Difference between revisions of "Samurai Shodown/Shizumaru Hisame"

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(Crazy Downpour)
 
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The reward, however, is massive, and makes his damage potential some of the highest in the entire game come round 2. He may feel a little outmatched on the ground sometimes but slip up once, and Shizumaru might just take the round from a single mistake.
 
The reward, however, is massive, and makes his damage potential some of the highest in the entire game come round 2. He may feel a little outmatched on the ground sometimes but slip up once, and Shizumaru might just take the round from a single mistake.
 
  
 
{|  
 
{|  
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==Data==
 
==Data==
 +
<!--To make changes to this section, go to Shizumaru's subheader in Samurai_Shodown/System_Data-->
 
{{#lst:Samurai Shodown/System Data|Shizumaru Data}}
 
{{#lst:Samurai Shodown/System Data|Shizumaru Data}}
  
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====Switching charge====
 
====Switching charge====
 +
 +
A good habit to get into is to never press and let go of a button but instead always holding it down. Even if you do not intend to keep holding it down, it gives you the option to choose. So if you're holding A, and then pressed C to poke/punish with Heavy Slash, keep holding down both buttons until you made up your mind which button you want to free up.
 +
 +
Other good ways and spots to switch the button you're currently holding is during the recovery of any move (mostly specials such as DP after a punish) or by masking it with a 2D (eg hold A, whiff 2D, switch to holding C).
 +
 +
It's important to always have a plan as to why you're holding which button. For example, holding A or B keeps you from using deflect, so in situations where you're soon likely to be able to land one, you want to plan ahead and free it up in time.
 +
 +
Concrete example: You're holding A and attempt to hit the opponent with a 5C, but it was blocked. If you kept holding A here, you're not able to recoil cancel into deflect and are defenseless against attempts by the opponent to punish with a Slash of their own. Instead, you want to hold A, press 5C and keep holding C, and if it was blocked, you can attempt to deflect. In case you're deciding to deflect, always switch back to holding A after deflecting (ie doing 236[A]+B and holding A), because if the deflect was successful you want your C button to be free'd up for a SSM.
 +
 +
Think of different situations where you want to juggle buttons around like this and incorporate these drills into your practice sessions!
  
 
====Lv4 vs Lv5====
 
====Lv4 vs Lv5====
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====Managing levels====
 
====Managing levels====
As said above, only Lv4 and Lv5 are worth using. There are two magic numbers that you need to memorize - 13 and 50. This is the amount of in-game time needed to charge to Lv4 resp. Lv5. ALWAYS keep track of the round timer to determine which level you are currently on. In the first round, assuming nothing stops the timer (like RE), you hit Lv4 as soon as the timer reaches 47 and Lv5 as soon as it reaches 10. If either of you die when the timer shows 24, that means 36 Samsho seconds have passed, so you'll have Lv5 in the second round when the timer hits 46. Utilizing the timer to determine your current charge level is a very simple but powerful technique, and nothing feels more satisfying to go through a fireball right as you hit that Lv5. Get into this habit as soon as possible.
+
As said above, only Lv4 and Lv5 are worth using. There are two magic numbers that you need to memorize - 13 and 50. This is the amount of in-game time needed to charge to Lv4 resp. Lv5. ALWAYS keep track of the round timer to determine which level you are currently on. In the first round, assuming nothing stops the timer (like RE), you hit Lv4 as soon as the timer reaches 47 and Lv5 as soon as it reaches 10. If either of you die when the timer shows 24, that means 36 Samsho seconds have passed, so you'll have Lv5 in the second round when the timer hits 46. Utilizing the timer to determine your current charge level is a very simple but powerful technique, and nothing feels more satisfying than to go through a fireball right as you hit that Lv5. Get into this habit as soon as possible.
  
