Difference between revisions of "Samurai Shodown/Basara"

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(Added 1.30 framedata for normals, completed special move list)
(Special Moves)
 
(53 intermediate revisions by 5 users not shown)
Line 21: Line 21:
  
 
==Data==
 
==Data==
 +
<!--To make changes to this section, go to Basara's subheader in Samurai_Shodown/System_Data-->
 
{{#lst:Samurai Shodown/System Data|Basara Data}}
 
{{#lst:Samurai Shodown/System Data|Basara Data}}
  
Line 49: Line 50:
 
  |deflect=No  
 
  |deflect=No  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description= Basara does a jabbing poke with his fingers jutting out. Can be used as quick button to interrupt slower actions from the opponent, though 2A is similar but faster. Despite having special cancel properties it does not combo into any specials.
 
  }}
 
  }}
 
}}
 
}}
Line 72: Line 73:
 
  |deflect=Yes  
 
  |deflect=Yes  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description= Basara flings his shuriken straight out in front of him. This move hits a total of three times based on distance from the opponent, he gets more hits the closer he is. This is one of his primary mid ranged poking and spacing tools which can check people running at him or punish whiffed moves at mid screen. Also has slight potential as a far ranged anti-air since there's no hurtbox on the shuriken as it is going out.
 +
 
 +
5B will miss on the following characters if they are they are offensive crouching (2 or 3 input): Basara, Nakoruru, Tam Tam, Rimururu, Kazuki, Shizumaru
 
  }}
 
  }}
 
}}
 
}}
Line 85: Line 88:
 
  |damage=240
 
  |damage=240
 
  |guard=Mid
 
  |guard=Mid
  |startup=18~28
+
  |startup=18
  |active=
+
  |active=10
  |recovery=73
+
  |recovery=45
 
  |hitAdv=-8~+2
 
  |hitAdv=-8~+2
 
  |backhitAdv=
 
  |backhitAdv=
Line 93: Line 96:
 
  |cancel=No
 
  |cancel=No
 
  |clash=  
 
  |clash=  
  |deflect=Yes
+
  |deflect=Disarm
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description= Basara flings his shuriken along the ground and snatches it back up once it reaches about half screen. This is Basara's long range whiff punish tool due to its speed and reach. While it can function as a poke it is prey for deflect and counter moves due to its start-up and travel time, so caution is advised. The move is typically not going to be punished on block if it lands towards the end of the active frames.
 
  }}
 
  }}
 
}}
 
}}
Line 114: Line 117:
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=-2
 
  |blockAdv=-2
  |cancel=
+
  |cancel=Yes
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description= Basara does a jabbing poke with his fingers jutting out. Very similar to 5A in purpose except two frames faster in startup. Use to interrupt or pressure opponent when up close. Like 5A, it has special cancel property but is unable to combo into any specials.
 
  }}
 
  }}
 
}}
 
}}
Line 141: Line 144:
 
  |deflect=No
 
  |deflect=No
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description= Basara flings his shuriken straight out in front of him along the ground. This move hits a total of three times based on distance from the opponent, he gets more hits the closer he is. The primary differences between this and far 5B is that this move is much lower to the ground, has longer horizontal distance and must be blocked crouching. Although slower in startup than its standing counterpart, the low poke can be used to counter opponents who are walking back too much or putting out deflect looking for 5B.
 
  }}
 
  }}
 
}}
 
}}
Line 154: Line 157:
 
  |damage=180
 
  |damage=180
 
  |guard=Mid
 
  |guard=Mid
  |startup=25~31
+
  |startup=25
  |active=
+
  |active=6
  |recovery=73
+
  |recovery=41
 
  |hitAdv=-10~-8
 
  |hitAdv=-10~-8
 
  |backhitAdv=
 
  |backhitAdv=
Line 162: Line 165:
 
  |cancel=No
 
  |cancel=No
 
  |clash=  
 
  |clash=  
  |deflect=Yes
+
  |deflect=Disarm
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description= Basara flings his shuriken into the air. The hitbox is present as the shuriken is rising but not as it is being pulled back. This move can counter opponents who are in the air but to use as a direct anti-air it needs to be used preemptively rather than as a reaction due to its slow start-up time. The long recovery of the move makes Basara especially vulnerable to counter attack if it whiffs. If used as a raw poke, its slow start-up time makes it prey to deflects and counter specials.
 
  }}
 
  }}
 
}}
 
}}
Line 211: Line 214:
 
  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description= Basara holds his shuriken while whipping his hand up to hit his opponent with the chain. This move can be used to punish moves up close. Despite having special cancel property it doesn't combo directly into any special moves.
 
  }}
 
  }}
 
}}
 
}}
Line 232: Line 235:
 
  |cancel=No
 
  |cancel=No
 
  |clash=  
 
  |clash=  
  |deflect=Yes
+
  |deflect=Disarm
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=Basara slashes the opponent with shuriken in hand. Can be used for a stronger punish on larger recovery moves and is typically the button you will combo into after a throw.
 
  }}
 
  }}
 
}}
 
}}
Line 255: Line 258:
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
  |deflect=  
+
  |deflect=No
 
  |unarmed=
 
  |unarmed=
 
  |description=Same as far 2A.
 
  |description=Same as far 2A.
Line 280: Line 283:
 
  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=Basically the same as its standing counterpart except two frames slower and does more damage.
 
