Difference between revisions of "Samurai Shodown 3/Genjuro Kibagami"

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| width="" style="background:#f0f0f0;"|'''<font size = "3"> - 「Touha Kouyoku Jin」 - 623S  </font>'''
 
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* '''(Description)''' - Bigass DP. Deals good damage and has a large hitbox all around, but no invincibility to speak of means it's not a reversal. Strong air control tool and can be used in combos off of rapid fire 2Ds. Whiffing this against characters with easy back hit ToDs or infinites is a death sentence.
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* '''(Description)''' - Bigass DP. Deals good damage and has a large hitbox, but no invincibility to speak of means it's not a reversal and that particularly disjointed normals (e.g. Shizumaru j.C) can still beat it out. Strong air control tool and can be used in combos off of rapid fire 2Ds. Whiffing this against characters with easy back hit ToDs or infinites is a death sentence.
  
 
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Revision as of 19:00, 13 July 2019

牙神幻十郎, Kibagami Genjuro
Colors

Introduction

Genjuro was never able to surpass Haohmaru in b-ball while they were both under Nicotine's tutelage, so in true washed-up athlete fashion, he took to a life of drinking, gambling, and unblockables.

Genjuro is the strongest he’s ever been in SamSho 3, and that’s a high pedigree to live up to. He’s a technical all-rounder who excels at any given gameplan, and can get very far on basic, effective play. His normals are great when you space them well, his Oukazan projectile is huge, fast, and damaging, and he will happily snipe jumps with his massive Kouyoku Jin DP. If you can name it, he can do it better than almost the entire cast. Though playing him optimally will take a lot of work, no matter which Technique you pick, you have all the tools necessary to strike the fear of god in your opponent and effortlessly dictate the pace of the match.

Slash Technique takes all of the above rock-solid gameplay and the usual Genjuro flavor, only turned up to 11. His rekka series is a left-right mixup that will lead to massive damage on hit, easily up to half a lifebar, and is more than usable for combos. But if you’re blocking him too well, he’ll just command grab you and start running his frankly unfair okizeme game. Genjuro with this set of options is arguably just as dangerous as Bust Haohmaru, but he comes with a lot more layers and wrinkles to his gameplan. Be prepared to exploit mechanical nuances you didn't even know existed if you want to use this Technique to its fullest.

Bust goes full anime and brings along a bottomless grab bag of gimmicks. He gains a much more combo-friendly rekka and cool blue Oukazan cards, but the real reason to pick Bust is because any blocked Oukazan can freely bounce up and come back down as a delayed overhead. This one addition opens up endless opportunities to set up unblockables and grimy pressure sequences, all of which will lead to huge damage if (when) he opens his opponent up. He’s less solid overall compared to Slash, but effectively becomes top tier with a card over his victim's head. Here's the pick for you if you like your mixups to be flashy as well as damaging.

Strengths Weaknesses
  • Unmatched versatility in his tools
  • Slash is literally just the best at everything
  • Bust can easily win the round off of one Oukazan bounce
  • Blind spots on his close heavy slashes can limit otherwise round-ending punish opportunities
  • Slash's strengths require great game knowledge and execution to truly harness
  • Bust needs to scare his opponent into respecting Oukazan bounces

Stats

Damage taken Rage rate Rage duration Throw startup Deflect advantage Deflect disadvantage modifier
95% 98.05% 4 sec 9f +25 +8

Normal Moves

Far Slashes

5A
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - Standard pretty good button. Solid startup and hitbox placement allow it use as a low-commitment anti-air at longer ranges, or as a guard break after the opponent air blocks an Oukazan. The cancel window lets it further set up offense for you, but not any combos. You'll most likely cancel into Oukazan, or Sanren Satsu if you're using Slash. Completing an optimal heavy Sanren Satsu sequence off of this cancel guarantees it will stun.
5B
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - Longer range horizontal poke with a very awkward cancel window later into the attack than one would expect. An integral part of Genjuro's back throw combos, so get used to implementing this wherever you can.
5C
  • (Properties) - Deflectable. Air unblockable.
  • (Description) - Big damage heavy with okay reach. Good for combos off of various Oukazan setups.
2A
  • (Properties) - Cancellable. Air unblockable.
  • (Description) - Not really worth using in any respect, as any potential uses are covered by far better normals.
2B
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - One of the meatiest buttons in the entire game, and half of what makes Slash Genjuro's command grab okizeme as terrifying as it is, thanks to no recoil animation on block.
2C
  • (Properties) - Deflectable. Air unblockable.
  • (Description) - Slightly lower to the ground 5C.

