(Complete revamp of the page as part of the updating MVC2 pages, added move names, hitboxes, damage, frame data, specials, supers, and other sections.) |
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= | {{MVC2 Character Intro|char= samurai|full=Silver Samurai|short=SILSAM|content= | ||
== Story == | |||
Kenuichio Harada, better known as Silver Samurai, is a mutant with the ability to create tachyon fields, and focus them onto anything. Generally he puts this on his sword, allowing it to cut through almost anything. He is a sometimes foe-sometimes friend of the X-Men, and Wolverine in particular. | |||
Silver Samurai, | In Marvel vs. Capcom 2, Silver Samurai is a very flexible character with a great projectile, good mixup, an instant overhead, and one of the best supers in the entire game. With just one meter, you can hard punish any bad assist call, and the super is 100% safe on block. Generally, Silver Samurai fits with any team. He loves having meter, and has two decent assists, though generally he needs an assist to do anything special. He also has the most supers of any character in the game, but most of them are not that useful. | ||
== Gameplay == | |||
{{2 Column Flex|flex1=6|flex2=4 | |||
|content1= | |||
{{Content Box|content= | |||
'''Silver Samurai''' is a flexible fighter who can do a lot with very little. Even having just one bar is enough to get your opponent to rethink calling assists. He also has good health, and great chip damage. | |||
{{ProConTable | |||
|pros= | |||
*'''Good mixup:''' Between lows and his instant overhead j.HK, Silver Samurai has a pretty decent mixup game. | |||
*'''Good vortex:''' As j.HP sends opponents directly downward, it's easy to abuse the knockdown off it to go into another low-high mixup. | |||
*'''Assist destroyer:''' With one bar, Silver Samurai can deal over half health or more to some assists. | |||
*'''Great damage:''' With just one assist like T.Bonne projectile or one bar with Raimeiken, Silver Samurai can do half health or more in one combo. | |||
*'''Very good chip damage:''' Turtling is not a great option for an opponent as Shurikens and Cho-Shuriken do great chip damage. | |||
*'''Health:''' Silver Samurai takes 93% damage instead of the normal 100%, allowing him to live slightly longer. | |||
|cons= | |||
*'''Lack of movement options:''' Probably the single biggest weakness of Silver Samurai. Outside of dashing and jumping, he has little to no movement options. | |||
*'''Meter reliant:''' Needs meter to really do anything effective, as Raimeiken costs bar. | |||
*'''Poor hitboxes:''' Seriously. The hitboxes on almost every single normal do not match the animation at all. | |||
*'''Inconsistent combos:''' Simple two button chains can drop at long range, and Raimeiken is not 100% consistent. | |||
*'''Assist reliant:''' Needs an assist to really get a combo off his instant overhead, and without one, it's not very threatening. | |||
}} | |||
}} | |||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>W_-TQCwbE2k</youtube></center> | |||
}} | |||
}} | |||
== Character Summary == | |||
{{3 Column Flex | |||
= Colors = | |content1= | ||
{{Content Box|header=Special Moves|content= | |||
;Shuriken (Air OK) | |||
*{{qcf}} + {{p}} (aim vertically with up or down) | |||
;Hyakuretsutou | |||
*mash {{p}} OR {{dp}} + {{p}} | |||
;Running Hyakuretsutou | |||
*Tap {{f}}, {{f}}, during Hyakuretsutou | |||
}} | |||
|content2= | |||
{{Content Box|header=Super Moves|content= | |||
;Cho-Shuriken (Air OK, in Lightning mode only) | |||
* {{qcf}} + {{lp}}{{hp}} | |||
;Raimeiken | |||
* {{qcf}} + {{lk}}{{hk}} (Mashable, in normal or lightning mode) | |||
;Hyougaken | |||
* {{qcf}} + {{lk}}{{hk}} (in ice mode) | |||
;Homuraken | |||
* {{qcf}} + {{lk}}{{hk}} (in fire mode) | |||
;Toki-Rai (Lightning) | |||
* {{qcb}} + {{p}} | |||
;Toki-Hyo (Ice) | |||
* {{qcb}} + {{lk}} | |||
;Toki-En (Fire) | |||
* {{qcb}} + {{hk}} | |||
;Hyper Hyakuretsutou | |||
* A1 + A2, while picking Assist α | |||
}} | |||
|content3= | |||
{{Content Box|header=Assist Moves|content= | |||
;Type α - Ground Type | |||
*Assist: {{hp}} Hyakuretsutou | |||
*Counter: {{hp}} Hyakuretsutou | |||
*Combination: Hyper Hyakuretsutou | |||
;Type β - Projectile Type | |||
*Assist: {{hp}} Shuriken | |||
*Counter: {{hp}} Shuriken | |||
*Combination: Cho-Shuriken | |||
;Type γ - Launcher Type | |||
*Assist: {{d}} + {{hp}} | |||
*Counter: {{d}} + {{hp}} | |||
*Combination: Raimeiken | |||
}} | |||
}} | |||
}} | |||
== Colors == | |||
First row: LP, HP, A1. Second row: LK, HK, A2. | First row: LP, HP, A1. Second row: LK, HK, A2. | ||
[[Image:Mvc2-silversamurai.png]] | [[Image:Mvc2-silversamurai.png]] | ||
= Moves List = | == Moves List == | ||
=== Normal Moves === | |||
== | ==== Standing Normals ==== | ||
{{MoveData | |||
|image= MVC2 Samurai 5LP 01.png | |||
|image2= MVC2 Samurai 5LP 02.png | |||
|caption2= A quick slash. | |||
|name= Light Punch | |||
|linkname= 5LP | |||
|input= 5LP // {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 5 | |||
