords
* Evasion X-special (grounded in particular)
* Relatively low execution requirements.
|cons=
|cons=
*Counter throw depends on meter, and can only be performed in the first tech window. Colossus has a hard time generating meter without taking risks.
* Slow, even his SJ and jump have some kind of short delay.
*Throw game is drastically weakened against other heavy characters.
* Weak comboability compared to the rest of the cast, especially off of throws (few exceptions, more detail below)
*Long start up on his forward dash (about 6 frames) means you have to commit to your movement, can not wavedash forwards but can wavedash backwards.
* ALL of his attacks can be blocked high, including the 2nd hit of s.HP and his c.HK
*Has trouble hitting the air above his head which makes chasing flying/double jumping characters a pain.
* Size and weight make him a combo dummy, the dumbest things work on him
*Has hard matchups against the big 3 (Wolverine, Omega Red, Sentinel).  
* Start up time for element swords is too long, though ice sword combos and resets (if they're bad at mashing) can be worth trying for
* Doesn't gain meter during element swords or shadows
* Doesn't really build meter all that easily unless you're touching them
* RaiMeiKen has a bit of startup, and begins using X-Power/meter before the attack comes out.  If you're hit out of this, you'll lose about 1/4 of meter
* Since you'll likely be leading with lights, that means your damage will be scaled harsher. Damage on single hard pokes isn't really all that good either.  
}}
}}

Latest revision as of 22:36, 27 June 2022

Introduction/Summary

If you're a fan of low-tier and uphill battles, Silver Samurai is your man. While he's certainly handicapped, his battles are not unwinnable.

Silver Samurai had more options in older versions (2.x's, Japan/Asia versions) simply from his Shuriken hitting slower, allowing for better/easier combos.

Attack Chain

Ground Chain: Weak Start, Up One*
Normal Jump Chain: Weak Start Cross (must be Punch to Kick OR Kick to Punch)
Super Jump Chain: Weak Start, Up One

Xmcota-sam.gif
Strengths Weaknesses
  • All Normal attacks chip (save air LK)
  • RaiMeiKen (lightning super) does good damage and chip, can be comboed into
  • Easy trap vs inexperienced players
  • Decent pokes, though their range is deceptivly bad and some may miss if too close vs some characters
  • Has good stamina
  • If you're hit out of Shadow Clones startup, you still keep the powerup, unlike element swords
  • Evasion X-special (grounded in particular)
  • Relatively low execution requirements.
  • Slow, even his SJ and jump have some kind of short delay.
  • Weak comboability compared to the rest of the cast, especially off of throws (few exceptions, more detail below)
  • ALL of his attacks can be blocked high, including the 2nd hit of s.HP and his c.HK
  • Size and weight make him a combo dummy, the dumbest things work on him
  • Start up time for element swords is too long, though ice sword combos and resets (if they're bad at mashing) can be worth trying for
  • Doesn't gain meter during element swords or shadows
  • Doesn't really build meter all that easily unless you're touching them
  • RaiMeiKen has a bit of startup, and begins using X-Power/meter before the attack comes out. If you're hit out of this, you'll lose about 1/4 of meter
  • Since you'll likely be leading with lights, that means your damage will be scaled harsher. Damage on single hard pokes isn't really all that good either.