Samurai Shodown VI/Kim Ung Che
Original Gaira do not steal
This guy was a nameswap in Fighters Swords, the Korean release of Samurai Shodown III. In addition to retaining all the hair on his head, Kim Ung Che also brings back the ability to run, giving him access to a variety of running normals. Additionally, the big fella has more anti-airs than you can poke a stick at: a leaping catch, an anti-air which hits directly behind him, an air grab and an Ultra Throw which combos into all three. Kim Ung Che is a grappler who is much scarier when you're in the air than when you're on the ground.
- Dash type: Run
- Damage taken: 100%
- Rage retention: 225
- Rage duration: 9 seconds
Ung Che plays similarly to Gaira with practically all the same normals, but he has a run instead of a dash. You are unable to buffer your command grab within the run, as in this game runstops can be freely cancelled into jumps, but you have access to Gaira's old running normals. You've got a shoulder charge for pressure, a pretty good anti-air/punish tool and a high/low mixup in place of your 421S series. Additionally, you have 6B which is a standing overhead. Ung Che has a shout move (214S) which is nowhere near as fast as Gaira's, but it can still reflect fireballs.
It's the anti-air game where Ung Che really starts to shine. In addition to the same beefy air normals and far heavy slash that Gaira has, Ung Che has: a Shootdown Backbreaker which covers different angles per strength (623S), an anti-air which specifically protects Ung Che from crossups and can combo into the Shootdown Backbreaker (214S), an aerial version of Gaira's command throw (jS) and a modified version of Gaira's crossup which alters your air momentum (j421S). Furthermore Ung Che's grounded command throw (S) tosses the opponent up into the air to be combo'd into all of these things. On the ground Ung Che has a unique tool in the form of sumo slaps (236S), in which the heavy version doesn't knock down but can either link into other attacks or serve as a tick into your command throw if you're ballsy enough (but obviously not if it gets blocked because it's really unsafe).
Stick with II Spirit like you would with Gaira as roll cancels are useful for buffering your command grabs and spacing your anti-airs while your new WFT is too good to pass up. IV Spirit gives you a juggle combo which takes the opponent all the way to the corner but he doesn't get anything else out of it.
- 5A - Unchanged.
- 5B - Unchanged.
- 5C - Unchanged.
- 2A - Unchanged.
- 2B - Unchanged.
- 2C - Not special cancellable anymore.
- n5A - Unchanged.
- n5B - Unchanged.
- n5C - Unchanged.
- n2A - Unchanged.
- n2B - Unchanged.
- n2C - Unchanged.
- 5D - Unchanged.
- 6D - Unchanged.
- 2D - Unchanged.
- 3D - Unchanged.
- 66A - Shoulder charge. Looks similar to Gaira's 6C. This doesn't knock down so it gives you a way to buffer into S.
- 66B - Running overhead. Knocks down on hit. Not kara cancellable like you might expect from other running overheads.
- 66C - Very fast swing upward with the beads. Useful as both a punish tool and an anti-air.
- 66D - Running 3D. Knocks down on hit. Use as a low mixup or as an unarmed punish tool.
- njA - Unchanged.
- jA - Unchanged.
- jB - Unchanged.
- njC - Unchanged.
- jC - Unchanged.
- jD - Unchanged.
- u5S - Unchanged.
- u2S - Unchanged.
- u66S - 66A but it knocks down. Useful as an unarmed punish tool due to its momentum and vertical reach.
- juS - Unchanged.
Hyper Slash (I)
- A+B - Unchanged.
6B, can be done unarmed
- Overhead headbutt with a windup. The opponent staggers back on hit.
Shout! - 214S (Samurai Drive), can be done unarmed
- Ung Che braces himself then throws both fists in the air as he shouts. Strength determines the startup and amount of hits. This attack will hit opponents directly above and behind him, but will not hit in front of him. The last hit is cancellable if it connects.
- The active period can reflect fireballs, but not the startup. This makes dealing with Mina arrows much trickier. After blocking a ground shot from her, if you're at fullscreen you have a small amount of time to reflect another ground shot with 214A.
Profound Pummel - 236S (Samurai Drive)
- A long-lost move. Ung Che swings his beads in front of him then thrusts upward with them. Strength determines the startup and amount of hits. 236A is your combo tool.
- 236C can not be cancelled by Samurai Drive, nor will the final hit knock down. However, after the final hit you have enough time to link into something.
Ceiling Slam Grabber - 623S, can be done unarmed
- An anti-air attack similar to Hugo's Shootdown Backbreaker. Despite appearances, an opponent using III Spirit can still air parry it. Mainly used in combos from S.
Circling Beat - S
- A command grab similar to Hugo's Ultra Throw. Will throw an opponent up to the wall, where they will bounce off and allow you to juggle. Strength determines how far they travel after bouncing off the wall. The up input is a problem as you are no longer able to buffer up inputs in runstop without jumping, and you leave the ground the second you press up. Only go for this if you have a good way of buffering into it.
- The 360 motion may be performed in either direction.
Heart Slicer Sky - jS
- Aerial version of Gaira's command grab but it deals less damage. You still have to spin to maximise the damage. III Spirit's air parry will not beat this as it is a true air throw.
- The 360 motion may be performed in either direction.
Centennipierce Slam - j421S, can be done unarmed
- Modified version of Gaira's j2C. Instead of preserving his momentum, Ung Che stops in place and falls backwards. An obvious application is to use this to bait an opponent's own anti-air, because if there's anyone who should be anti-airing it's you.
Toy Transformation - 412146E (II)
Fist Flash Dance - 236AB
- Ung Che throws a palm forward with fast startup and decent range. If it connects on a grounded opponent he starts barraging them with attacks until they are disarmed. If it hits on an aerial opponent or if it misses he will just pause for a bit then recover.
Death In Heaven Grabber - 23623BC (II), 236BC (VI), can be done unarmed
- Enhanced version of 623S. Closely resembles Hugo's Megaton Press.
- n5B/n2B 236A/236AB - Standard combos.
- 2C, 236AB - Link combo.
- 236C, n5B/n2B/236A/236AB - Palm links. Go with a combo from 2B. You can also use the palm thrusts for a command throw setup if you are absolutely sure the opponent isn't holding up.
- S, jC/214S/623S/jS/j421S - Effective juggles from command grab.
- C, 214C 623A - Only when you're cornered. Experiment with the strengths.
Continuous Slash (IV)
- A+B BBC 623S - Amazing corner carry if you pull off the C version but the cancel must be done very early or else you will miss. The first hit of your WFT will actually hit but he won't perform the rest of the sequence.