|Active= 3 | |||
|Recovery= 20 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Very long recovery for a light attack. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames. <br> (Note the thin, tiny hitboxes - this is a running theme with this character.) | |||
}} | |||
}}<br> | |||
== Special | {{MoveData | ||
|image= MVC2 Samurai 5LP2 01.png | |||
|image2= MVC2 Samurai 5LP2 02.png | |||
|caption2= Another quick slash. | |||
|name= Light Punch | |||
|linkname= 5LP | |||
|input= 5LP (delay), LP // {{lp}} (delay) {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 2 | |||
|Active= 4 | |||
|Recovery= 18 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Very long recovery for a light attack. This attack does not come out on hit by mashing, you must intentionally delay your input. This will come out by pressing LP twice, even if the first hit whiffs. On the last active frame, the hitbox changes to the one in the second image, this takes 3 frames. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Samurai 5MP 01.png | |||
|image2= MVC2 Samurai 5MP 02.png | |||
|image3= MVC2 Samurai 5MP 03.png | |||
|image4= MVC2 Samurai 5MP 04.png | |||
|caption2= One slash. | |||
|caption4= Two slashes. | |||
|name= Medium Punch | |||
|linkname= 5MP | |||
|input= 5MP // {{lp}}{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 5, 3 | |||
|Startup= 8 | |||
|Active= 2, 2 | |||
|Recovery= 34 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Mainly used as a move with more hitstun to confirm into his specials or supers. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Samurai 5HP 01.png | |||
|image2= MVC2 Samurai 5HP 02.png | |||
|caption2= A big slash. | |||
|name= Heavy Punch | |||
|linkname= 5HP | |||
|input= 5HP // {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 10 | |||
|Startup= 11 | |||
|Active= 2 | |||
|Recovery= 45* | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A swing of his sword upward. The asterisk in the recovery field denotes that this move has a special property, it can be crouch cancelled to shorten the recovery to just 12 frames. On the last active frame, the hitbox changes to the one in the second image, this takes 1 frame. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Samurai 5HP2 01.png | |||
|caption= A followup slash that knocks down. | |||
|name= Heavy Punch | |||
|linkname= 5HP | |||
|input= 5HP, 5HP// {{hp}}, {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 10 | |||
|Startup= 9 | |||
|Active= 4 | |||
|Recovery= 40 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A swing of his sword at the opponents feet. This knocks down on hit, but even though it looks like it hits low, it does not. Cannot be crouch cancelled, so recovery is static. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Samurai 5LK 01.png | |||
|image2= MVC2 Samurai 5LK 02.png | |||
|caption2= A quick poke forward. | |||
|name= Light Kick | |||
|linkname= 5LK | |||
|input= 5LK // {{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 4 | |||
|Active= 4 | |||
|Recovery= 16 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Very long recovery for a light attack. On the last active frame, the hitbox changes to the one in the second image, this takes 3 frames. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Samurai 5MK 01.png | |||
|image2= MVC2 Samurai 5MK 02.png | |||
|caption2= Another quick poke forward. | |||
|name= Medium Kick | |||
|linkname= 5MK | |||
|input= 5MK // {{lk}}, {{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 9 | |||
|Active= 5 | |||
|Recovery= 22 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Another quick stab, mainly used as combo filler. On the last active frame, the hitbox changes to the one in the second image, this takes 4 frames. | |||
}} | |||
}}<br> | |||
== | {{MoveData | ||
{{ | |image= MVC2 Samurai 5HK 01.png | ||
|caption= A leaping stab. | |||
|name= Heavy Kick | |||
|linkname= 5HK | |||
|input= 5HK // {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 15 | |||
|Active= 1 | |||
|Recovery= 31 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= One of the more bizarre moves in Silver Samurai's movekit, he leaps forward and attacks overhead with a stab (though it can be blocked low or high). This does put him airborne, but it can still be special and super cancelled, including before when the hitbox comes out. | |||
}} | |||
}}<br> | |||
==== Crouching Normals ==== | |||
{{MoveData | |||
|image= MVC2 Samurai 2LP 01.png | |||
|image2= MVC2 Samurai 2LP 02.png | |||
|caption2= A swing toward the legs. | |||
|name= Crouching Light Punch | |||
|linkname= 2LP | |||
|input= 2LP // {{d}} + {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 4 | |||
|Active= 3 | |||
|Recovery= 13 | |||
|Guard= L | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A quick slice toward the legs. One of the few crouching punches in the game that hits low. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Samurai 2MP 01.png | |||