  }}
 
  }}
 
}}
 
}}
Line 301: Line 304:
 
  |cancel=No
 
  |cancel=No
 
  |clash=  
 
  |clash=  
  |deflect=Yes
+
  |deflect=Disarm
 
  |unarmed=
 
  |unarmed=
  |description=Block advantage in brackets is if it is blocked on the way back.
+
  |description=Basara flings his shuriken up and then drags it back down. This move does two hits, one when it is thrown out and another as the shuriken is returning back to him.  The two hits will combo on hit and are true block string on block. However, there are some ranges, especially on smaller characters, where the second hit will whiff on opponent leaving Basara open to being counter attacked. Can be used as close range punish due to it's fairly fast startup for a C button.
 +
 
 +
 
 +
Block advantage in brackets is if it is blocked on the way back.
 
  }}
 
  }}
 
}}
 
}}
Line 327: Line 333:
 
  |deflect=No
 
  |deflect=No
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=Basara does a handstand with one arm and kicks straight up into the air. One of Basara's main anti-air tools, it's quick and can be done on reaction. Doesn't hit characters who are crouching with the exception of Genjuro and Earthquake.
 
  }}
 
  }}
 
}}
 
}}
Line 350: Line 356:
 
  |deflect=No  
 
  |deflect=No  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description= Basara leaps into an axe kick. This move is one of Basara's overheads. It can be used to go over moves low to the ground. While it is an overhead, the slow startup time makes it difficult to use in a mixup situation.
 
  }}
 
  }}
 
}}
 
}}
Line 373: Line 379:
 
  |deflect=No  
 
  |deflect=No  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=A standard low kick. One of Basara's faster moves, use to interrupt slower moves or to check opponent walking back during pressure.
 
  }}
 
  }}
 
}}
 
}}
Line 396: Line 402:
 
  |deflect=No  
 
  |deflect=No  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=A standard roundhouse sweep. Low hitting poke that knocks down on hit.
 
  }}
 
  }}
 
}}
 
}}
Line 410: Line 416:
 
  |damage=40
 
  |damage=40
 
  |guard=Mid
 
  |guard=Mid
  |startup=5~10
+
  |startup=5
  |active=
+
  |active=5
  |recovery=27
+
  |recovery=17
 
  |hitAdv=-2~+3
 
  |hitAdv=-2~+3
 
  |backhitAdv=
 
  |backhitAdv=
Line 420: Line 426:
 
  |deflect=No  
 
  |deflect=No  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=Basara does a full body elbow thrust. A fast running poke that can interrupt and even clip people trying to jump away. If the move is spaced out then it cannot be punished, and Basara is given the opportunity of baiting with deflect.<br><br>''66A will miss on the following characters if they are holding down or down-forward (2 or 3 input): Basara, Nakoruru, Tam Tam, Rimururu, Kazuki, Shizumaru''
 
  }}
 
  }}
 
}}
 
}}
Line 441: Line 447:
 
  |cancel=Yes
 
  |cancel=Yes
 
  |clash=  
 
  |clash=  
  |deflect=Yes
+
  |deflect=Disarm
 
  |unarmed=
 
  |unarmed=
  |description=Can be cancelled into specials before it hits.
+
  |description=Basara lifts his shuriken in the air and then slams it down. This move hits overhead. The interesting part of this move is that it can be special canceled as he is holding up the shuriken. This allows Basara to bait with the overhead animation and then immediately switch into command throw onto a waiting opponent for example.
 
  }}
 
  }}
 
}}
 
}}
Line 464: Line 470:
 
  |cancel=No
 
  |cancel=No
 
  |clash=  
 
  |clash=  
  |deflect=Yes
+
  |deflect=Disarm
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=Basara hops then does a large slash while holding shuriken. Running whiff punish for a decent amount of damage.
 
  }}
 
  }}
 
}}
 
}}
Line 489: Line 495:
 
  |deflect=No  
 
  |deflect=No  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=Basically the same move as 3D with the forward momentum from running.
 
  }}
 
  }}
 
}}
 
}}
Line 513: Line 519:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=Basara's crossup. Has light hitstun/blockstun which enables tic throws.
 
  }}
 
  }}
 
}}
 
}}
Line 536: Line 542:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=Basara's air to air attack as well as a far ranged jump-in attack for when you want to bait anti-airs.
 
  }}
 
  }}
 
}}
 
}}
Line 559: Line 565:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=A large downward slash that functions as Basara's standard deep jump-in attack.
 
  }}
 
  }}
 
}}
 
}}
Line 582: Line 588:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description= Fairly standard jumping kick attack, nothing particularly special about it.
 
  }}
 
  }}
 
}}
 
}}
Line 606: Line 612:
 
  |deflect=No  
 
  |deflect=No  
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=
+
  |description=Same attack as 5A
 
  }}
 
  }}
 
}}
 
}}
Line 629: Line 635:
 
  |deflect=No
 
  |deflect=No
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=
+
  |description=Same attack as 2A
 
  }}
 
  }}
 
}}
 
}}
Line 652: Line 658:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=
+
  |description=Jumping chop attack that doesn't have much range.
 