 
==Normal Moves==
 
==Normal Moves==
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  |unarmed=No
 
  |unarmed=No
 
  |description= As one might expect from a student of Haoh, Shizu borrows heavily from Haohmaru's most iconic button. Covers decent range and is much faster than Haoh's far 5C, but in exchange does slightly less damage. A good button to whiff punish with.
 
  |description= As one might expect from a student of Haoh, Shizu borrows heavily from Haohmaru's most iconic button. Covers decent range and is much faster than Haoh's far 5C, but in exchange does slightly less damage. A good button to whiff punish with.
 +
}}
 
}}
 
}}
  
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  |backhitAdv=
 
  |backhitAdv=
 
  |blockAdv=
 
  |blockAdv=
  |cancel=
+
  |cancel=Yes
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=
+
  |description=Same as far 2A.
 
  }}
 
  }}
 
}}
 
}}
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}}
 
}}
  
====== <font style="visibility:hidden" size="0">Crazy Downpourr</font> ======
+
====== <font style="visibility:hidden" size="0">Crazy Downpour</font> ======
 
{{MoveData
 
{{MoveData
 
|image=SS_Shizumaru_holdS.png
 
|image=SS_Shizumaru_holdS.png
|caption=
+
|caption="Ikuzo! Amanagare Kyourakuzan!"
 
|name=Crazy Downpour
 
|name=Crazy Downpour
 
|input=S (Hold and Release)
 
|input=S (Hold and Release)
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  |deflect=No  
 
  |deflect=No  
 
  |unarmed=No
 
  |unarmed=No
  |description=First version which starts to have startup invincibility, however it doesn't last until the active frames so this cannot be used against projectiles and might still get stuff by the opponent's buttons. Takes 20 real seconds or ~13 Samsho seconds to charge.
+
  |description=First version which has startup invincibility, however it doesn't last until the active frames so this cannot be used against projectiles and might still get stuffed by the opponent's buttons. Takes 20 real seconds or ~13 Samsho seconds to charge.
 
  }}
 
  }}
 
{{AttackData-SS2019
 
{{AttackData-SS2019
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List combos, use numpad notation.
 
List combos, use numpad notation.
 
===Midscreen===
 
===Midscreen===
*Throw, 66B > 623C
+
*Throw, 66B > 623C/WFT
 
*Throw, 2C(2nd hit only) > KRZ
 
*Throw, 2C(2nd hit only) > KRZ
 
**The first hit of 2C will whiff here, so only the second and third hit will hit. You want to cancel on the 2nd hit of 2C, aka when the 2C hits the first time in this combo.
 
**The first hit of 2C will whiff here, so only the second and third hit will hit. You want to cancel on the 2nd hit of 2C, aka when the 2C hits the first time in this combo.
  
*2B > KRZ
+
*j.B or j.C, 2B(1) > KRZ
*far 5B or 66B > 623C
+
*j.B or j.C, n.5B > 623C/WFT
*n.5A or n.2A > 623A
+
 
 +
*2A > 623A/B
 +
*5D > 623A/B
 +
** These are your punishers for minimally unsafe moves, like spaced slides and such. 5D is only 1f slower than 2A but has more range and does more damage.
 +
 
 +
*66B > 623C/WFT
 +
** Go-to punish for farther ranges
  
 
*2C > 214S
 
*2C > 214S
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==External Links==
 
==External Links==
 +
<!--To make adjustments to Shizumaru's hashtag go to Samurai_Shodown/FAQ-->
 +
*Twitter hashtag: {{#lst:Samurai Shodown/FAQ|Shizumaru Hashtag}}
 
*[https://twitter.com/foulu_skyo/status/1173825690795331584 Shizumaru Frame Data]
 
*[https://twitter.com/foulu_skyo/status/1173825690795331584 Shizumaru Frame Data]
*[https://twitter.com/hashtag/#SS_SH?src=hash #SS_SH on Twitter]
 
  
 
{{SS2019}}
 
{{SS2019}}

Latest revision as of 05:52, 6 November 2019

Shizumaru
緋雨 閑丸, Hisame Shizumaru

Introduction

Shizumaru is a well-rounded, technical fighter who can play offense and defense equally well. His range is slightly shorter than most other characters but he makes up for it with big damage, great mobility and strong defense.

