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#Samurai shodown 4 move list full
Follow-up attacks from a throw will only deal 80% of their full damage, while WFT will only deal around 60% of its full damage.
#Samurai shodown 4 move list free
Throws deal no damage, but instead push your opponent a small distance and give you enough frame advantage to land a free attack or combo.Forward throw is 3 frame startup and is +20.They have an insanely long recovery animation, leaving you wide open to punishment. they visually connect on frame 4 after input).
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This is referred to in the in-game tutorial as a Combo Jump. To immediately jump after landing, time another up input just as you land. Holding an upward direction will not cause you to immediately jump after landing.There is a short landing animation, but this is cancelable by any action.Landing from a jump has no recovery, regardless of whether or not you performed a jumping normal (jumping specials will usually have landing recovery, though).Jumps take 1 frames to be counted as airborne - you are off the ground from frame 2 and the first frame you are still grounded but seems like you can not be meatied, have a jump animation.This recoil animation is, in most cases, special cancelable - this is often referred to as a "recoil cancel", and is very important for keeping your opponent in check. Most normal slashes will cause your character to reel back, or recoil on block.If there is a cancel period on an attack, it always works, regardless of hit, block, or whiff.