  }}
 
  }}
 
}}
 
}}
Line 675: Line 681:
 
  |deflect=No
 
  |deflect=No
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=
+
  |description=Same attack as 66A
 
  }}
 
  }}
 
}}
 
}}
Line 693: Line 699:
 
  |damage=  
 
  |damage=  
 
  |guard=
 
  |guard=
  |startup=
+
  |startup=3
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=74
  |hitAdv=
+
  |hitAdv=20
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=
 
  |blockAdv=
Line 710: Line 716:
 
  |damage=  
 
  |damage=  
 
  |guard=
 
  |guard=
  |startup=
+
  |startup=5
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=74
  |hitAdv=
+
  |hitAdv=25
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=
 
  |blockAdv=
Line 745: Line 751:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Universal overhead.
+
  |description=Basara does a front flip kick as his universal overhead. Moves Basara forward and can go over fireballs that are low to the ground as well as lows. Knocks down on hit.
 
  }}
 
  }}
 
}}
 
}}
Line 758: Line 764:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=  
+
  |damage=0
  |guard=
+
  |guard=N/A
  |startup=
+
  |startup=1
  |active=
+
  |active=16
  |recovery=
+
  |recovery=22
  |hitAdv=
+
  |hitAdv=N/A
|backhitAdv=
+
  |blockAdv=N/A
  |blockAdv=
+
  |cancel=N/A
  |cancel=
+
  |clash=N/A
  |clash=  
+
  |deflect=N/A
  |deflect=  
+
  |unarmed=Yes
  |unarmed=
+
  |description=Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.<br><br>''Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.''
  |description=Universal dodge.
 
 
  }}
 
  }}
 
}}
 
}}
Line 785: Line 790:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=Armed
 
  |version=Armed
  |damage=  
+
  |damage=0
  |guard=
+
  |guard=N/A
  |startup=
+
  |startup=2
  |active=
+
  |active=11
  |recovery=
+
  |recovery=46
  |hitAdv=
+
  |hitAdv=+35~+59
|backhitAdv=
+
  |blockAdv=N/A
  |blockAdv=
+
  |cancel=N/A
  |cancel=
+
  |clash=N/A
  |clash=  
+
  |deflect=N/A
  |deflect=  
+
  |unarmed=No
  |unarmed=
+
  |description=Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.
  |description=Universal counter. Allows you to follow up with a guaranteed attack of your own. The follow up depends on the strength of the attack you counter. If you counter a heavy slash, your opponent will be disarmed.
 
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=Disarmed
 
  |version=Disarmed
  |damage=  
+
  |damage=0
  |guard=
+
  |guard=N/A
  |startup=
+
  |startup=2
  |active=
+
  |active=12
  |recovery=
+
  |recovery=22
  |hitAdv=
+
  |hitAdv=KD
|backhitAdv=
+
  |blockAdv=N/A
  |blockAdv=
+
  |cancel=N/A
  |cancel=
+
  |clash=N/A
  |clash=  
+
  |deflect=N/A
  |deflect=  
+
  |unarmed=Yes
  |unarmed=
+
  |description=Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.
  |description=Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level used.
 
 
  }}
 
  }}
 
}}
 
}}
Line 854: Line 857:
 
  |damage=
 
  |damage=
 
  |guard=
 
  |guard=
  |startup=
+
  |startup=9
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
 
  |hitAdv=
 
  |hitAdv=
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-44
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Has projectile invulnerability and anti-airs. Damage scales up based on reamaining health.
+
  |description=Has projectile invulnerability and anti-airs. Damage scales up based on remaining health.
 
  }}
 
  }}
 
}}
 
}}
  
==Special Moves==
+
==Command Moves==
  
 
====== <font style="visibility:hidden" size="0">Wall Jump</font> ======
 
====== <font style="visibility:hidden" size="0">Wall Jump</font> ======
Line 874: Line 877:
 
|image=SS_Basara_walljump.png
 
|image=SS_Basara_walljump.png
 
|caption=
 
|caption=
|name=Token Special Move
+
|name=Wall Jump
 
|input=(near wall) j.9
 
|input=(near wall) j.9
 
|data=
 
|data=
Line 890: Line 893:
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=Yes
  |description=
+
  |description=Standard wall jump for added mobility.
 
  }}
 
  }}
 
}}
 
}}
 +
 +
==Special Moves==
  
 
====== <font style="visibility:hidden" size="0">Ground Slash</font> ======
 
====== <font style="visibility:hidden" size="0">Ground Slash</font> ======
Line 904: Line 909:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=A
 
  |version=A
  |damage=
+
  |damage=110
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=35~50 [12]
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=77
  |hitAdv=
+
  |hitAdv=KD
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-12~-10
 
  |cancel=
 
  |cancel=
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=Basara twirls his shuriken in a circular pattern. The hitbox is active throughout most of the animation but disappears right as he's retrieving the shuriken. It hits opponents in the air much sooner than it would hit them on the ground (the sole exception is Earthquake, who is tall enough to get hit on the ground early). Once the attacks makes contact with the opponent or a projectile, Basara immediately ends the attack and retrieves his shuriken no matter where he was in the attack animation. In the case of a projectile clash, the projectile will be nullified unless it is a special projectile (Rimu WFT, Shizu SSM).
 +
 
 +
Its range will extend one character length away Basara before returning. Due to the range it takes up in the air as well as the speed, this move makes for an excellent anti-air.
 +
 
 +
To differentiate it from normal attacks, the shuriken gains a purple and orange glow during the attack.
 +
 
 +
Startup in brackets is against airborne opponents.
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=B
 
  |version=B
  |damage=
+
  |damage=110
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=40~55 [14]
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=89
  |hitAdv=
+
  |hitAdv=KD
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-21~-17
 
  |cancel=
 
  |cancel=
 
  |clash=
 
  |clash=
  |deflect=  
+
  |deflect=
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=This version goes about 3/4s of the screen before returning. All other aspects the same as the light version.
 +
 
 +
Startup in brackets is against airborne opponents.
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=C
 
  |version=C
  |damage=
+
  |damage=110
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=44~59 [16]
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=100
  |hitAdv=
+
  |hitAdv=KD
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-23~-18
 
  |cancel=
 
  |cancel=
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=This version goes almost full screen. All other aspects the same as the light version.
 +
 
 +
Startup in brackets is against airborne opponents.
 
