Samurai Shodown V Special/Gaoh Kyogoku Hinowanokami

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兇國 日輪守 我旺, Kyogoku Hinowanokami Gaoh


The man with the courtesy name that never ends. When he levels up he puts all his points into mustache power.

Gaoh is a pretty straightforward character. He has enormous range, above-average damage, good mobility, and not much else! He plays sort of like a more aggressive version of Charlotte.

Strengths Weaknesses
  • Above average movement speed.
  • Normals with enormous range make him difficult to get in on, so he is a strong zoning character.
  • Similarly long ranged deflect.
  • Blockable "grab" that happens to be 3 frame startup, allowing him to punish things easily.
  • Terrible rage balance and his WFT is almost useless.
  • No real ways of forcing damage and few ways of baiting out enemy attacks.
  • Chipping tools are easy to react to.
  • No safe pressure options.
  • Poor wakeup game.


  • Damage taken: 100%
  • Rage duration: 9 seconds
  • Amount to rage: 32
  • Walk speed: 544
  • Backwalk speed: 480
  • Dash speed: 1456
  • Jump duration: 51 frames
  • Width: 24
  • Throw range: 16


Far Slashes

Properties: Recoil cancel on block. Deflectable.
Useful poke. Good speed, good range, quickish recovery on block. Solid all around spacing tool but doesn't hurt much.
Properties: Recoil cancel on block. Deflectable.
Very similar to 5A, but longer range, almost twice as much damage, but more recovery on block. This is actually really good to use as antiair if you throw it out early.
Properties: Recoil cancel on block. Deflectable.
Ridiculous range and high damage, but really slow on startup and poor block recovery. The recoil time is annoying, since you can only cancel the early part of the recovery. Watch your spacing for this one, unless you have a good read it's probably not the best thing to toss out.
Sometimes okay to use against jumpins, depending on the character you're facing. Anyone with a strong downwards strike can definitely hit you, so be careful.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Short ranged low poke. In fact the cross barely even moves. This is an okay spacing tool but overall the recoil time is too long to make it all that useful.
Properties: Cancelable. Deflectable.
Now this is a handy move.
This is his only medium poke that is cancelable on hit, which means it will actually combo into 623S and 236A. And, believe it or not, 236CD, though the timing is pretty strict. This makes for great ranged punishment fodder when you can't get something faster out. The cancel window is too small to hit confirm easily, unfortunately.
Unfortunately it's not very good for antiair. His hittable box extends first, so if it's not at the maximum range of the attack, Gaoh will either trade or get stuffed by jumpins trying to hit with it.
Because its cancel window is not large, you can abuse hitstop by doing this from out of range and buffer the attack in anyway to OS a combo if they stick something out.
Properties: Recoil cancel on block. Hits low. Knockdown.
About the same range as 2A, high damage, comes out slightly faster than 5AB, and hits low, but it's pretty easily evaded and the recoil time has the same problems as 5AB. There's not much reason to high block against Gaoh, so this isn't as useful a move as you might think unless the opponent simply isn't respecting your options at that range.
If connected this should be followed up with a low pursuit for more damage. The damage and speed makes this a useful punishing tool, since it'll do more damage than his combos.

Near Slashes

Properties: Cancelable.
Gaoh backfists him in the face. This is a surprisingly good poke! The hitbox is nice, it does a little more damage than you'd expect, and it pushes them away nicely. Good tick throw setup.
Can combo into 623C but that's impossible to confirm.
Properties: Recoil cancel on block. Second hit cancelable. Deflectable.
Good combo starter and punisher, but if you're close enough to do this the recovery period on block is going to murder you. Unless you want to confirm your hit, stick with n.2B instead.
Properties: Recoil cancel on block. Deflectable.
Against a grounded opponent, there is no reason to use this attack. It starts up painfully slow, it isn't cancelable on hit, and it actually does less damage than 2AB. The recoil window is huge, allowing you to confirm a block into 236AB or something.
However, the air hitbox is ENORMOUS. It will knock pretty much anyone out of the air if they try to cross you up or jump straight up. Too bad you can't use it from further away!
Properties: Recoil cancel on block. Cancelable. Deflectable.
Same as 2A, except now you're in range to combo it into 623C.
Properties: Cancelable. Deflectable.
Same as 2B, though being closer means comboing into 236CD is easier.
Properties: Recoil cancel on block. Hits low. Knockdown.
Same as 2AB.


