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.
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
Tech hit type: Escape/Safe Fall
Weight Class: Heavy
Height: Tall
Strengths |
Weaknesses
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- All normals chip on block.
- Strong long rage buttons, j.towards HP and cr.HK notably.
- 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.
- 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.)
- Effective super for instant guard cancelling an over aggressive opponent, invincible on startup and can be done in the air.
- Counter throw can force the opponents into making poor decisions and narrow their options to open you up.
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- 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.
- Throw game is drastically weakened against other heavy characters.
- 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.
- Has trouble hitting the air above his head which makes chasing flying/double jumping characters a pain.
- Has hard matchups against the big 3 (Wolverine, Omega Red, Sentinel).
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