While Shizu can be played at any level and do well, he has arguably one of the highest skill ceilings out of any character in the game due to his instant overhead setup and Crazy Downpour special move (also called Kyourakuzan or KRZ, or TAP as a reference to the signature move from Boxer from the Street Fighter Series, the Turn-Around Punch). Holding down any slash (A, B, C) will charge the attack, with the strongest version taking a full 80 seconds to charge up. Experienced players will switch which button is held down regularly. Reading the situation correctly and changing your buttons on the fly is a big part of Shizu’s executional demand as a character.

The reward, however, is massive, and makes his damage potential some of the highest in the entire game come round 2. He may feel a little outmatched on the ground sometimes but slip up once, and Shizumaru might just take the round from a single mistake.

Strengths Weaknesses
  • Strong tools for any situation
  • Insanely high burst damage potential
  • Great mobility and short hurtbox
  • Below average range
  • Predictable ground game
  • Requires decent execution and/or situational awareness to play optimally.

Data

  • Damage Taken: 105%
  • Rage Duration: 9 seconds

Gameplan

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

Neutral

Okizeme

Charging KRZ/TAP

General

When playing as Shizumaru, you need to get into the habit of holding down any Slash button (A, B or C) at all points during the match to charge KRZ. This move is your biggest joker and enables you to blow through anything the opponent does, doing a huge amount of unburstable damage. This gives you great comeback potential or a way to close out a round or match before the opponent can use their rage explosion. Because of the huge threat this move poses, your opponent might also hesitate a bit more, giving you more opportunities to hit them before they hit you.

To charge KRZ, you don't have to stick to a single button - you can switch around buttons and still keep the charge, as long as a Slash button is held down at all times. Because of the nature of holding down a button, you won't have access to certain moves in neutral game. Apart from the obvious normals and specials, these are:

  • While holding A: No spotdodge or deflect.
  • While holding B: No spotdodge, deflect or universal overhead. Notable: No antiair 623B.
  • While holding C: No throw, universal overhead or SSM. Notable: No invincible 623C.

It helps to think of charging TAP as a stance. Holding C is the defensive/neutral stance - you have access to quick normals to halt your opponent's approach, and you can deflect and spotdodge, but you lack the access to a quick whiffpunish in 5C and cannot use throws or SSM. You also have no invincible attack while holding C. Holding A is the offensive stance - you can't do quick pokes and cannot deflect or spotdodge, but you can deal heavy damage with 5C and can throw. B is sort of a mixture of these two, but most noteably you cannot do your best grounded antiair attack (623B) so this leaves you only with low reward antiairs like j.A and such.

Switching charge

A good habit to get into is to never press and let go of a button but instead always holding it down. Even if you do not intend to keep holding it down, it gives you the option to choose. So if you're holding A, and then pressed C to poke/punish with Heavy Slash, keep holding down both buttons until you made up your mind which button you want to free up.

Other good ways and spots to switch the button you're currently holding is during the recovery of any move (mostly specials such as DP after a punish) or by masking it with a 2D (eg hold A, whiff 2D, switch to holding C).

It's important to always have a plan as to why you're holding which button. For example, holding A or B keeps you from using deflect, so in situations where you're soon likely to be able to land one, you want to plan ahead and free it up in time.

Concrete example: You're holding A and attempt to hit the opponent with a 5C, but it was blocked. If you kept holding A here, you're not able to recoil cancel into deflect and are defenseless against attempts by the opponent to punish with a Slash of their own. Instead, you want to hold A, press 5C and keep holding C, and if it was blocked, you can attempt to deflect. In case you're deciding to deflect, always switch back to holding A after deflecting (ie doing 236[A]+B and holding A), because if the deflect was successful you want your C button to be free'd up for a SSM.

Think of different situations where you want to juggle buttons around like this and incorporate these drills into your practice sessions!