Properties: Hits high. Knockdown.
Would be better if not for uncharacteristically short range. The damage is alright, at least.
Usually, it's more useful as a throw avoidance tool or a counterpoke than as an overhead. Might consider mixing up with 5C/6C to keep people on edge though.
Properties: Hits high. Knockdown.
A ridiculously silly looking kung fu punch that does about as much damage as a poke and STILL comes out really slow. Garbage.


Properties: Hits low.
Slow stomp with massive frame advantage on hit like Enja/Suija 6C. Okay choice for oki, seeing as you can link off it and you're slightly plus on block.
Properties: Hits low. Cancelable.
A long range low kick with lots of active frames. Combos with 236A and 623S. Because the hitstun isn't huge you don't get any time to hitconfirm this, sadly.
This is good fodder to catch people who move forward or don't block low far away. If you want to punish, just use 2B instead.
Properties: Hits low.
Standard low poke for spacing. Good if you want to make some room, though n.5A is probably a better choice if it's available.
Properties: Hits low. Knockdown.
A low sweep that has less range than 6C, isn't cancelable, and is much worse on block. It knocks down, for whatever that's worth. Useless.


Properties: Hits high.
Kung fu chop. Hitbox and damage are both pretty lame, but it comes out fast. It has a fair amount of hitstop, so be wary of using it as a jumpin against people who like to mash throw on reaction.
Properties: Hits high. Deflectable.
Spear stab that comes out slow, doesn't stay out very long, and doesn't have much range. The damage is okay.
Properties: Hits high. Deflectable.
Wide arc long range swipe. This is really nice, but only the bottom half of the attack actually hits the opponent. Still, it's one of Gaoh's defining moves due to its sheer range and damage, so abuse liberally.
On neutral jumps you can use this when you bait the opponent into trying to jump/dash at you, because is enormous range will smack them out of it. On forwards jump you probably want to hit closer to its maximum range, because the upper part not hitting means they can neutral jump on reaction and most likely hit you coming down.
Gaoh sticks his sock out. It does almost no damage, but it has a lot of active frames and the hitbox has a nice angle, so it can be good for jumping in or stuffing throw mash.


Properties: Recoil cancel on block. Deflectable.
Low damage mid-range poke that happens to be minus a zillion on block and uncancelable in every way. Not recommended.
A strange issue with this move is the game doesn't seem to recognize that there is recoil cancel in the training mode display. You can still do it, but it won't tell you of its existence. The frames are not known for this reason.
Properties: Recoil cancel on block. Cancel on second hit. Deflectable.
This is almost exactly n.5B, except you move forward and the whiff cancel window is enormous.
This is a great combo starter and general all-purpose attack, as the two hits allow you to confirm off of it and the cancel window can setup mixups. For example, you can 66B out of range and confirm a hit into 236A or whiff against a jump into 623S, or bait a counterpoke with 236AB. Because of upward motion, this move actually pretty good against jumps, especially when you run under them.
Just be careful. It's good if it hits, but the risk of getting punished on block or having it deflected is pretty huge.
Properties: Knockdown.
A very useful tool for Gaoh at range. The range is huge, it forces knockdown, beats deflects clean, and the damage is surprisingly okay. Combine the large horizontal hitbox of this slash with its complete lack of recoil on block, and you have a safe way to batter them without getting very close at all. Just use the outer edge of the hitbox.
Also cancellable early before the active frames, which is actually useful if you just want to dash into a closer position for a special.
One problem is that the upper half of the slice does not actually hit the opponent, so it will not catch anyone that jumps, leaving you wide open to attack. You can avoid most of the vulnerability by ensuring the opponent at least isn't already in the air when using this attack.
Properties: Hits low. Knockdown.
Low stomp kick with a nice active period that knocks down. It's relatively safe on block, at least, but good luck getting someone to sit still for it, since there is no reason to block high against a dashing Gaoh. Maybe oki like with 5C.


Exactly the same as n.5A, except without the cancel period.
Properties: Cancelable.
Basically a crouching n.5A, except this time with the cancel period. Good stuff.
Properties: Hits high.
Almost the same as j.A, except there's more active frames. Should still probably stick to j.C though.
Properties: Cancelable. Knockdown.
Like all dashing u.66S, it knocks down on hit.
This one is very safe on block and has almost hitstop, so it's actually a really good tick throw/mixup setup if they block it.
Properties: Hits low. Knockdown.
Same as 6C but gives you a far knockdown. Uncancelable, but pretty safe.
This kick is a most easy way to get back your weapon, if you lost it.


Pursuit - 2BC:
Poor range, but usable after a successful 2AB, 66C, or 3C, and in most corner knockdowns.
Heavy Pursuit - 8BC:
Very good damage. Usable after 214C reflection of whirlwinds and other aerial knockdowns from reflected projectiles.


