Difference between revisions of "Samurai Shodown/Kyoshiro Senryo"

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  |deflect=  
 
  |deflect=  
 
  |unarmed=No
 
  |unarmed=No
  |description=Very minus on block but can be a great way to punish projectiles. Once frog initially appears you have 21 frames to react if point blank which can be hard to react to sometimes but not advised as a mixup tool due to how incredibly minus this is.   
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  |description=Can be a great way to punish projectiles. Once frog initially appears you have 21 frames to react if point blank which can be hard to react to sometimes but if they avoid it you're usually in big trouble.   
 
List of moves frog can hop and beat has been made by @NapkinSchematic#2915  
 
List of moves frog can hop and beat has been made by @NapkinSchematic#2915  
 
* <b>Haomaru</b> - Tornado gets beat, easier to react to
 
* <b>Haomaru</b> - Tornado gets beat, easier to react to

Latest revision as of 17:16, 15 August 2019

Kyoshiro Senryo
千両 狂死郎, Senryō Kyōshirō

Introduction

Kyoshiro is a surprisingly traditional zoner with a variety of keepout tools and long-range normals that make it difficult for the opponent to approach him. His gameplay is generally more commital then the other zoners, which gives him a somewhat offensive feel.

His grounded Tsunami Crunch fireballs are very good at making the opponent want to jump, which is a bad idea, since Kyoshiro has some excellent anti-airs that can catch people from basically anywhere. Once the enemy respects Kyoshiro, he can employ his high/low mixups from a distance with 66B and 2B. If they are low on life, he can also chip them out with his Dance of Fire or EX Ragion special moves.

Unfortunately, Kyoshiro’s sluggish movement and abysmally floaty jump make it hard for him to escape being pressured. His DP also lacks proper invincibility. Kyoshiro needs to bide his time until the right situation arises and never let the opponent get the upper hand on him or the round might be over before it really started.

Strengths Weaknesses
  • Great Zoning
  • Some decent mixups
  • High chip damage when in rage
  • Slow movement
  • Very risky in general
  • Has a hard time getting the opponent off of him

Data

  • Damage Taken: 105%
  • Rage Duration: 10 Seconds
  • Tied for 2nd Best Meter Gain

Gameplan

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

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
SS Kyoshiro 5A.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Mid 9 - - -7 - -5 Yes - Yes -

An alright "get off me" poke, but the cancellability doesn't lead to anything.


5B
5B
SS Kyoshiro 5B.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 16 - - -8 - -12 No - Yes -

Good range and decent damage, just a little slow, which seems to be this character's theme.


5C
5C
SS Kyoshiro 5C.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
180+100 Mid 25 - - Knockdown - -16 No - Yes (Disarm) -

Range is a little shorter than 5B.


2A
2A
SS Kyoshiro 2A.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 10 - - -7 - -5 No - Yes -

His best poke thanks to its speed and range. Just don't get too spammy with it.


2B
2B
SS Kyoshiro 2B.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Low 22 - - -9 - -12 No No No -

Hits low with even better range than 2A. Would be amazing if the startup wasn't so slow you could pretty much call this move "telegraphed".


2C
2C
SS Kyoshiro 2C.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
180 Mid 19 - - -5 - -28 No - Yes (Disarm) -

This one is supposed to be used as an anti-air, although startup is slow. Straight up whiffs against crouching characters.


Near Slashes

n.5A
n.5A
SS Kyoshiro n5A.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 5 - - -2 - -5 yes - - -


n.5B
n.5B
SS Kyoshiro n5B.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 8 - - -3 - -8 - - - -


n.5C
n.5C
SS Kyoshiro n5C.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 20 - - -3 - -28 - - - -


n.2A
n.2A
SS Kyoshiro n2A.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 5 - - -1 - -4 Yes - - -


n.2B
n.2B
SS Kyoshiro n2B.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 7 - - +4 - -1 yes - - -


Kicks

5D
5D
SS Kyoshiro 5D.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 6 - - -5 - -8 - - - -


6D
6D
SS Kyoshiro 6D.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 12 - - -4 - -7 - - - -


2D
2D
SS Kyoshiro 2D.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 6 - - -5 - -2 - - - -


3D
3D
SS Kyoshiro 3D.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 14 - - KD - -25 - - - -


Dash Normals

66A
66A
SS Kyoshiro 66A.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 8 - - -4 - -7 - - - -


66B
66B
SS Kyoshiro 66B.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 23 - - KD - -24 - - - -


66C
66C
SS Kyoshiro 66C.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 17 - - KD - -24 - - - -


66D
66D
SS Kyoshiro 66D.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 11 - - KD - -27 - - - -


Air Normals

j.A
j.A
SS Kyoshiro jA.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 6 - - - - - - - - -


j.B
j.B
SS Kyoshiro jB.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 12 - - - - - - - - -


j.C
j.C
SS Kyoshiro jC.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 17 - - - - - - - - -


j.D
j.D
SS Kyoshiro jD.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 12 - - - - - - - - -


Unarmed Normals

u.5S
u.5S
SS Kyoshiro u5S.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 8 - - -3 - -8 - - - Yes


u.2S
u.2S
SS Kyoshiro u2S.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 6 - - 0 - -5 - - - Yes


ju.S
ju.S
SS Kyoshiro juS.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 6 - - - - - - - - Yes


u.66S
u.66S
SS Kyoshiro u66S.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes


Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D Forward Throw Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Back - - - - - - - - - - - -

Universal throw. Can be followed up with an attack.

Forward - - - - - - - - - - - -

Universal throw. Can be followed up with an attack.


Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Kyoshiro 5BC.png
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 24(20 unarmed) - - KD - -13 - - - Yes

Universal overhead.


Dodge
Dodge
5A+B
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -

Universal dodge.


Counter / Blade Catch
Counter / Blade Catch
236A+B Counter Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed - - - - - - - - - - - -

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.

Disarmed - - - - - - - - - - - -

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


Rage Explosion
Rage Explosion
5A+B+C
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 - - - - - - - - - - -

Unblockable pushback attack.


Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - -

Has projectile invulnerability and anti-airs. Damage scales up beased on reamaining health.


Command Moves

Crouch Walk
Crouch Walk
1 or 3 Crouch Walk
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - - Yes

Kyoshiro walks while crouching


Special Moves

Tsunami Crunch
Tsunami Crunch
236S
SS Kyoshiro 236S.png
Tsunami Crunch
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light - - 18 - - -16 - -16 - - - Yes
Medium - - 20 - - -23 - -23 - - - Yes
Heavy - - 23 - - -25 - -25 - - - Yes

Ground projectile.


Dance of Fire
Dance of Fire
421S
SS Kyoshiro 421S.png
Dance of Fire
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light - - 34 - - KD - -13 - - - Yes
Medium - - 36 - - KD - -15 - - - Yes
Heavy - - 41 - - KD - -20 - - - Yes

A fire breath attack.


Lion's Tail Blast
Ragion Lion's Tail Blast
214HS
SS Kyoshiro 214S.png
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light - - 20 - - KD - -60 - - - No
Medium - - 25 - - KD - -56 - - - No
Heavy - - 43 - - KD - -46 - - - No

Token Special Move description

Rage - - - - - - - - - - - No

Token Special Move description


Twisting Heavens
Twisting Heavens
623S
SS Kyoshiro 623S.png
Twisting Heavens
Version Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light - - 14 - - KD - -24 - - - No
Medium - - 14 - - KD - -51 - - - No
Heavy - - 14 - - KD - -92 - - - No

Token Special Move description. For more info on how to add rekkas, stance moves, etc. go to Template:MoveData for examples.


Smoldering Blood Pounce
Smoldering Blood Pounce
j.2S
SS Kyoshiro j2S.png
Smoldering Blood Pounce
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 10 - - KD - - - - - No

Has recovery when landing making it unsafe on block. Supposedly can do it from backdash as well


Toad Plague
Toad Plague
214K
SS Kyoshiro 214K.png
Toad Plague
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
240 Unblockable 35 - - KD - - No - - No

Can be a great way to punish projectiles. Once frog initially appears you have 21 frames to react if point blank which can be hard to react to sometimes but if they avoid it you're usually in big trouble. List of moves frog can hop and beat has been made by @NapkinSchematic#2915

  • Haomaru - Tornado gets beat, easier to react to
  • Nakoruru - Mamahaha will go through Kyo if the tongue touches Nakoruru
  • Yashamaru - Spear goes through Kyo, but Yash lands too far away to get licked up, sometimes it trades, and Kyo gets hit by the spear, but the follow up for Yash doesn't occur. It's like Kyo gets knocked off the frog, and that's it. Regardless you should block it due to how incredibly minus the projectile is for Yashamaru.
  • Galford - His plasma blade gets beat outright. It goes under the frog, or he gets licked, and the fireball gets eaten up too.
  • Ukyo - If he counters the Tsunami Blast with the Swallow Counter (Tsubame Gaeshi?) you can hop over the returning wave with the Frog... It's only looking like it's possible full screen, it comes back really fast.
  • Jubei - All versions of Jubei's fireballs get hopped, and Jubei gets licked. Frog is a problem for Jubei.
  • Tam Tam - Low skulls get licked. If low skull -> High skull happens, frog has to lick up Tam Tam before the other skull makes contact. (high skull can knock kyo off the frog). If Tam Tam gets licked before the high skull hits Kyo, he gets licked, Skull passes through Kyo. All three low skulls get licked. Fire pillar knocks Kyo off Frog.
  • Hanzo - All versions of his bouncy fireballs goes under frog, he gets licked.
  • Genjuro - All Versions of card get licked. Card goes under Kyo, Genj gets licked.
  • Earthquake - More Earthquake moves need to be tested. Frog can beat his 2C but it's fast. Anyway, he gets licked if you can react in time.
  • Charlotte - The normal power gradation will knock Kyo off the frog. If frog licks her before the power gradation hits, it disappears and She gets licked. Neat. If she is charging C power gradation, she gets licked. Frog licks through the Splash Gradation (WFT)(you can just lick through the star)
  • Ruixiang - low blue fireball gets licks, mid and high blue fireballs knock kyo off the frog. If frog licks her before the mid/high fireballs hit, she gets swallowed. They are fast though.


Supers

Weapon Flipping Technique

Flesh and Blood Fandango
236B+C
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 15 - - KD - -55 - - - -

Available only during Max Rage or Rage Explosion. Disarms on hit.


Super Special Move

Eighteen Best Kabuki Plays "Revolving Stage"
641236C+D
Damage Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 27 - - KD - -68 - - - -

Available only once per match.


Combos

List combos, use numpad notation.

Midscreen

c.5A 623A

c.5B 623S

c.5B 236A

c.5B 214A

c.5B 236B+C

4/6C+D 236B+C

Deep j.C c.5B 236B+C

Corner

5C+D, c.5B, 236B+C

Videos

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

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

Colors


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch Notes

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruJubeiKazukiKyoshiroNakoruruRimururuShikiShizumaruTam TamUkyoWan-FuWuYashamaruYoshitora