  }}
 
  }}
 
}}
 
}}
Line 963: Line 978:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=A
 
  |version=A
  |damage=
+
  |damage=30
  |guard=
+
  |guard=High
  |startup=
+
  |startup=8
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
  |hitAdv=
+
  |hitAdv=KD
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=
 
  |blockAdv=
Line 974: Line 989:
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=Basara tosses out his shuriken at an angle slightly in front of and below him. The move has falling and landing recovery which makes the move very punishable on block or whiff, can even be punished by SSM by an aware opponent. Opponent must block standing.
 +
 
 +
Once the attacks makes contact with the opponent or a projectile, Basara immediately ends the attack and retrieves his shuriken no matter where he was in the attack animation. In the case of a projectile clash, the projectile will be nullified unless it is a special projectile (Rimu WFT, Shizu SSM).
 +
 
 +
Can be used to bait out anti-airs due to the timing change to his jump. Also can whiff punish any moves that come out while Basara is jumping.
 +
 
 +
To differentiate it from normal attacks, the shuriken gains a purple and orange glow during the attack.
 +
 
 +
Can be done from backdash but due to the angle it comes out at, it isn't likely to hit opponent from that height.
 +
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=B
 
  |version=B
  |damage=
+
  |damage=130
  |guard=
+
  |guard=High
  |startup=
+
  |startup=8
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
  |hitAdv=
+
  |hitAdv=KD
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=
 
  |blockAdv=
Line 991: Line 1,015:
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=Similar to the A version except the move hits at a 45 degree angle downward instead.
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=C
 
  |version=C
  |damage=
+
  |damage=130
  |guard=
+
  |guard=High
  |startup=
+
  |startup=8
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
  |hitAdv=
+
  |hitAdv=KD
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=
 
  |blockAdv=
Line 1,008: Line 1,032:
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=Similar to the above versions except it goes straight out in a horizontal line. This version is the most useful for the backdash version due to its range and attack angle. Very punishable on block like the other versions even when done from backdash. This attack can also function as an air to air for further out opponents.
 
  }}
 
  }}
 
}}
 
}}
Line 1,022: Line 1,046:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=A
 
  |version=A
  |damage=
+
  |damage=20,120
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=27
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=82
  |hitAdv=
+
  |hitAdv=KD[+87]
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-37
 
  |cancel=
 
  |cancel=
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=Stays in place. Has throw invincibility on startup.
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=B
 
  |version=B
  |damage=
+
  |damage=20,120
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=27
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=89
  |hitAdv=
+
  |hitAdv=KD[+79]
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-44
 
  |cancel=
 
  |cancel=
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=Moves Basara forward a bit. Goes behind the opponent if done from too close. Sometimes it can crossup this way but it seems rather buggy/unreliable. Has throw invincibility on startup.
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=C
 
  |version=C
  |damage=
+
  |damage=20,120
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=27
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=93
  |hitAdv=
+
  |hitAdv=KD[+76]
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-48
 
  |cancel=
 
  |cancel=
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=Always tracks where the opponent is. Amazing move to whiffpunish just about anything. Always be ready to trigger this. Has throw invincibility on startup.
 
  }}
 
  }}
 
{{AttackData-SS2019
 
{{AttackData-SS2019
 
  |header=no
 
  |header=no
 
  |version=Rage
 
  |version=Rage
  |damage=
+
  |damage=190 total
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=27
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=93
  |hitAdv=
+
  |hitAdv=KD[+99]
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-44
 
  |cancel=
 
  |cancel=
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=Raged version of C DP adds some damage and gives a better knockdown, other than that it's the same as C DP.
 
  }}
 
  }}
 
}}
 
}}
Line 1,092: Line 1,116:
 
{{MoveData
 
{{MoveData
 
|image=SS_Basara_236D.png
 
|image=SS_Basara_236D.png
|caption=
+
|caption=OREO
 
|name=Soul of The Beast
 
|name=Soul of The Beast
 
|input=236D
 
|input=236D
Line 1,109: Line 1,133:
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=Great move to use after a knockdown, goes up and behind the opponent and then starts to track a bit. Enables combos that are otherwise impossible and forces the opponent to respect you. Try to get this out as often as possible.
 
  }}
 
  }}
 
}}
 
}}
Line 1,134: Line 1,158:
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=Yes
  |description=
+
  |description=Basara sinks into his shadow and is able to move left or right afterwards, and he will reemerge after a set period of time. Capable of crossing up opponent. It is throw invincible on startup.
 +
 
 +
This move can be good for avoiding attacks or possibly mixing opponents up on knockdown. Basara has some slight recovery frames after coming back up from the shadow.
 
  }}
 
  }}
 
}}
 
}}
Line 1,148: Line 1,174:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=120
  |guard=
+
  |guard=High
  |startup=
+
  |startup=3
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
Line 1,159: Line 1,185:
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=Yes
  |description=
+
  |description=Basara stomps on his opponent while in the air. If the attack lands on the opponent, hit or block, he will automatically bounce back up again. He has all of his air actions available again after he bounces back up. He cannot steer himself while bouncing. Can be done while unarmed.
 