|image2= MVC2 Samurai 2MP 02.png | |||
|caption2= Another swing toward the legs. | |||
|name= Crouching Medium Punch | |||
|linkname= 2MP | |||
|input= 2MP // {{d}} + {{lp}}, {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 11 | |||
|Active= 3 | |||
|Recovery= 24 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A swing over Silver Samurai's head and toward the opponent's legs. Does not hit low. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Samurai 2HP 01.png | |||
|image2= MVC2 Samurai 2HP 02.png | |||
|caption2= A swing upward. | |||
|name= Crouching Heavy Punch | |||
|linkname= 2HP | |||
|input= 2HP // {{d}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 11 | |||
|Active= 2 | |||
|Recovery= 37 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai swings his blade upward, launching the opponent on hit. On the last active frame, the hitbox changes to the one in the second image, this takes 1 frame. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Samurai 2LK 01.png | |||
|image2= MVC2 Samurai 2LK 02.png | |||
|caption2= A crouching stab forward. | |||
|name= Crouching Light Kick | |||
|linkname= 2LK | |||
|input= 2LK // {{d}} + {{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 5 | |||
|Active= 3 | |||
|Recovery= 12 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai crouches and stabs his blade forward. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Samurai 2MK 01.png | |||
|caption= A stab upward. | |||
|name= Crouching Medium Kick | |||
|linkname= 2MK | |||
|input= 2MK // {{d}} + {{lk}}, {{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 8 | |||
|Active= 2 | |||
|Recovery= 22 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai stabs his blade upward, popping the opponent up slightly on hit. Not a launcher. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Samurai 2HK 01.png | |||
|image2= MVC2 Samurai 2HK 02.png | |||
|caption2= A low hitting sweep. | |||
|name= Crouching Heavy Kick | |||
|linkname= 2HK | |||
|input= 2HP // {{d}} + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 11 | |||
|Active= 3 | |||
|Recovery= 34 | |||
|Guard= L | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai lunges forward and swipes his blade along the ground, knocking the opponent down on hit. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames. | |||
}} | |||
}}<br> | |||
{{ | ==== Jumping Normals ==== | ||
{{MoveData | |||
|image= MVC2 Samurai j.LP 01.png | |||
|caption= Wow, a move that doesn't have completely weird hitboxes or frame data! | |||
|name= Jumping Light Punch | |||
|linkname= 8LP | |||
|input= Jump + {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 6 | |||
|Active= 10 | |||
|Recovery= 16 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Stabs his blade forward, and lets it linger. Mainly an air combo starter. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Samurai j.MP 01.png | |||
|image2= MVC2 Samurai j.MP 02.png | |||
|caption2= An upward aerial swing. | |||
|name= Jumping Medium Punch | |||
|linkname= 8MP | |||
|input= Jump + {{lp}}, {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 6 | |||
|Active= 9 | |||
|Recovery= 12 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Swings his blade upward in the air. Mainly just combo filler. Takes 6 frames to switch to the next hitbox image. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Samurai j.HP 01.png | |||
|image2= MVC2 Samurai j.HP 02.png | |||
|caption2= A downward aerial swing. | |||
|name= Jumping Heavy Punch | |||
|linkname= 8HP | |||
|input= Jump + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 10 | |||
|Active= 2 | |||
|Recovery= Until landing | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Swings his blade downward. Sends the opponent straight down after connecting in the air, allowing for a much easier mixup after an air combo. Technically has 239 frames of recovery, but you'll never see all of them. Takes 1 frame to switch to the next hitbox image. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Samurai j.LK 01.png | |||
|image2= MVC2 Samurai j.LK 02.png | |||
|caption2= A downward kick. | |||
|name= Jumping Light Kick | |||
|linkname= 8LK | |||
|input= Jump + {{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 | |||
|Startup= 5 | |||
|Active= 18 | |||
|Recovery= 4 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A downward kick with a TON of active frames. Can usually hit a jumping medium before landing on crouching opponents. Takes 4 frames to switch to the next hitbox image. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Samurai j.MK 01.png | |||
|caption= An upward aerial stab. | |||
|name= Jumping Medium Kick | |||
|linkname= 8MK | |||
|input= Jump + {{lk}}, {{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 7 | |||
|Startup= 6 | |||
|Active= 2 | |||
|Recovery= 14 | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Chain, Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= An upward stab. Mainly used as air combo filler. | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= MVC2 Samurai j.HK 01.png | |||