Lv4 vs Lv5

Lv1, Lv2 and Lv3 KRZ are fairly useless, which is good because it lets us focus on the two important ones: Lv4 and Lv5. These are probably the only ones you want to use. Let's compare these two: Lv5 takes four times as long to charge compared to Lv4 (80s vs 20s, or 50 Samsho seconds vs ~13 Samsho seconds) while only adding a fraction of the damage, so Lv4 has a way better damage-to-chargetime ratio. Lv5 however is of course completely invincible, whereas Lv4's invincibility runs out before the active frames.

What this basically means that if you can land Lv4 KRZ as soon as you get it, you will do a lot more damage over the course of a match than landing a single Lv5 KRZ. This especially makes Shizu's throw very potent, as KRZ can be easily comboed from it. However, reliably landing Lv4 every time after exactly 20s is unrealistic, and every second you "waste" after you get Lv4 makes you lose on DPS, which makes waiting for access to a horizontal shoryuken more attractive. In the end, which version you prefer to use is up to your playstyle. With that being said, closing out the first round (or second if you lost the first one and whiffed a KRZ already) by using a guaranteed Lv4 is probably always worth it, so don't hesitate to use it this way.

Managing levels

As said above, only Lv4 and Lv5 are worth using. There are two magic numbers that you need to memorize - 13 and 50. This is the amount of in-game time needed to charge to Lv4 resp. Lv5. ALWAYS keep track of the round timer to determine which level you are currently on. In the first round, assuming nothing stops the timer (like RE), you hit Lv4 as soon as the timer reaches 47 and Lv5 as soon as it reaches 10. If either of you die when the timer shows 24, that means 36 Samsho seconds have passed, so you'll have Lv5 in the second round when the timer hits 46. Utilizing the timer to determine your current charge level is a very simple but powerful technique, and nothing feels more satisfying than to go through a fireball right as you hit that Lv5. Get into this habit as soon as possible.

Normal Moves

Far Slashes

5A
5A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 - 9 - - -2 -5 - - Yes No

Shizu pokes forward with the umbrella tip. Great poke with more range than the average A button but the same speed as most. Useful for stuffing careless approaches safely.


5B
5B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 - 11 - - -4 -12 - - Yes No

Shizu swats away at the opponent with his umbrella. A slightly further reach, extra damage, and only 2 frames of extra startup make this a very viable poking alternative to 5A, but at -12 Shizu will now be gambling a punish, such as Ukyo's notorious 6D or tsubame.


5C
5C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
270 - 19 - - -7 -16 - - Yes (Disarms) No

As one might expect from a student of Haoh, Shizu borrows heavily from Haohmaru's most iconic button. Covers decent range and is much faster than Haoh's far 5C, but in exchange does slightly less damage. A good button to whiff punish with.


2A
2A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 - 5 - - +1 -5 Yes - Yes No


2B
2B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20,60 - 9 - - -2 -12 Yes - Yes No

A 2-hit attack which actually has enough hitstun to combo into KRZ unlike far 5B or 66B, however due to its short range you'll have trouble getting into situations to land it.


2C
2C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30,30,100 Low 18,19,20 - - -3 -28 Yes - - No

This is a 3-hit heavy slash which hits low. The first two hits can be special cancelled. Depending on the range the first hit might whiff, so if you intend to cancel out of it you need to be aware of your spacing.


Near Slashes

n.5A
n.5A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 - 4 - - 0 -5 - - Yes No


n.5B
n.5B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 - 9 - - -3 -12 - - Yes No

Similar to far 5B, except he draws his sword instead of swiping with his umbrella. This can be special cancelled.


n.5C
n.5C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
200 - 19 - - -2 -5 - - Yes (Disarms) No


n.2A
n.2A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - Yes - - -

Same as far 2A.


n.2B
n.2B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -


n.2C
n.2C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -


Kicks

5D
5D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 - 6 - - -4 -7 Yes - No Yes


6D
6D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 - 9 - - -4 -7 Yes - No Yes


2D
2D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 Low 5 - - 0 -3 - - No Yes


3D
3D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 8 - - +102 -14 - - No Yes

Knocks down the opponent.