  }}
 
  }}
 
}}
 
}}
Line 1,167: Line 1,193:
 
{{MoveData
 
{{MoveData
 
|image=SS_Basara_623D.png
 
|image=SS_Basara_623D.png
|caption=
+
|caption=KAGARIBI!
 
|name=Friendly Rip
 
|name=Friendly Rip
 
|input=623D
 
|input=623D
Line 1,173: Line 1,199:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=150
  |guard=
+
  |guard=Throw
  |startup=
+
  |startup=7
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=54
  |hitAdv=
+
  |hitAdv=KD
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=
 
  |blockAdv=
Line 1,184: Line 1,210:
 
  |clash=
 
  |clash=
 
  |deflect=  
 
  |deflect=  
  |unarmed=
+
  |unarmed=No
  |description=
+
  |description=Like every command grab in this game, this has less whiff recovery than normals grabs so it's a bit safer to attempt this. Knockdown isn't long enough to do a proper puffball setup, but it still knocks down and gives you a ton of space. A valuable tool, even in punishment situations.
 
  }}
 
  }}
 
}}
 
}}
Line 1,202: Line 1,228:
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=35
 
  |hitAdv=
 
  |hitAdv=
 
  |backhitAdv=
 
  |backhitAdv=
Line 1,210: Line 1,236:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=Basara becomes invisible and then sends out a fake to mimic an action. This attack is used to bait opponent into flinching at movement that isn't really there. There are two ways to tell that the movement is fake; the camera only moves if the real Basara is moving and the fake Basara will not have any bloodstains that the real one has. While the fake Basara is committing the fake action, the real Basara is invisible and in a recovery state where he can be hit.
 +
 
 +
A version mimics forward jump.
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
Line 1,219: Line 1,247:
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=35
 
  |hitAdv=
 
  |hitAdv=
 
  |backhitAdv=
 
  |backhitAdv=
Line 1,227: Line 1,255:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description= B version mimics neutral jump.
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
Line 1,236: Line 1,264:
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=35
 
  |hitAdv=
 
  |hitAdv=
 
  |backhitAdv=
 
  |backhitAdv=
Line 1,244: Line 1,272:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=C version mimics back jump.
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
Line 1,253: Line 1,281:
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=35
 
  |hitAdv=
 
  |hitAdv=
 
  |backhitAdv=
 
  |backhitAdv=
Line 1,261: Line 1,289:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=A+D version mimics walking forward.
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
Line 1,270: Line 1,298:
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=35
 
  |hitAdv=
 
  |hitAdv=
 
  |backhitAdv=
 
  |backhitAdv=
Line 1,278: Line 1,306:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=B+D version mimics dashing forward
 
  }}
 
  }}
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
Line 1,287: Line 1,315:
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=35
 
  |hitAdv=
 
  |hitAdv=
 
  |backhitAdv=
 
  |backhitAdv=
Line 1,295: Line 1,323:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=C+D version mimics Shadow Sucker special and moves straight forward.
 
  }}
 
  }}
 
}}
 
}}
Line 1,308: Line 1,336:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=60
  |guard=
+
  |guard=High
  |startup=
+
  |startup=11
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
  |hitAdv=
+
  |hitAdv=KD
 
  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=
 
  |blockAdv=
Line 1,320: Line 1,348:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=Basara does a falling flip kick that knocks opponents down on hit. Can cross up.
 
  }}
 
  }}
 
}}
 
}}
 
  
 
==Supers==
 
==Supers==
Line 1,335: Line 1,362:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=384
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=1+23
  |active=
+
  |active=16
  |recovery=
+
  |recovery=70
  |hitAdv=
+
  |hitAdv=KD
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-62
  |cancel=
+
  |cancel=No
  |clash=  
+
  |clash=No
  |deflect=  
+
  |deflect=No
  |unarmed=
+
  |unarmed=No
  |description=Available only during Max Rage or Rage Explosion. Disarms on hit.
+
  |description=Basara disappears and reappears a moment later to dash straight at the opponent. Upon hitting the opponent, he goes into an animation to finish the attack. This WFT actually has invincibility after the 1st frame, allowing this WFT to be used to punish projectiles or other long recovery moves.<br><br>''Complete invincibility from frames 2-19.''
 +
 
 
  }}
 
  }}
 
}}
 
}}
Line 1,360: Line 1,388:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=100,0,540
  |guard=
+
  |guard=Mid
  |startup=
+
  |startup=10+19
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=115
  |hitAdv=
+
  |hitAdv=KD
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-54
  |cancel=
+
  |cancel=No
  |clash=  
+
  |clash=No
  |deflect=  
+
  |deflect=No
  |unarmed=
+
  |unarmed=No
  |description=Available only once per match.
+
  |description=Basic SSM, has stationary activation and decent horizontal range.
 
  }}
 
  }}
 
}}
 
}}
Line 1,392: Line 1,420:
  
 
==External Links==
 
==External Links==
[https://twitter.com/hashtag/SS_BA?src=hash #SS_BA on Twitter]
+
<!--To make adjustments to Basara's hashtag go to Samurai_Shodown/FAQ-->
 +
*Twitter hashtag: {{#lst:Samurai Shodown/FAQ|Basara Hashtag}}
  
 
{{SS2019}}
 
{{SS2019}}

Latest revision as of 18:31, 24 May 2020

Basara
破沙羅, Basara

Introduction

"Basara the Executioner" (首切り 破沙羅, Kubikiri Basara) is the 3rd DLC character added to SamSho. In the transition to SS7, he kept most of his gimmicks tools making him a very tricky character to play against.