|caption= Let the mix begin. | |||
|name= Jumping Heavy Kick | |||
|linkname= 8HK | |||
|input= Jump + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= 9 | |||
|Active= 1 | |||
|Recovery= Until landing | |||
|Guard= H | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= This is it. One of Silver Samurai's best moves for opening opponents up. This hits a crouching opponent as an instant overhead on nearly everyone on the cast. Combine this with a good assist like Tron projectile or Cyclops anti-air, and you can land a half health combo, j.HP ender, rinse and repeat until the opponent is dead. Technically has 268 frames of recovery, but you'll never see all of them. | |||
}} | |||
}}<br> | |||
== | === Universal Mechanics === | ||
{{ | {{MoveData | ||
|image= MVC2 Samurai 2HP 01.png | |||
|image2= MVC2 Samurai 2HP 02.png | |||
|caption2= Crouching heavy punch, but a bit better. | |||
}} | |name= Launcher | ||
|linkname= 3HP | |||
|input= 3HP // {{df}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 14 | |||
|Startup= 9 | |||
|Active= 4 | |||
|Recovery= 40 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Special, Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Raw launcher. Slightly faster and does 1 more damage than crouching heavy punch, but cannot be chained into. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|name= Throw (Punch) | |||
|input= 4/6HP // {{b}} or {{f}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 16 | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= N/A | |||
|Special Property= Throw | |||
|Cancel= None | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai grabs his opponent, puts them on the end of his blade, leaps into the air, and slams his blade into the ground, stabbing the opponent. Press back to throw them the other way. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|name= Throw (Kick) | |||
|input= 4/6HK // {{b}} or {{f}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 16 | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= N/A | |||
|Special Property= Throw | |||
|Cancel= None | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai grabs his opponent, lays on the ground, and kicks them behind him, like Ryu's kick throw. Press back to throw them the other way. | |||
}} | |||
}}<br> | |||
=== Special Moves === | |||
{{MoveData | |||
|image= MVC2 Samurai QCF P 01.png | |||
|image2= MVC2 Samurai QCF P 03.png | |||
|image3= MVC2 Samurai QCF P 02.png | |||
|caption2= Air version hurtboxes. | |||
|caption3= Colors are not correct, hitbox is. | |||
|name= Shuriken | |||
|input= QCF+LP or HP // {{qcf}} + {{lp}} or {{hp}} (Air OK) | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 8, 2, 2, 2, 2, 2 (18 total) | |||
|Startup= 12 | |||
|Active= - | |||
|Recovery= 42 | |||
|Guard= HL | |||
|Special Property= Projectile | |||
|Cancel= Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai throws a multihitting shuriken at his opponent. You can guide the projectile by pressing up or down on the joystick. HP travels faster than LP. Every hit does chip damage, making this a good projectile on block too. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Samurai DP P 01.png | |||
|image2= MVC2 Samurai DP P 02.png | |||
|image3= MVC2 Samurai DP P 03.png | |||
|image4= MVC2 Samurai DP P 04.png | |||
|caption4= YAH! YAH! YAH! YAH! | |||
|name= Hyakuretsutou | |||
|input= Mash LP or HP OR DP + LP or HP // Mash {{lp}} or {{hp}} OR {{dp}} + {{lp}} or {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 per hit | |||
|Startup= 9 (LP), 16 (HP) | |||
|Active= 4 per hit (LP), 2 per hit (HP) | |||
|Recovery= 22 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai swings rapidly in front of him, cutting his opponent with his blade. HP swings faster and does more damage overall, while LP has faster startup. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Samurai FF DP P 01.png | |||
|image2= MVC2 Samurai FF DP P 02.png | |||
|image3= MVC2 Samurai FF DP P 03.png | |||
|image4= MVC2 Samurai FF DP P 04.png | |||
|image5= MVC2 Samurai FF DP P 05.png | |||
|image6= MVC2 Samurai FF DP P 06.png | |||
|image7= MVC2 Samurai FF DP P 07.png | |||
|caption7= More slashes! | |||
|name= Running Hyakuretsutou | |||
|input= F, F, during Hyakuretsutou// {{f}}, {{f}}, during Hyakuretsutou | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4 per hit | |||
|Startup= 0 | |||
|Active= 4 per hit | |||
|Recovery= 66 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= Super | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai swings rapidly in front of him, now while running. This is MASSIVELY unsafe on block, so be sure that the slashes before this move hit, otherwise you'll be eating the biggest combo the opponent has to offer. | |||
}} | |||
}}<br> | |||
=== Assists === | |||
{{MoveData | |||
|image= MVC2 Samurai DP P 01.png | |||
|image2= MVC2 Samurai DP P 02.png | |||