Dash Normals

66A
66A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 - 7 - - 0 -18 - - Yes No


66B
66B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 - 10 - - -3 -35 Yes - Yes (Disarms) No

Similar to far 5B, but much worse on block. Nonetheless this can be special cancelled, making it Shizu's go-to button when punishing something from afar.


66C
66C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
140 - 12 - - +97 -16 - - Yes (Disarms) No

Knocks down the opponent. Does pitiful damage for a heavy slash, no real reason to use this over 66B.


66D
66D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 7~11 - - +102 -13~-9 - No No Yes

Knocks down the opponent.


Air Normals

j.A
j.A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 5 - - - - No - No No


j.B
j.B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 High 13 - - - - No - No No

Amazing aerial, can be used both as an air-to-air and as a jumpin. Can also cross up, which is especially useful because float gives you a lot of control over your jump-in angle.


j.C
j.C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 High 11,12 - - - - No - No No


j.D
j.D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 8 - - - - No - No Yes


Unarmed Normals

u.5S
u.5S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 - 7 - - 0 -5 - No No Yes


u.2S
u.2S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 - 6 - - +2 -3 - No No Yes


ju.S
ju.S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 5 - - - - - No No Yes


u.66S
u.66S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 - 10 - - +109 -4 - No No Yes

Knocks down on hit.


Universal Mechanics

Guard Break
Guard Break (Throw)
5/6C+D / 4C+D Neutral / Forward Throw Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Neutral / Forward 0 No 3 - 74 +20 - - - No Yes

Universal throw. Can be followed up with an attack. Scales followup attacks down to 80% damage.

Back 0 No 5 - - +25 - - - No Yes

Universal throw. Can be followed up with an attack. Scales followup attacks down to 80% damage.


Surprise Attack
Surprise Attack (Overhead)
5B+C
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed 60 High 20 - - +76 -14 - - - No

Universal overhead. Knocks down the opponent.

Unarmed 60 High 20 - - +78 -12 - - - Only

Universal overhead. Knocks down the opponent.


Dodge
Dodge
5A+B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 1 10~16 22~28 - - - - - -

Universal dodge. Invulnerable to all attacks frames 1-10, still dodges strikes frames 10-16.


Counter / Blade Catch
Counter / Blade Catch
236A+B Counter Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed - - 2 10 - - - - - - No

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 - - - - - - - - - - Only

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 Block Adv Cancel Weapon Clash Deflectable Unarmed
0 - - - - - - - - - No

Unblockable pushback attack. Keep in mind that you have to give up charging KRZ to activate Rage Explosion, so think twice before you do this.


Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - No - No No

Has complete invulnerability. Damage scales based on the amount of Rage Explosion meter remaining when issen is landed. RE meter is based on missing HP.

NOTE: Using Rage Explosion gives up TAP completely. Due to this, and the additional threat of Shizu's comboable WFT, using RE on Shizu should be an absolute last resort.


Command Moves

Wall Jump
Wall Jump
(near wall)9
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes

Shizumaru can jump off walls.


Special Moves

Mist Blast
Mist Blast
236S
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light - - - - - - - No - No No

Quickest startup but shortest range. Unsafe on block unless spaced perfectly. Very hard to utilize this correctly compared to the other two version.

Medium - - - - - - - No - No No

Medium startup and range.

Heavy - - - - - - - No - No No

Slowest startup but longest range. Recovers very quickly, if an opponent tried to jump over it on reaction you can most of the time still antiair them. Keep in mind that you are in a disarmed state for a short while after you have thrown the umbrella, which means you won't have access to a DP to antiair with. However you can still use a heavily disjointed u.5S as an antiair.


Cross Current Slicer
Cross Current Slicer
623S
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light - - - - - - - No - No No
Medium - - - - - - - No - No No

Has invincibilty against air-attacks, making this a useful antiair move.

Heavy - - - - - - - No - No No

Full startup invincibility, can use this as a reversal or to yolo after a blocked slash. Say goodbye to your lifebar if any of these are blocked though.

