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6246 A+B 100% damange explanation

Oct 1st, 2015
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  1. Long explanation for haohmaru instant KO, going over some of samsho mechanics.
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  3. 1st
  4. Under the healthbar, there's the sword gauge/Kenki Gauge. It deplets if you use a normal normal (it deplets almost the double if you whiff than when you connect). For special moves, it deplets only if connect. If you are not attacking, it will fill. When it's full, you do 100% of the damange, as it deplets you deal less and less damange.
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  6. 2st
  7. Light slash (A), medium slash(B) and heavy slash (A+B) in samsho have a brutal difference in risk/profit, much bigger than in any other game. With full sword gauge, Haohmaru's 5A takes around 10% of HP, 5B 25% and 5A+B=~65%. But all slash attacks have the same blockstun, 5f, while they have very different recoveries. A whiffed or blocked heavy slash will expose you to a heavy slash almost all the time.
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  9. obs: when sword gauge is completely depleted, A+B deals about the same damange as B with full gauge, B deals +- the same as A and A do single pixels of damange.
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  11. 3rd
  12. In the bottom of the screen, there's the POW gauge. You fill it by taking hits from any attack or blocking special attacks. When it's full, you enter in "rage state". Think of it as melty's H moon auto heat. The number of attacks you have to receive/block to enter this state and how much time it durate is completely char specific.
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  14. During it, you have acess to WFT (arcdrives), but by using them you are put out of the state immediatly. While at it, the max of the Kenki Gauge is extended by 40%, so you can get +40% in damange if it's full.
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  16. The biggest differenc compared to melty's autoheat is that it can be carried to the next round. You can even commit suicide to forfeit a round (start*3) to carry all of it.
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  18. 4rt
  19. Counterhit gives 12% bonus damange.
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  21. 5th
  22. Basara is a very mobile character, with various teleports and feints. He have chains with a lot of reach and a setup projectyle. And to compensate those strenghts in rushdown and zooning, SNK maked him the same as 3s Akuma and melty Vakiha...a char with very low HP.
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  24. 6th
  25. Haohmaru used Zankousen (6246 A+B), the most damanging non-Super in the game. The OKish activation makes it usable to punish heavy -f moves. But it's telegraphed in neutral, and have a lot of recover (and still follow the universal rule of 5f of blockstun), so you don't want to throw it a lot.
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