|image3= MVC2 Samurai DP P 03.png | |||
|image4= MVC2 Samurai DP P 04.png | |||
|caption4= Assist α | |||
|name= Hyakuretsutou | |||
|linkname= | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 4, 4, 4, 4 (16 total) | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= One of his two good assists. Very good for lockdown and extending pressure, as he's out swinging for a while. A "ghetto version" of Spiral's γ assist. | |||
}} | |||
}}<br> | |||
= | {{MoveData | ||
|image= MVC2 Samurai QCF P 01.png | |||
|image2= MVC2 Samurai QCF P 02.png | |||
|caption2= Assist β | |||
|name= Shuriken | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 8, 2, 2, 2, 2, 2 (18 total) | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= HL | |||
|Special Property= Projectile | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai throws a multihitting shuriken at his opponent. Good for zoning, and does decent chip. | |||
}} | |||
}}<br> | |||
== | {{MoveData | ||
|image= MVC2 Samurai 2HP 01.png | |||
|image2= MVC2 Samurai 2HP 02.png | |||
|caption2= Assist γ | |||
|name= Crouching Heavy Punch | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 13 | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= ...this is just crouching heavy punch. The only good thing going for this assist is that the team super is Raimeiken, but that's just a waste. Don't bother picking this assist. | |||
}} | |||
}}<br> | |||
=== Hyper Combos === | |||
{{MoveData | |||
|image= MVC2 Samurai QCF P 01.png | |||
|image2= MVC2 Samurai QCF P 02.png | |||
|caption2= Throws three of these shurikens. | |||
|name= Cho-Shuriken | |||
|input= QCF+PP // {{qcf}}+{{lp}}{{hp}} (Air OK, in lightning mode only) | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 45 | |||
|Startup= 11 (10 pre-freeze, 1 post-freeze) | |||
|Active= - | |||
|Recovery= - | |||
|Guard= HL | |||
|Special Property= Projectile | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai throws three shurikens at once. Does very good chip damage, as every single one of the 18 hits does 1 point of chip. | |||
}} | |||
}}<br> | |||
== | {{MoveData | ||
|image= MVC2 Samurai QCF N KK 01.png | |||
|caption= Raimeiken!! | |||
|name= Raimeiken | |||
|input= QCF+KK, in normal or lightning mode // {{qcf}}+{{lk}}{{hk}}, in normal or lightning mode | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 3 damage per hit, total damage varies based on distance, mashing, and current combo amount. | |||
|Startup= 11 (9 pre-freeze, 2 post-freeze) | |||
|Active= 93 (no mashing, can last longer by mashing) | |||
|Recovery= 15 | |||
|Guard= HL | |||
|Special Property= Projectile | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= One of the best supers in the entire game. Blows up bad assist calls, does massive damage, can be heavily mashed, and covers the entire screen. It's also completely safe on block as well. Sometimes this super has small gaps where the opponent can fall out of the lightning, and you can potentially be punished for it, but overall, a fantastic super. | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= MVC2 Samurai QCF N KK 01.png | |||
|caption= The pillar of fire! | |||
|name= Homuraken | |||
|input= QCF+KK, in fire mode // {{qcf}}+{{lk}}{{hk}}, in fire mode | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 2 damage per hit | |||
|Startup= 9 (9 pre-freeze, 0 post freeze) | |||
|Active= 95 | |||
|Recovery= 15 | |||
|Guard= HL | |||
|Special Property= Projectile | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A somewhat ok super, though you have to be in fire mode to access this super, and because of that, you barely ever see it. Unblockable post freeze, but it's also unsafe on block, and due to fire mode's penalties, Silver Samurai will get massively blown up if you do this at the wrong time. | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= MVC2 Samurai QCF I KK 01.png | |||
|caption= Freeze! | |||
|name= Hyougaken | |||
|input= QCF+KK, in ice mode // {{qcf}}+{{lk}}{{hk}}, in ice mode | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 20 (level 1), 30 (level 2), 40 (level 3) | |||
|Startup= 17 (15 pre-freeze, 2 post freeze) | |||
|Active= - | |||
|Recovery= 48 | |||
|Guard= HL | |||
|Special Property= Projectile | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai leaps to the middle of the screen, then slams his blade into the ground, sending up a row of ice spikes on either side of him. These spikes freeze the opponent on hit. Somewhat decent, but he's completely vulnerable traveling to the middle of the screen, and can be easily avoided with a jump. | |||
}} | |||
}}<br> | |||
-qcb + | {{MoveData | ||
|image= MVC2 Samurai QCF N KK 01.png | |||
|caption= All powerups have the same hitboxes. | |||
|name= Toki-Rai | |||
|input= QCB+P // {{qcb}}+{{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 0 | |||
|Startup= 15 | |||
|Active= - | |||
|Recovery= 16 | |||