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


Freezing Rain Repeller
Freezing Rain Repeller
236D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - No No

A projectile reflector which also deals a physical hit up close. Does little damage but comes out very quick. Can sometimes be cute with this during recoil cancel situations but you should mostly stick to its intended purpose as an anti-fireball tool.


May Shower Slice
May Shower Slice
214S
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light - - - - - - - No - No No
Medium - - - - - - - No - No No
Heavy - - - - - - - No - No No


Rains of Time
Rains of Time
j.2D Pogo Attack
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - No No


Dreadful Drizzle
Dreadful Drizzle
j.8S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - No No

Shizumaru opens up his umbrella, halts his momentum if done from a diagonal jump and slowly floats down to the ground. Can be cancelled at any point by hitting 1,2 or 3. After cancelling it this way, you can reopen the umbrella by doing 7S, 8S or 9S again. This can be repeated as often as you want/can. You can also steer left and right, but this has a noticeable amount of delay. A very good move to annoy the opponent and bait them into doing something stupid.


Lightning Rain
Lightning Rain
B+C during Dreadful Drizzle
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - No No

A very good attack out of float to whiffpunish with. Crazy unsafe on block so make sure this will hit. Does little damage on an aerial opponent.


Crazy Downpour
Crazy Downpour
S (Hold and Release) "Ikuzo! Amanagare Kyourakuzan!"
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Lvl1 - - - - - - - No - No No
Lvl2 - - - - - - - No - No No
Lvl3 - - - - - - - No - No No
Lvl4 - - - - - - - No - No No

First version which has startup invincibility, however it doesn't last until the active frames so this cannot be used against projectiles and might still get stuffed by the opponent's buttons. Takes 20 real seconds or ~13 Samsho seconds to charge.

Lvl5 - - - - - - - No - No No

Full startup invincibility and a whopping 500 damage, this is basically a slower Issen that you can use anytime, provided you got it locked and loaded. Very scary for the opponent and enables you to blow through a variety of attacks, including projectiles. Can also be used as an antiair. Takes 80 real seconds or 50 Samsho seconds to charge.


Supers

Weapon Flipping Technique

Hurricane Shredder Slash
236B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50, 300 - 1+12~27 - - - -38 - - No No

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


Super Special Move

Demon Memory: Heaven's Tears
641236C+D Slayer - Raining Blood
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100, 600 - 10+20~38 - - - -47~-29 - - No No

Invincibility on frames 1~10. Available only once per match. One of the best SSMs in the game because it goes fullscreen and blasts through any projectile, including moves like Yashamaru's or Jubei's WFT.


Combos

List combos, use numpad notation.

Midscreen

  • Throw, 66B > 623C/WFT
  • Throw, 2C(2nd hit only) > KRZ
    • The first hit of 2C will whiff here, so only the second and third hit will hit. You want to cancel on the 2nd hit of 2C, aka when the 2C hits the first time in this combo.
  • j.B or j.C, 2B(1) > KRZ
  • j.B or j.C, n.5B > 623C/WFT
  • 2A > 623A/B
  • 5D > 623A/B
    • These are your punishers for minimally unsafe moves, like spaced slides and such. 5D is only 1f slower than 2A but has more range and does more damage.
  • 66B > 623C/WFT
    • Go-to punish for farther ranges
  • 2C > 214S
  • backdash j.8S~2~j.L, land, 66B, 623C
  • backdash j.8S~2~j.L, land, Issen
    • The famous instant overhead setup which you have probably seen in a Twitter clip at some point. The easiest way to input this is by doing 4471L~L, because you don't actually have to hold up to activate float, you simply need to have hit up recently. The link into 66B is incredibly tight. The link into Issen is more forgiving, but against a knowledgeable player the activated Rage Explosion is a pretty big tell so they'll probably block high a lot more if you're close enough. You can somewhat mix up the overhead by doing a 2C for a low, but it's pretty slow and heavily unsafe on block so keep that in mind.

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