Strengths Weaknesses
  • Great mobility both in air and ground
  • Puff (236D) is a great oki tool that can lead to unblockables
  • 214D can avoid SSMs on reaction
  • Low health
  • A lot of his normals have very high recovery
  • "Kagaribi" voice line is just as bad as Yoshi's "Nadeshiko" in this game

Data

  • Damage Taken: 105%
  • Rage Factor: 0.28
  • Rage Duration: 20 seconds

Gameplan

Similar to the Strategy section of the 5sp wiki pages. List Basara's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
SS Basara 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 7 - 19 0 -3 Yes - No -

Basara does a jabbing poke with his fingers jutting out. Can be used as quick button to interrupt slower actions from the opponent, though 2A is similar but faster. Despite having special cancel properties it does not combo into any specials.

5B
5B
SS Basara 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20,20,60 Mid 12 - 51 -3 -13 No - Yes -

Basara flings his shuriken straight out in front of him. This move hits a total of three times based on distance from the opponent, he gets more hits the closer he is. This is one of his primary mid ranged poking and spacing tools which can check people running at him or punish whiffed moves at mid screen. Also has slight potential as a far ranged anti-air since there's no hurtbox on the shuriken as it is going out.

5B will miss on the following characters if they are they are offensive crouching (2 or 3 input): Basara, Nakoruru, Tam Tam, Rimururu, Kazuki, Shizumaru

5C
5C
SS Basara 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
240 Mid 18 10 45 -8~+2 -22~-12 No - Disarm -

Basara flings his shuriken along the ground and snatches it back up once it reaches about half screen. This is Basara's long range whiff punish tool due to its speed and reach. While it can function as a poke it is prey for deflect and counter moves due to its start-up and travel time, so caution is advised. The move is typically not going to be punished on block if it lands towards the end of the active frames.

2A
2A
SS Basara 2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - 16 1 -2 Yes - - -

Basara does a jabbing poke with his fingers jutting out. Very similar to 5A in purpose except two frames faster in startup. Use to interrupt or pressure opponent when up close. Like 5A, it has special cancel property but is unable to combo into any specials.

2B
2B
SS Basara 2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20,20,50 Low 15 - 58 -7 -17 No - No -

Basara flings his shuriken straight out in front of him along the ground. This move hits a total of three times based on distance from the opponent, he gets more hits the closer he is. The primary differences between this and far 5B is that this move is much lower to the ground, has longer horizontal distance and must be blocked crouching. Although slower in startup than its standing counterpart, the low poke can be used to counter opponents who are walking back too much or putting out deflect looking for 5B.

2C
2C
SS Basara 2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
180 Mid 25 6 41 -10~-8 -20 No - Disarm -

Basara flings his shuriken into the air. The hitbox is present as the shuriken is rising but not as it is being pulled back. This move can counter opponents who are in the air but to use as a direct anti-air it needs to be used preemptively rather than as a reaction due to its slow start-up time. The long recovery of the move makes Basara especially vulnerable to counter attack if it whiffs. If used as a raw poke, its slow start-up time makes it prey to deflects and counter specials.

Near Slashes

n.5A
n.5A
SS Basara n5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 7 - 19 0 -3 Yes - No -

Same as far 5A.

n.5B
n.5B
SS Basara n5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 10 - 34 -2 -12 Yes - Yes -

Basara holds his shuriken while whipping his hand up to hit his opponent with the chain. This move can be used to punish moves up close. Despite having special cancel property it doesn't combo directly into any special moves.

n.5C
n.5C
SS Basara n5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
200 Mid 19 - 48 -2 -28 No - Disarm -

Basara slashes the opponent with shuriken in hand. Can be used for a stronger punish on larger recovery moves and is typically the button you will combo into after a throw.

n.2A
n.2A
SS Basara n2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - 16 1 -2 - - No -

Same as far 2A.

n.2B
n.2B
SS Basara n2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 12 - 35 -1 -12 Yes - Yes -

Basically the same as its standing counterpart except two frames slower and does more damage.

n.2C
n.2C
SS Basara n2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80,120 Mid 15 - 79 -11~-5 -29 [-16~-14] No - Disarm -

Basara flings his shuriken up and then drags it back down. This move does two hits, one when it is thrown out and another as the shuriken is returning back to him. The two hits will combo on hit and are true block string on block. However, there are some ranges, especially on smaller characters, where the second hit will whiff on opponent leaving Basara open to being counter attacked. Can be used as close range punish due to it's fairly fast startup for a C button.


Block advantage in brackets is if it is blocked on the way back.

Kicks

5D
5D
SS Basara 5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 9 - 32 -3 -6 No - No -

Basara does a handstand with one arm and kicks straight up into the air. One of Basara's main anti-air tools, it's quick and can be done on reaction. Doesn't hit characters who are crouching with the exception of Genjuro and Earthquake.

6D
6D
SS Basara 6D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 29 - 49 KD[+82] -5 No - No -

Basara leaps into an axe kick. This move is one of Basara's overheads. It can be used to go over moves low to the ground. While it is an overhead, the slow startup time makes it difficult to use in a mixup situation.