|Guard= N/A | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai powers up with lightning. His moves become slightly faster, but he takes more damage (117% compared to his normal 93%) and deals less damage. He can also do a 3 move chain while in this mode, instead of just a 2 hit chain on the ground. Alters his shurikens to be a single hit projectile. Also grants access to Air Cho-Shuriken. Decent powerup. All powerups can stack up to 3 times, and if this happens for lightning, his stamina returns to 93%. | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= MVC2 Samurai QCF N KK 01.png | |||
|caption= All powerups have the same hitboxes. | |||
|name= Toki-Hyo | |||
|input= QCB+LK // {{qcb}}+{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 0 | |||
|Startup= 15 | |||
|Active= - | |||
|Recovery= 16 | |||
|Guard= N/A | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai powers up with ice. His moves do less damage, but he also takes significantly less damage (46% compared to 93%), as well as having super armor. Changes Raimeiken to Hyougaken. Probably the best powerup. All powerups can stack up to 3 times, and if this happens for ice, Silver Samurai gains Hyper Armor. | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= MVC2 Samurai QCF N KK 01.png | |||
|caption= All powerups have the same hitboxes. | |||
|name= Toki-En | |||
|input= QCB+HK // {{qcb}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 0 | |||
|Startup= 15 | |||
|Active= - | |||
|Recovery= 16 | |||
|Guard= N/A | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai powers up with fire. His moves do a bit more damage, but he also takes significantly more damage (140% compared to 93% at level 1). All normals now do chip damage. Changes Raimeiken to Homuraken. The worst of the three powerups. All powerups can stack up to 3 times. At level 2, stamina goes to 117%, and at level 3, his stamina returns to his usual 93%. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Samurai FF DP P 01.png | |||
|image2= MVC2 Samurai FF DP P 02.png | |||
|image3= MVC2 Samurai FF DP P 03.png | |||
|image4= MVC2 Samurai FF DP P 04.png | |||
|image5= MVC2 Samurai FF DP P 05.png | |||
|image6= MVC2 Samurai FF DP P 06.png | |||
|image7= MVC2 Samurai FF DP P 07.png | |||
|caption7= Running slashes, but this time there's more of them! | |||
|name= Hyper Hyakuretsutou | |||
|input= A1+A2, while picking assist α | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 45 | |||
|Startup= 6 | |||
|Active= 4 per hit | |||
|Recovery= 56 | |||
|Guard= HL | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Silver Samurai runs forward, rapidly slashing like his Running Hyakuretsutou. This super can only be accessed by a Team Hyper Combo (THC). Not bad as a combo tool, as it's pretty fast. Unblockable post freeze at point blank range. | |||
}} | |||
}}<br> | |||
== Beginner Overview == | |||
- | <youtube>W_-TQCwbE2k</youtube> | ||
== General Gameplan == | |||
Generally, you're going to want to poke and build meter. Throw out shurikens to chip them down, if you can. Raimeiken is your biggest threat, learn when to use it and how to combo into it. Your main combo is off of c.HP, as it's a slightly better link than s.HP. | |||
Sword powerups are generally a way to get yourself killed. It is usually a good idea to switch out if you accidentally activate his Toki-En/Fire powerup. If you get a lot of levels and want to show off, use Toki-Hyo/Ice. Ice can also be useful in 1v1 scenarios, where he's your last character. | |||
As stated before, using the same sword powerup decreases the applied nerfs, giving you just the benefits at 3x. 3x Lightning gives faster attacks and slightly better chains with no decrease in health. 3x Fire gives all normals chip damage and more damage on all attacks with no decrease in health. 3x Ice gives you Hyper Armor. Using a different sword powerup cancels all previous effects and uses the new effects. | |||
Be wary of accidentally activating sword powerups: smart players will be floating over your head trying to cross you up. | |||
Odd fact: Silver Samurai cannot be thrown while he is crouching. He's also somewhat hard to unblockable. | |||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] |
Revision as of 12:20, 4 November 2021
Story
Kenuichio Harada, better known as Silver Samurai, is a mutant with the ability to create tachyon fields, and focus them onto anything. Generally he puts this on his sword, allowing it to cut through almost anything. He is a sometimes foe-sometimes friend of the X-Men, and Wolverine in particular.
In Marvel vs. Capcom 2, Silver Samurai is a very flexible character with a great projectile, good mixup, an instant overhead, and one of the best supers in the entire game. With just one meter, you can hard punish any bad assist call, and the super is 100% safe on block. Generally, Silver Samurai fits with any team. He loves having meter, and has two decent assists, though generally he needs an assist to do anything special. He also has the most supers of any character in the game, but most of them are not that useful.
