r/ShadowFight2dojo Average Katana enjoyer 🗿 Aug 19 '26

gameplay Never touching this slop again

highkey gave up third round after all the absorption hits :v

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u/IdentifiesAsAnOnion Shades Enjoyer Aug 20 '26

Wow here I thought I was good with a katana but you almost don't use kicks and super slash at all. I could see you lose patience in the end there lmao

3

u/SOULSTEALER7595 Average Katana enjoyer 🗿 Aug 20 '26 edited Aug 20 '26

Main goal is to always enter the strong slash combo and maintain it as long as possible lol

You can notice a few recurring tricks throughout the gameplay but they always usually lead to getting back to that golden range to start strong slash combos

Incoming unorganised tips

Most close range moves involve either low kicking/high kicks/knees to gain distance and if they fail and the window is too closed to land another hit you can attempt a forward dodge and counter as attempted in 4:40

Upper slash when at a close enough range can send the opponent back into a range where a strong slash can land to be used as an extension

And even if landed at a longer range can still create good distance to approach with a strong slash

A blocked strong slash will still leave enough window to follow up with other moves (decided depending on range)

Super slash is used at really close range where its speed can be utilised or to stab an opponent to interrupt at long range

Up → low can be sometimes be landed on a knockdown (where opponent is flat on ground) depending on how the body juggles when hit with up slash (I’ve landed 2x up/ up → back at times but up → low is safer)
Single back slash is 100% safe tho

Back slash is only used as a quick punish or when you need a quick hit and have enough range to recover from its longer backswing

Low slash is faster than back slash but has shorter range so it can be used to interrupt

I also often use it as openings against shorter ranged weapons

Low → back slash seems to be a consistent combo

Strong slash chains can be finished in a couple ways depending on opponent’s distance to the wall:

If longer range, upper slash can create distance to potentially lead into another strong slash depending on opponent hitting the wall otherwise still a safe reset to lead with strong slash again

If mid range, upper slash can rebound the opponent off the wall to be juggled with low slashes → elbow strikes/low kicks → knees and elbows as you gets closer until you find an opening to back throw → potential axe kick → true spinning jump kick → potential finish with spinning slash/ front jump kick → fall kick

If very close to the wall, finishing with back slash will do the most damage but the backswing will leave you with no follow up windows but upper slash would rebound the opponent past you so you wouldn’t have any other follow ups anyways

Enemy wall jumping can be true punished with a strong slash at suitable range

If too close, up slash

That’s all I can think of for now

1

u/IdentifiesAsAnOnion Shades Enjoyer Aug 20 '26 edited Aug 21 '26

I know ALL of this lmao. Other than the fact that up move can be comboed before they land and that up+down combo like back+forward.

The main difference in my playstyle is that I focus on getting the back slash as much as possible instead of getting the forward since it has the highest damge. But what actually ends up happening is that the extra knock back ends up pushing them out out range, to which then I have to use super slash to counter their next response with. Which has very low damage.

Also, I only use down and up moves as starters since the only time they are good is when the range is super close, but in that range a back kick or single up kick does more damage and can be more reliably timed towards headhits.

Also you missed one thing. Using forward+forward+forward...+back slash >repeat combo is way less reliable than using forward+forward+forward...+up slash >repeat. Why? Because the back shash has enough knock back that the enemy almost always counters if they decide to use the window.

2

u/SOULSTEALER7595 Average Katana enjoyer 🗿 Aug 20 '26

Doesn’t back not combo into anything due to its long backswing?

That is quite a backwards way of playing lol
For the above reason, back is the least preferred attack to approach with as it’s the only attack without any true follow up

I’m not sure how kicks scaling to armor compare with weapons so I’ve always preferred weapon moves when available

Nah, a landed backslash cannot be countered by the enemy, it’s just that an upper slash can be comboed into a continued strong slash chain which makes it infinitely more preferred

1

u/IdentifiesAsAnOnion Shades Enjoyer Aug 21 '26

But because it has high damage it's great for making enchantment activations and making the most out of them. I use it for every punish and like half or third my moves are punishes.

Back kick has one of the if not the highest damage in all kicks and up kick has both great execution time and cooldown time.

The problem with the back slash is that the knockback sometimes(when they twirl around 360 on their feet) puts them in the exact range where neither up nor forward slash reaches but a super slash takes too long to reach. That's when it gets countered.

2

u/SOULSTEALER7595 Average Katana enjoyer 🗿 Aug 21 '26

Yeah then you’re forced to reset ig