Samurai Shodown/Showdown II/Shin Samurai Spirits Cham Cham Arcade Mode Part 1
The only combo i know is, jump in strong slash, then land and crouch strong kick. That's it lol.
She's got some good tools:
Her far standing and far crouching strong slash which has good range.
Her leaping scratch attack, when blocked can only be punished while she's still airborne during her jump back animation.
Paku Paku's skull throw which is a decent projectile from a distance, and his fireball ground blast which deals good chip damage(suspiciously like Tam Tam's, hhhhhmmmmm?)
Her crouching strong kick slide which is almost unpunishable on max range when blocked.
Crouching light slash, when far it hits once and has deceptive range. When close, it hits twice.
A crouching medium kick with good range.
Close standing medium kick that is an ok anti air, albeit a little bit slow starting up. You also need to be careful gauging the range so you don't get her far standing medium kick, which cannot be used as an anti air.
An ok jumping strong slash which can be used as an air to air. It doesn't come out as fast as Haomaru's, so you will need to predict an AI's jump in a little bit. Its' hit box extends lower than what the animation indicates. A good reference would be the slash effect it has.
For some reason, AI Ukyo cannot handle Paku Paku's skull throw, so i've abused it against him.
ACA NEOGEO SAMURAI SHODOWN II
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