Gameplay
Silver Samurai is a flexible fighter who can do a lot with very little. Even having just one bar is enough to get your opponent to rethink calling assists. He also has good health, and great chip damage.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Shuriken (Air OK)
+
(aim vertically with up or down)
- Hyakuretsutou
- mash
OR
+
- Running Hyakuretsutou
- Tap
,
, during Hyakuretsutou
- Cho-Shuriken (Air OK, in Lightning mode only)
+
- Raimeiken
+
(Mashable, in normal or lightning mode)
- Hyougaken
+
(in ice mode)
- Homuraken
+
(in fire mode)
- Toki-Rai (Lightning)
+
- Toki-Hyo (Ice)
+
- Toki-En (Fire)
+
- Hyper Hyakuretsutou
- A1 + A2, while picking Assist α
- Type α - Ground Type
- Assist:
Hyakuretsutou
- Counter:
Hyakuretsutou
- Combination: Hyper Hyakuretsutou
- Type β - Projectile Type
- Assist:
Shuriken
- Counter:
Shuriken
- Combination: Cho-Shuriken
- Type γ - Launcher Type
- Assist:
+
- Counter:
+
- Combination: Raimeiken
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Standing Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 5 | 3 | 20 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Very long recovery for a light attack. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 2 | 4 | 18 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Very long recovery for a light attack. This attack does not come out on hit by mashing, you must intentionally delay your input. This will come out by pressing LP twice, even if the first hit whiffs. On the last active frame, the hitbox changes to the one in the second image, this takes 3 frames. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
5, 3 | 8 | 2, 2 | 34 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Mainly used as a move with more hitstun to confirm into his specials or supers. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10 | 11 | 2 | 45* | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
A swing of his sword upward. The asterisk in the recovery field denotes that this move has a special property, it can be crouch cancelled to shorten the recovery to just 12 frames. On the last active frame, the hitbox changes to the one in the second image, this takes 1 frame. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
10 | 9 | 4 | 40 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
A swing of his sword at the opponents feet. This knocks down on hit, but even though it looks like it hits low, it does not. Cannot be crouch cancelled, so recovery is static. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 4 | 16 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Very long recovery for a light attack. On the last active frame, the hitbox changes to the one in the second image, this takes 3 frames. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 9 | 5 | 22 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Another quick stab, mainly used as combo filler. On the last active frame, the hitbox changes to the one in the second image, this takes 4 frames. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 15 | 1 | 31 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
One of the more bizarre moves in Silver Samurai's movekit, he leaps forward and attacks overhead with a stab (though it can be blocked low or high). This does put him airborne, but it can still be special and super cancelled, including before when the hitbox comes out. |
Crouching Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 3 | 13 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
A quick slice toward the legs. One of the few crouching punches in the game that hits low. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 11 | 3 | 24 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
A swing over Silver Samurai's head and toward the opponent's legs. Does not hit low. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 11 | 2 | 37 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Silver Samurai swings his blade upward, launching the opponent on hit. On the last active frame, the hitbox changes to the one in the second image, this takes 1 frame. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 5 | 3 | 12 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Silver Samurai crouches and stabs his blade forward. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 8 | 2 | 22 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Silver Samurai stabs his blade upward, popping the opponent up slightly on hit. Not a launcher. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 11 | 3 | 34 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Silver Samurai lunges forward and swipes his blade along the ground, knocking the opponent down on hit. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames. |
Jumping Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 6 | 10 | 16 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Stabs his blade forward, and lets it linger. Mainly an air combo starter. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 6 | 9 | 12 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Swings his blade upward in the air. Mainly just combo filler. Takes 6 frames to switch to the next hitbox image. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 10 | 2 | Until landing | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Swings his blade downward. Sends the opponent straight down after connecting in the air, allowing for a much easier mixup after an air combo. Technically has 239 frames of recovery, but you'll never see all of them. Takes 1 frame to switch to the next hitbox image. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 5 | 18 | 4 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
A downward kick with a TON of active frames. Can usually hit a jumping medium before landing on crouching opponents. Takes 4 frames to switch to the next hitbox image. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 6 | 2 | 14 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
An upward stab. Mainly used as air combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 9 | 1 | Until landing | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
This is it. One of Silver Samurai's best moves for opening opponents up. This hits a crouching opponent as an instant overhead on nearly everyone on the cast. Combine this with a good assist like Tron projectile or Cyclops anti-air, and you can land a half health combo, j.HP ender, rinse and repeat until the opponent is dead. Technically has 268 frames of recovery, but you'll never see all of them. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 | 9 | 4 | 40 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Raw launcher. Slightly faster and does 1 more damage than crouching heavy punch, but cannot be chained into. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16 | - | - | - | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Throw | None | - | - | - | |
Silver Samurai grabs his opponent, puts them on the end of his blade, leaps into the air, and slams his blade into the ground, stabbing the opponent. Press back to throw them the other way. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16 | - | - | - | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Throw | None | - | - | - | |