Deflect - 216D:
Amazingly long range on this deflect. This arguably one of Gaoh's best specials, and should be used liberally. Bait out pokes and use it or backroll vs forward advances and use it.
Weapon Pickup - 5A:
About average speed as weapon pickups go. Nothing special here.
Taunt Disarm - Start Start Start:
The weapon drop itself isn't very quick, but the overall animation is pretty fast as taunts go.


Imi Kagura - 236S:
An interesting multipurpose move, this will probably be what you use most. All versions are punishable on block and whiff. Be warned that hopping overheads/hops in general can go right over this and leave you open as well.
  • 236A
Dashes forward a fair distance with his spear pointed straight out. Good damage, moves surprisingly fast, combos with all sorts of moves, does a far knockdown.
  • 236B
Much slower startup than 236A, but greater distance.
The main advantage of this move is that it has upper body invulnerability up until the active frames, making it a versatile move for both anti-air and going through projectiles. It will actually go completely through Galford's and Kazuki's projectiles on reaction.
Spacing its distance out might be a problem though, but cancelling into it out of a backroll on reaction to their jump can fix this.
  • 236AB
Does a fake backdash with invincible startup and then does what looks like a very quick 236A. This does a lot of damage if it connects and can basically be considered Gaoh's reversal/DP like move. Forms a funky pseudo-mixup when combined with liberal backdash usage at midrange, because it'll likely smack them if they overextend trying to catch you. The animation is slow enough that even on a successful read faster attacks can recover in time for them to block anyway.
An alternative to this move is to do backdash instead and then cancel the backdash recovery into 236A. It's slower and does less damage, but it still has the invincibility and you can confirm if you want to follow up or not.
Kabuto Goma - 623S:
Gaoh lifts his spear up above his head and spins it. This is a two part attack, where the actual lift from the ground will catch the opponent and combo with the second hit in the air. If the spinning part catches someone in the air, it's basically unbeatable by anything.
While it doesn't come out very fast, it's surpisingly good antiair. Because of its speed it's not useful on characters with fast jumps without a good read, and it's extremely punishable on block or whiff so be careful with it.
This move has throw invincibility on startup.
Ibushi Miyabe - 214C: (can be used unarmed)
Gaoh slam his fist through the air and send enemy projectile on 180°. It's a decent projectile reflector, who makes some match-ups much easier. Unlike Haohmaru's sake jug whack, this does not actually hit the opponent -- it only reflects.
This move is fast and has a huge half-screen width and height hitbox, but won't catch some ground sliding projectiles, like Zankuro's. It's actually possible to both reflect and be hit by the same projectile with this reflector, particularly Kazuki's fireballs.
Oboro Bayashi - 6SS:
Gaoh moves forward while stabbing repeatedly. This attack has one main purpose - chipping away the opponent's health. It's painfully slow on startup regardless of which speed, it doesn't catch opponent's attacks easily, but it has very little recovery on block/hit.
The A version has the least startup and safer on block, but only hits three times. This version is a decent tool to cancel into for Gaoh simply because all his other specials are quite unsafe on block.
The other versions hit a lot more but the telegraphing and very long animation of this move leaves you vulnerable to being jumped over and hit from behind, so make sure never to whiff this.
Use this move as 6C cancel or during time slow to force chip damage. This move can be deflected and it is wide open to a jump attack as well, so use sparingly.
Kurogane Kudaki - 623C: (can be used unarmed)
Like Yoshitora's Yuugao, this looks like a command grab, but it's blockable. Unlike Yuugao, this is actually useful. And it can be combo'd into, also unlike Yuugao.
It has 3f startup, just like a normal throw, but it has RANGE. Hella range. This can be used to punish blocked attacks reliably, and surprisingly it outdamages 236A. Try to get used to reacting to blocked attacks with it.
Naraku Boe - 236CD - WFT:
This is in competition for being one of the worst WFTs in the game. Damage is disappointingly low, comes out very slow, and if it catches at the edge it won't hit in full. Gaoh's rage duration and charge both suck, too.
One bright side is that it combos off of a quickly canceled 2B. Unfortunately, you have to be at point blank range for the WFT to hit in full, because the pushback from 2B will mean they don't get the full hits and won't lose their weapon.
Outside of combos, its only use is as predicting a jump as punish after a move with long recovery.
Unless they're wide open, stick with normal combos or just don't rage.