2D
2D
SS Basara 2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 Low 6 - 19 -1 -4 No - No -

A standard low kick. One of Basara's faster moves, use to interrupt slower moves or to check opponent walking back during pressure.

3D
3D
SS Basara 3D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 12 - 40 KD[+96] -12 No - No -

A standard roundhouse sweep. Low hitting poke that knocks down on hit.

Dash Normals

66A
66A
SS Basara 66A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Mid 5 5 17 -2~+3 -9~-4 No - No -

Basara does a full body elbow thrust. A fast running poke that can interrupt and even clip people trying to jump away. If the move is spaced out then it cannot be punished, and Basara is given the opportunity of baiting with deflect.

66A will miss on the following characters if they are holding down or down-forward (2 or 3 input): Basara, Nakoruru, Tam Tam, Rimururu, Kazuki, Shizumaru

66B
66B
SS Basara 66B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 High 24 - 43 KD -35 Yes - Disarm -

Basara lifts his shuriken in the air and then slams it down. This move hits overhead. The interesting part of this move is that it can be special canceled as he is holding up the shuriken. This allows Basara to bait with the overhead animation and then immediately switch into command throw onto a waiting opponent for example.

66C
66C
SS Basara 66C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 Mid 12 - 53 KD -19 No - Disarm -

Basara hops then does a large slash while holding shuriken. Running whiff punish for a decent amount of damage.

66D
66D
SS Basara 66D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 12 - 39 KD[+97] -11 No - No -

Basically the same move as 3D with the forward momentum from running.

Air Normals

j.A
j.A
SS Basara jA.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 7 - - - - - - - -

Basara's crossup. Has light hitstun/blockstun which enables tic throws.

j.B
j.B
SS Basara jB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 High 13 - - - - - - - -

Basara's air to air attack as well as a far ranged jump-in attack for when you want to bait anti-airs.

j.C
j.C
SS Basara jC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 High 14 - - - - - - - -

A large downward slash that functions as Basara's standard deep jump-in attack.

j.D
j.D
SS Basara jD.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 11 - - - - - - - -

Fairly standard jumping kick attack, nothing particularly special about it.

Unarmed Normals

u.5S
u.5S
SS Basara u5S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 7 - 19 0 -3 No - No Yes

Same attack as 5A

u.2S
u.2S
SS Basara u2S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - 16 1 -2 No - No Yes

Same attack as 2A

ju.S
ju.S
SS Basara juS.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 8 - - - - - - - Yes

Jumping chop attack that doesn't have much range.

u.66S
u.66S
SS Basara u66S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 5 - 27 KD -9~-4 No - No Yes

Same attack as 66A

Universal Mechanics

Guard Break
Guard Break (Throw)
5/6C+D / 4C+D
SS Basara 5CD.png
Neutral / Forward Throw
SS Basara 4CD.png
Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Neutral / Forward - - 3 - 74 20 - - - - -

Universal throw. Can be followed up with an attack.

Back - - 5 - 74 25 - - - - -

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Basara 5BC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 High 21 - 44 KD -11 - - - -

Basara does a front flip kick as his universal overhead. Moves Basara forward and can go over fireballs that are low to the ground as well as lows. Knocks down on hit.

Dodge
Dodge
5A+B
SS Basara 5AB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 N/A 1 16 22 N/A N/A N/A N/A N/A Yes

Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.

Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Basara 236AB.png
Counter
SS Basara u236AB.png
Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed 0 N/A 2 11 46 +35~+59 N/A N/A N/A N/A No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.

Disarmed 0 N/A 2 12 22 KD N/A N/A N/A N/A Yes

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.

Rage Explosion
Rage Explosion
5A+B+C
SS Basara 5ABC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 - - - - - - - - - -

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Basara Issen.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 9 - - - -44 - - - -

Has projectile invulnerability and anti-airs. Damage scales up based on remaining health.

Command Moves

Wall Jump
Wall Jump
(near wall) j.9
SS Basara walljump.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes

Standard wall jump for added mobility.

Special Moves

Ground Slash
Ground Slash
236S
SS Basara 236S.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 110 Mid 35~50 [12] - 77 KD -12~-10 - - - No

Basara twirls his shuriken in a circular pattern. The hitbox is active throughout most of the animation but disappears right as he's retrieving the shuriken. It hits opponents in the air much sooner than it would hit them on the ground (the sole exception is Earthquake, who is tall enough to get hit on the ground early). Once the attacks makes contact with the opponent or a projectile, Basara immediately ends the attack and retrieves his shuriken no matter where he was in the attack animation. In the case of a projectile clash, the projectile will be nullified unless it is a special projectile (Rimu WFT, Shizu SSM).

Its range will extend one character length away Basara before returning. Due to the range it takes up in the air as well as the speed, this move makes for an excellent anti-air.

To differentiate it from normal attacks, the shuriken gains a purple and orange glow during the attack.

Startup in brackets is against airborne opponents.

B 110 Mid 40~55 [14] - 89 KD -21~-17 - - - No

This version goes about 3/4s of the screen before returning. All other aspects the same as the light version.

Startup in brackets is against airborne opponents.

C 110 Mid 44~59 [16] - 100 KD -23~-18 - - - No

This version goes almost full screen. All other aspects the same as the light version.

Startup in brackets is against airborne opponents.