Silver Samurai grabs his opponent, lays on the ground, and kicks them behind him, like Ryu's kick throw. Press back to throw them the other way. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
8, 2, 2, 2, 2, 2 (18 total) | 12 | - | 42 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Silver Samurai throws a multihitting shuriken at his opponent. You can guide the projectile by pressing up or down on the joystick. HP travels faster than LP. Every hit does chip damage, making this a good projectile on block too. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 per hit | 9 (LP), 16 (HP) | 4 per hit (LP), 2 per hit (HP) | 22 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Super | - | - | - | |
Silver Samurai swings rapidly in front of him, cutting his opponent with his blade. HP swings faster and does more damage overall, while LP has faster startup. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 per hit | 0 | 4 per hit | 66 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Super | - | - | - | |
Silver Samurai swings rapidly in front of him, now while running. This is MASSIVELY unsafe on block, so be sure that the slashes before this move hit, otherwise you'll be eating the biggest combo the opponent has to offer. |
Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4, 4, 4, 4 (16 total) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
One of his two good assists. Very good for lockdown and extending pressure, as he's out swinging for a while. A "ghetto version" of Spiral's γ assist. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
8, 2, 2, 2, 2, 2 (18 total) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | - | - | - | - | |
Silver Samurai throws a multihitting shuriken at his opponent. Good for zoning, and does decent chip. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
...this is just crouching heavy punch. The only good thing going for this assist is that the team super is Raimeiken, but that's just a waste. Don't bother picking this assist. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45 | 11 (10 pre-freeze, 1 post-freeze) | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | - | - | - | - | |
Silver Samurai throws three shurikens at once. Does very good chip damage, as every single one of the 18 hits does 1 point of chip. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
3 damage per hit, total damage varies based on distance, mashing, and current combo amount. | 11 (9 pre-freeze, 2 post-freeze) | 93 (no mashing, can last longer by mashing) | 15 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | - | - | - | - | |
One of the best supers in the entire game. Blows up bad assist calls, does massive damage, can be heavily mashed, and covers the entire screen. It's also completely safe on block as well. Sometimes this super has small gaps where the opponent can fall out of the lightning, and you can potentially be punished for it, but overall, a fantastic super. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
2 damage per hit | 9 (9 pre-freeze, 0 post freeze) | 95 | 15 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | - | - | - | - | |
A somewhat ok super, though you have to be in fire mode to access this super, and because of that, you barely ever see it. Unblockable post freeze, but it's also unsafe on block, and due to fire mode's penalties, Silver Samurai will get massively blown up if you do this at the wrong time. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
20 (level 1), 30 (level 2), 40 (level 3) | 17 (15 pre-freeze, 2 post freeze) | - | 48 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | - | - | - | - | |
Silver Samurai leaps to the middle of the screen, then slams his blade into the ground, sending up a row of ice spikes on either side of him. These spikes freeze the opponent on hit. Somewhat decent, but he's completely vulnerable traveling to the middle of the screen, and can be easily avoided with a jump. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
0 | 15 | - | 16 | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Silver Samurai powers up with lightning. His moves become slightly faster, but he takes more damage (117% compared to his normal 93%) and deals less damage. He can also do a 3 move chain while in this mode, instead of just a 2 hit chain on the ground. Alters his shurikens to be a single hit projectile. Also grants access to Air Cho-Shuriken. Decent powerup. All powerups can stack up to 3 times, and if this happens for lightning, his stamina returns to 93%. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
0 | 15 | - | 16 | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Silver Samurai powers up with ice. His moves do less damage, but he also takes significantly less damage (46% compared to 93%), as well as having super armor. Changes Raimeiken to Hyougaken. Probably the best powerup. All powerups can stack up to 3 times, and if this happens for ice, Silver Samurai gains Hyper Armor. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
0 | 15 | - | 16 | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Silver Samurai powers up with fire. His moves do a bit more damage, but he also takes significantly more damage (140% compared to 93% at level 1). All normals now do chip damage. Changes Raimeiken to Homuraken. The worst of the three powerups. All powerups can stack up to 3 times. At level 2, stamina goes to 117%, and at level 3, his stamina returns to his usual 93%. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45 | 6 | 4 per hit | 56 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Silver Samurai runs forward, rapidly slashing like his Running Hyakuretsutou. This super can only be accessed by a Team Hyper Combo (THC). Not bad as a combo tool, as it's pretty fast. Unblockable post freeze at point blank range. |
Beginner Overview
General Gameplan
Generally, you're going to want to poke and build meter. Throw out shurikens to chip them down, if you can. Raimeiken is your biggest threat, learn when to use it and how to combo into it. Your main combo is off of c.HP, as it's a slightly better link than s.HP.
Sword powerups are generally a way to get yourself killed. It is usually a good idea to switch out if you accidentally activate his Toki-En/Fire powerup. If you get a lot of levels and want to show off, use Toki-Hyo/Ice. Ice can also be useful in 1v1 scenarios, where he's your last character.
As stated before, using the same sword powerup decreases the applied nerfs, giving you just the benefits at 3x. 3x Lightning gives faster attacks and slightly better chains with no decrease in health. 3x Fire gives all normals chip damage and more damage on all attacks with no decrease in health. 3x Ice gives you Hyper Armor. Using a different sword powerup cancels all previous effects and uses the new effects.
Be wary of accidentally activating sword powerups: smart players will be floating over your head trying to cross you up.
Odd fact: Silver Samurai cannot be thrown while he is crouching. He's also somewhat hard to unblockable.