  • 66B or n.5B or 2B or n.2B
Gaoh has a lot of easy ways of getting combos going, though you'll probably be using 66B or 2B the most.
  • ... xx 236A 2BC
Near knockdown. You recover quickly after 236A so you can follow it up as you please. If close, you can do 2BC for a teensy bit more.
  • ... xx 623S 2BC
Far knockdown. Higher damage variant, but you recover later. If it's into the corner you can throw in a 2BC but it's probably not worth it.
  • ... xx 623C
Style point bonus. Can only be done at point blank range, but does more damage than 236A and recovers quickly.
  • 6C xx 236A 2BC
This is a low hitting combo that actually works at the maximum range of 6C. Good stuff, but impossible to hitconfirm.
  • (2B or n.2B) xx 236CD
This has to be canceled immediately during hitstop. In fact, that is the only reason this combos.
Has to be done at point blank range or near the corner to actually combo in full, otherwise they get just the tip of the WFT and don't get disarmed or take much damage.
  • n.2A xx 623C
Now this combo has some interesting properties. Because the recoil cancel period is pretty late on this, if you're fast you can actually Option Select the grab out, canceling into it if you hit and doing something else if you miss. n.2A is -14f on block if not canceled, though, so be wary.
  • (n.5A or u.2S) xx 623C
Basically the same as n.2A except no recoil cancel to save your ass.
  • 5C 2B xx whatever
A low-hitting kick that links into 2B. Also links into n.5B, but that does less damage. Mostly there for okizeme.


  • Backhit (66B or n.5B or 2B or n.2B) xx 236CD
Only way to combo Gaoh's WFT besides point-blank n.2B xx 236CD.
  • Backhit 5C 2AB
A low-hitting kick that links into 2AB. Easy to hit confirm because of large hitstun.

Time slow

  • (vs air) j.AB j.AB j.AB ...
The usual when you can't cram an Issen in when they fall.
  • 5AB Issen
Boring, but Gaoh's a boring guy. This only applies when they don't have Rage Explosion available.



Gaoh sucks at raging. While the damage bonus is nice, his WFT is awful, he has very few ways of forcing damage, and it just takes too long to charge for too little usable time. Unless you feel like taking a lot of risky gambles, you're better off saving meter for time slow.
He has almost no high-low game to speak of, so it's more likely you'll catch the opponent mashing with lows than you will catch him blocking wrong. Focus more on footsies and timing. You've got a lot of range that's difficult to approach safely on, and Gaoh's movement is actually pretty good, so make them guess!
If you must run for lows, 6C has good range and combos with 236A and 623S. Impossible to confirm though, so be careful. Because Gaoh has no credible high threat this is not very useful.
The main attacks you want to land are n.5B, 66AB, 2B, n.2B, 5AB, 2AB, j.AB, and 236A. All of these either combo or do good damage on their own. 623C is an amazing punish if you block anything at close range.
When you're in situations where you want a good reversal move, your best options are 236AB and backdash. 623C isn't invincible but starts up very quickly, so if you're not going to have a sword in your face immediately you can hit it.

Damage and defense

  • 5AB - Has ridiculous range but doesn't come out too quick. Be careful of what you're trying to hit here.
  • 2AB - Does good damage, comes out very quickly, and knocks down. What's not to like?
  • 6C xx 236A 2BC - Hair more range than 2AB and slightly faster, but not much damage. Can also cancel to 623S instead for more damage and a far knockdown.
  • 2B xx 623S - Slightly faster still, good damage. Works at near or far range equally well.
  • n.2B xx 236CD - If you're close and have WFT out, this is quick and the only way to combo into it. Note that the cancel must be immediate because this makes use of the hitstop glitch.
  • 5B - This really great hitbox and comes out quickly, so feel free to slap them out of the air with this.
  • 5AB - Surprisingly good for smashing far jumps if they don't have strong downwards strikes.
  • Neutral jump - This is a good choice because you can do j.AB on reaction to the jump and very few characters will be able to stuff that move. If they don't jump, you can come down with it out to prevent them from getting in, but watch out for deflects.
  • 236B - Has upper body invulnerability until it goes active, but starts slow. It's good against some characters. Also works when cancelled from a back roll.
  • 623S - Takes forever to get into the air, so not recommended on reaction except against slow jumpers. If you're clever you can set it up off of a 66B whiff.
  • n.5AB - Will catch both neutral jumps and crossup attempts easily, since it hits above and behind Gaoh.

Frame Data

Move Damage Startup Active Total Cancel Weapon
Guard Notes
5A 6 9 2 21 1~2(2) 3~8(6) -2 -2 -12 Mid Weak attack, Deflectable(weak)
5B 11 10 4 32 1~2(2) 3~9(7) -4 +4 -18 Mid Medium attack, Deflectable(med)
5AB 30 18 8 60 1~3(3) 4~17(14) -5 +5 -26 Mid Heavy attack, Deflectable(heavy)
2A 5 7 3 19 7~12(6) 1~6(6) / 10~19(10) -2 -2 -14 Mid Weak attack, Deflectable(weak)
2B 9 11 5 31 11~16(6) - -2 +6 -15 Mid Medium attack, Deflectable(med)
2AB 29 15 5 55 1~8(8) 5~14(10) KD KD -26 Low Knockdown attack
n.5A 5 6 3 16 1~2(2) / 6~10(5) - +0 +0 -5 Mid Weak attack
n.5B 5, 5 11 2 33 13~16(4) 2~10(9) -2 +6 -18 Mid Medium attack, Deflectable(med)
n.5AB 27 19 9 57 1~12(12) 4~18(15) -1 +9 -26 Mid Heavy attack, Deflectable(heavy)
n.2A 5 7 3 19 7~12(6) 1~6(6) / 10~19(10) -2 -2 -14 Mid Weak attack, Deflectable(weak)
n.2B 9 11 5 31 11~16(6) - -2 +6 -15 Mid Medium attack, Deflectable(med)
n.2AB 29 15 5 55 1~8(8) 5~14(10) KD KD -26 Low Knockdown attack
5C 5 22 2 25 1~4(4) - +15 +23 +2 Low Medium attack
6C 5 13 10 32 1~5(5) / 13~32(20) - -1 +7 -14 Low Medium attack
2C 2 6 4 17 x - -1 -1 -6 Low Weak attack
3C 6 13 5 37 x - KD KD -19 Low Knockdown attack
j.A 5 8 6 20 x - -- -- -- High Medium attack
j.B 10 13 6 45 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 25 17 4 28 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 10 12 31 x - -- -- -- High Heavy attack
ju.C 4 10 12 31 x - -- -- -- High Heavy attack
5BC 16 20 4 40 x - KD KD -15 High Medium attack Knockdown attack
u.5BC 6 20 7 40 x - KD KD -15 High Medium attack Knockdown attack
66A 6 9 2 20 1~2(2) Y -1 -1 -26 Mid Weak attack, Deflectable(heavy)
66B 5, 5 11 2 33 13~30(18) Y -2 +6 -26 Mid Medium attack, Deflectable(heavy)
66AB 15 11 3 38 5~8(4) - KD KD -22 Mid Knockdown attack
66C 5 15 5 29 1~4(4) - KD KD -9 Low Knockdown attack
u.5S 5 6 3 16 1~2(2) - +0 +0 -5 Mid Weak attack
u.2S 5 6 3 16 6~10(5) - +0 +0 -5 Mid Weak attack
ju.S 5 8 12 28 x - -- -- -- High Medium attack
u.66S 5 7 3 14 1~3(3) / 7~11(5) - KD KD -2 Mid Knockdown attack
u.66C 5 15 5 29 1~4(4) - KD KD -9 Low Knockdown attack
2BC 6 15 6 40 1~3(3) - -- -- -- Mid
u.2BC 6 15 6 40 1~3(3) - -- -- -- Mid
8BC 12 39 20 92 x - -- -- -- Mid
u.8BC 8 20 21 75 x - -- -- -- Mid
Ibushi Miyabe - 214C x x x 42 x - -- -- -- Mid 7-24f projectile reflect
Kabuto Goma - 623S 6, 18 17 39 83 x - KD KD -61 Mid Knockdown attack
1-13f throw invincible
Imi Kagura - 236A 15 18 3 42 x - KD KD -19 Mid Knockdown attack
Imi Kagura - 236B 18 29 4 60 x - KD KD -26 Mid Knockdown attack
14-28f upper body invincible
Imi Kagura - 236AB 26 32 4 75 x - KD KD -38 Mid Knockdown attack
1-4f fully invincible
Oboro Bayashi - 6A x2 4x3 30 2 61 x - -3 +5 -15 Mid Medium attack, Deflectable(weak)
Oboro Bayashi - 6B x2 4x5 35 2 76 x - -3 +5 -15 Mid Medium attack, Deflectable(med)
Oboro Bayashi - 6AB x2 4x9 40 2 102 x - -4 +4 -16 Mid Medium attack, Deflectable(heavy)
Kurogane Kudaki - 623C 20 3 1 51 x - KD KD -43 Mid Knockdown attack
Naraku Boe - 236CD 1x5, 25 22 2 99 x - KD KD -48 Mid Knockdown attack
1-5f melee invincible
22-45f fully invincible
Samurai Shodown V Special



AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro


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