Aerial Jab
Aerial Jab
j.236S
SS Basara j236S.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 30 High 8 - - KD - - - - No

Basara tosses out his shuriken at an angle slightly in front of and below him. The move has falling and landing recovery which makes the move very punishable on block or whiff, can even be punished by SSM by an aware opponent. Opponent must block standing.

Once the attacks makes contact with the opponent or a projectile, Basara immediately ends the attack and retrieves his shuriken no matter where he was in the attack animation. In the case of a projectile clash, the projectile will be nullified unless it is a special projectile (Rimu WFT, Shizu SSM).

Can be used to bait out anti-airs due to the timing change to his jump. Also can whiff punish any moves that come out while Basara is jumping.

To differentiate it from normal attacks, the shuriken gains a purple and orange glow during the attack.

Can be done from backdash but due to the angle it comes out at, it isn't likely to hit opponent from that height.

B 130 High 8 - - KD - - - - No

Similar to the A version except the move hits at a 45 degree angle downward instead.

C 130 High 8 - - KD - - - - No

Similar to the above versions except it goes straight out in a horizontal line. This version is the most useful for the backdash version due to its range and attack angle. Very punishable on block like the other versions even when done from backdash. This attack can also function as an air to air for further out opponents.

Shadow Exit
Shadow Exit
623S
SS Basara 623S.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 20,120 Mid 27 - 82 KD[+87] -37 - - - No

Stays in place. Has throw invincibility on startup.

B 20,120 Mid 27 - 89 KD[+79] -44 - - - No

Moves Basara forward a bit. Goes behind the opponent if done from too close. Sometimes it can crossup this way but it seems rather buggy/unreliable. Has throw invincibility on startup.

C 20,120 Mid 27 - 93 KD[+76] -48 - - - No

Always tracks where the opponent is. Amazing move to whiffpunish just about anything. Always be ready to trigger this. Has throw invincibility on startup.

Rage 190 total Mid 27 - 93 KD[+99] -44 - - - No

Raged version of C DP adds some damage and gives a better knockdown, other than that it's the same as C DP.

Soul of The Beast
Soul of The Beast
236D
SS Basara 236D.png
OREO
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - No

Great move to use after a knockdown, goes up and behind the opponent and then starts to track a bit. Enables combos that are otherwise impossible and forces the opponent to respect you. Try to get this out as often as possible.

Shadow Sucker
Shadow Sucker
214D
SS Basara 214D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes

Basara sinks into his shadow and is able to move left or right afterwards, and he will reemerge after a set period of time. Capable of crossing up opponent. It is throw invincible on startup.

This move can be good for avoiding attacks or possibly mixing opponents up on knockdown. Basara has some slight recovery frames after coming back up from the shadow.

Flaying Feet
Flaying Feet
j.2D
SS Basara j2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
120 High 3 - - - - - - - Yes

Basara stomps on his opponent while in the air. If the attack lands on the opponent, hit or block, he will automatically bounce back up again. He has all of his air actions available again after he bounces back up. He cannot steer himself while bouncing. Can be done while unarmed.

Friendly Rip
Friendly Rip
623D
SS Basara 623D.png
KAGARIBI!
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 Throw 7 - 54 KD - - - - No

Like every command grab in this game, this has less whiff recovery than normals grabs so it's a bit safer to attempt this. Knockdown isn't long enough to do a proper puffball setup, but it still knocks down and gives you a ton of space. A valuable tool, even in punishment situations.

Shadow Feint
Shadow Feint
421S or 421S+D
SS Basara 421S.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A - - - - 35 - - - - - -

Basara becomes invisible and then sends out a fake to mimic an action. This attack is used to bait opponent into flinching at movement that isn't really there. There are two ways to tell that the movement is fake; the camera only moves if the real Basara is moving and the fake Basara will not have any bloodstains that the real one has. While the fake Basara is committing the fake action, the real Basara is invisible and in a recovery state where he can be hit.

A version mimics forward jump.

B - - - - 35 - - - - - -

B version mimics neutral jump.

C - - - - 35 - - - - - -

C version mimics back jump.

A+D - - - - 35 - - - - - -

A+D version mimics walking forward.

B+D - - - - 35 - - - - - -

B+D version mimics dashing forward

C+D - - - - 35 - - - - - -

C+D version mimics Shadow Sucker special and moves straight forward.

Skull Cleaver
Skull Cleaver
j.1D or j.3D
SS Basara j1D or j3D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 High 11 - - KD - - - - -

Basara does a falling flip kick that knocks opponents down on hit. Can cross up.

Supers

Weapon Flipping Technique

Shadow Dance Dream Pull
236B+C
SS Basara WFT.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
384 Mid 1+23 16 70 KD -62 No No No No

Basara disappears and reappears a moment later to dash straight at the opponent. Upon hitting the opponent, he goes into an animation to finish the attack. This WFT actually has invincibility after the 1st frame, allowing this WFT to be used to punish projectiles or other long recovery moves.

Complete invincibility from frames 2-19.

Super Special Move

Shadow Dance Deep Abyss
641236C+D
SS Basara SSM.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100,0,540 Mid 10+19 - 115 KD -54 No No No No

Basic SSM, has stationary activation and decent horizontal range.

Combos

List combos, use numpad notation.

Midscreen

Corner

Videos

Link to Basara videos and specify year it was produced or patch version in brackets.

Example: Basara combo video by "name of content creator" (2019).

Colors

SS Basara 1.png
SS Basara 2.png
SS Basara 3.png
SS Basara 4.png


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWuYashamaruYoshitora