A double hitting inward swinging slash that launches the opponent. Grants Super Armor.
Input
Description
In air,
A stab.
Input
Description
In air,
A horizontal slash.
Input
Description
In air,
A double spin kick.
Input
Description
In air,
Swings the sword around twice. Grants Super Armor.
Input
Description
In charge range,
A horizontal slash that hits three times and stuns.
Input
Description
In charge range,
An upward slash to knock opponents away.
Usage Tips[]
The Shark Skin: Samehada and its variations surprise with some unique moves and longer combos when compared to the Long Sword. Furthermore it sports a Speed rating of 1 and a Hit rating of 4, meaning that it has the potential for long combos but struggles immensely to string moves together without dropping its target. The attack animation is so slow, in fact, that neither the basic string nor can consistently prevent the target from acting during the wielder's attacks. This problem is less pronounced in the air, however, where its faster aerial moves string together into true combos, provided they connect. The aerial heavy attack is the all around best move these weapons have to offer. It can be used to start combos by lifting opponents up from the ground, extend combos by canceling its animation with jumps or dashes and end combos with decent damage, all while granting Super Armor and beating out other attacks with its reach. A combo consisting of no other move except repeated aerial heavy attacks, while unreasonably inconsistent, would be plausible. Adding attack speed boosts drastically improves the consistency of aerial combos and enables true combos while grounded. Here are some examples to consider integrating into a loadout that wields Samehada, note that temporary buffs can mess with input timing:
Lightning Speed - Increases speed of close range attacks by 10%.
Spark Explosion - Boosts the Secret Technique Gauge's charge speed and close range attack speed. However more cooldown time is required for Ninja Tools.
The aerial heavy attack can be used as a combo starter and beats out other attacks via Super Armor. The jump cancel and dash cancel are used to extend the combo without touching the ground.
Input
Description
In charge range, jump
The charge attack is used as a reliable combo starter. The jump cancel allows for slight homing on the following light attack.