A deep j.A or j.D leaves you at a very small amount of frame advantage on block. Rolls lose throw invulnerability on wakeup so you can do a meaty command throw and make them hate life. If you read the opponent's forward roll after a successfull Fat Bomber, do nothing and wait for your opponent to roll towards you. Once they respect 66C, go for the command grab. Because its hitbox is so tall, it also catches people trying to jump over you quite reliably. You can go into A chainsaw instead as a fake-out or into C chainsaw if you really wanna party (C Chainsaw is heavily punishable though - beware).Ħ6C works a bit like Zangief's f.MK in Street Fighter V - It's a very active forward moving attack that's unsafe on block but quick to recover. This will place you directly in front of the opponent - again, without actually hitting them.
#Samurai shodown 4 art full
If your opponent knows about the setup, mix it up with B chainsaw.įrom full screen, quickly whiff cancel 5A into B Chainsaw as a sort of pseudo-command dash. Since Chainsaw recovers so quickly and because your opponent is probably looking for a block punish, you can sneak in a grab here. It only deals around 140 damage, but it has good range, recovers quickly and gives you a knockdown, which EQ can build momentum off of.Ĭancelling 5A into A Fat Chainsaw from tip range won't actually hit the opponent but it will move you into point blank range. Sample subsections could include Neutral, Okizeme, etc.įat Bomber is a neat little addition to Earthquake's moveset that has a surprising number of useful setups. List Earthquake archetype, strengths, weaknesses, etc. Similar to the Strategy section of the 5sp wiki pages.
His jumping normals are excellent, with j.C in particular being one of the most oppressive air-to-ground normals in the entire game. Somewhat surprisingly for a character of his statue, Earthquake is also remarkably difficult to pin down, as he has access to a walljump, a teleport and even a weird pseudo-divekick that can alter his jump trajectory. On top of that, he has reliable and strong punishment tools from any range, and a great WFT to boot. His dangerous ranged lows force the opponent to crouch-block often, restricting their movement.
Earthquake has strong control over the mid-range, with many of his key pokes knocking down on hit.