Line 176: | Line 176: | ||
{{MoveData | {{MoveData | ||
|image= MVC2 Samurai 5HP2 01.png | |image= MVC2 Samurai 5HP2 01.png | ||
| | |caption= A followup slash that knocks down. | ||
|name= Heavy Punch | |name= Heavy Punch | ||
|linkname= 5HP | |linkname= 5HP | ||
Line 200: | Line 200: | ||
|image2= MVC2 Samurai 5LK 02.png | |image2= MVC2 Samurai 5LK 02.png | ||
|caption2= A quick poke forward. | |caption2= A quick poke forward. | ||
|name= Light | |name= Light Kick | ||
|linkname= 5LK | |linkname= 5LK | ||
|input= 5LK // {{lk}} | |input= 5LK // {{lk}} | ||
Line 216: | Line 216: | ||
|Adv. Pushblock= | |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. | |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. This is actually so slow that LK > MK from long range isn't a combo, while it is a combo at close range. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Samurai 5HK 01.png | |||
|caption2= 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> | }}<br> |
Revision as of 22:08, 3 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
+
- Raimeiken
+
(Mashable, in normal or lightning mode)
- Hyougaken
+
(in ice mode)
- Homuraken
+
(in fire mode)
- Toki-Rai (Lightning)
+
- Toki-Hyo (Ice)
+
- Toki-En (Fire)
+
- 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. (Note the thin, tiny hitboxes - this is a running theme with this character.) |
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. This is actually so slow that LK > MK from long range isn't a combo, while it is a combo at close range. |
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. |