Samurai shodown 4 sogetsu bust moves
On hit the bubble will launch an opponent instead of simply leaving them staggered, so Sogetsu usually has to juggle from a spout or his WFT. Sogetsu can input the motion again to pop the bubble, giving it a bit more reach and allowing him to set another bubble straight afterwards. He has a bit less control of the bubble's position and it still takes a long time to set, but he recovers from it very quickly. It is when Sogetsu scores a good knockdown when he can finally set a bubble (236S). Finally, one would do well not to forget about his defensive high-priority jabs and his overhead (6B), which is fairly quick while also crushing low attacks. When Sogetsu is in Rage he has access to two variations of his WFT - one which can anti-air, and one which can punish from anywhere on a grounded opponent. However, not only does he have the crossup j2C to hit behind him, which will cover ranges his stellar jB and jC air-to-airs can not, but when he is cornered he can use Triangle Get Off to make his jumps shorter, allowing him to use his air pokes at hop height and giving him the opportunity to go for a cheeky mixup with j2C if the opponent is close enough to the wall. Of course, his mobility can not go unmentioned though his speed on the ground is terrific for both zipping in and getting out, his jump is still floaty to his detriment. This isn't an amazing counter but it will instantly teleport Sogetsu behind the opponent for a potential punish. A new situational tool Sogetsu gets to play with is his new counter (214D), which will only catch slash attacks. Sogetsu can actually minimise the recovery of a blocked 2C by doing precisely this. 22D, in addition to foreshadowing a teleport which isn't coming, also recovers extremely fast. 623D simply does the animation while Sogetsu recovers quicker, which is great for checking opponents who expect to block the spout before punishing. However, now he has fake versions of these moves to play with. Of course, he can use his spout (623S) to check counter-pokes and his light teleport (22A) to keep his distance, but these are able to be called out by the opponent fairly easily, with the spout still being horrible on block. If these get blocked then Sogetsu has recoil cancel options for days. Sogetsu can throw it out without having to worry about opponents forward hopping over it most of the time now (unless they are running V Spirit), but he must still be mindful of long-ranged moves which can high profile over it, such as Suija's and his own 5C. Both of these are prone to deflects, but 2C, his highly-damaging, low-hitting sweep which also recoil cancels, is not. 5B may also be used for its slightly superior range, but it doesn't special cancel. 2B is a far-reaching, beefy poke which not only recoils on block but is also special cancellable, allowing it to combo nicely into his new rush special (214S). Fortunately, Sogetsu has some of the best pokes in the game. Sogetsu has some really pog setplay, but before you can setplaychamp you must first neutralchamp. Get used to how his static bubbles have been changed and you will be able to play his zoning and setplay game to the fullest. Finally, he went from having one of the absolute worst WFTs in the game to having two very solid ones which both cover different angles and can be combo'd into easily.
![samurai shodown 4 sogetsu bust moves samurai shodown 4 sogetsu bust moves](https://static.wikia.nocookie.net/snk/images/c/ce/Sogetsu_ss2019.png)
Said teleports are now much faster, allowing for greater effectiveness in both keepaway and mixups. To back up his already-solid recoil cancel game, Sogetsu now has fake versions of his spout and teleport specials, and furthermore his far-reaching 2B has been made special cancellable. Sogetsu was not too strong in V Special, so Yuki Enterprise went back to the drawing board and brushed up on his kit.