Near Slashes

n.5A
  • (Properties) - Cancellable. Air unblockable.
  • (Description) - Like 2A, this is pretty much outclassed in most regards. It's still a serviceable guard break move.
n.5B
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - It's like 2B, but standing up. Super active, no recoil animation, incredibly good.
n.5C
  • (Properties) - Deflectable. Air unblockable.
  • (Description) - Huge damage combo move, but be very careful when using it raw if at all, because it has a nasty blind spot and will whiff if used too close.
n.2A
  • (Properties) - Cancellable. Air unblockable.
  • (Description) - If you really don't think a 2B will come out in time. Not really any good otherwise
n.2B
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - 2B but used closer.
n.2C
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - Huge damage combo starter. Either Technique can convert this into their 236S series for a stun combo that easily does half a lifebar's damage.

Overheads

5BC
  • (Properties) - Hits high.
  • (Description) - A fairly niche move in general, but can be a very funny fake no-mixup mixup for Bust Genjuro off of an Oukazan bounce. Just use this if they're expecting a 2D pressure string and watch them get nailed.
u.5BC
  • (Properties) - Hits high.
  • (Description) - Unarmed overheads are bad. Obviously.

Kicks

5D
  • (Properties) - Air unblockable.
  • (Description) - We seriously can't think of a use for this one. It doesn't even combo properly or have a cancel window.
6D
  • (Properties) - Hits low. Air unblockable. Knockdown.
  • (Description) - Low-hitting step kick. Decent range, okay damage, a surprising amount of active frames. Low commitment low reward anti-approach tool. Bust can sometimes stuff attempts to run out from under a card bounce with this.
2D
  • (Properties) - Hits low. Air unblockable. Cancellable.
  • (Description) - Genjuro's only cancellable kick, and an incredibly good one at that. Rapid fire 2Ds can combo into a 623S, WFT, or 236S series. Slash Genjuro gets to blockstring into Shizukujin with this, as well as cancel into 236C for an unjumpable crossup that stuns if the 2D connected. Bust gets to pressure with this after an Oukazan bounce for a sequence that's nearly impossible to block. Do not ignore this move.
3D
  • (Properties) - Knockdown. Air unblockable.
  • (Description) - Awkwardly placed sweep that doesn't hit low. Super punishable. Not really worth using when 2D is right there.

Jumping Normals

j.A
  • (Properties) - Hits high.
  • (Properties) - More or less a worse j.B.
j.B
  • (Properties) - Hits high.
  • (Properties) - Covers a nice horizontal angle most of Genjuro's jumping normals simply don't cover, so it can be good after blocking an air-to-air.
nj.C
  • (Properties) - Hits high.
  • (Description) - The absolute button. Covers a huge area in front of Genjuro and happily beats out most other attacks on the ground and in the air. If you could jump in with this, it'd be busted.
j.C
  • (Properties) - Hits high.
  • (Description) - Big damage jumpin with a fairly small hitbox in diagonally below Genjuro's front.
j.D
  • (Properties) - Hits high.
  • (Properties) - Covers a very awkward angle diagonally above his front. Great after chicken blocking, and a surprisingly consistent way to open up offense. Landing it deep enough will let Genjuro get a 2D string afterwards, and Slash further gets to abuse it by doing a Shizukujin if it's blocked. Very good normal overall.

Dashing Normals

66A
  • (Properties) - Air unblockable.
  • (Properties) - Doesn't look that good at first glance. No cancel window means he doesn't get easy setups off of this. However, it's a wonderful cross under anti-air, because it leaves the opponent stuck in front of Genjuro as he has all the time in the world to set up whatever grimy unjumpable situation he can think of.
66B
  • (Properties) - Hits low. Air unblockable. Knockdown.
  • (Properties) - Clearly the attack destined for Oukazan bounce setups. It's fairly good in those situations, but if used from far enough away -- particularly on back hit -- the second strike can whiff and leave them standing. Be judicious with this move.
66C
  • (Properties) - Unblockable. Knockdown.
  • (Properties) - The usual universal unblockable with a lot of active frames. Genjuro doesn't use this much, but it isn't 66C's fault -- he's simply got countless better options.
66D
  • (Properties) - Air unblockable. Knockdown.
  • (Properties) - Dashing 3D that continues to not hit low.

Unarmed Normals

u.5S
  • (Properties) -
  • (Description) - Punchy.
u.2S
  • (Properties) -
  • (Description) - Lower punchy.
uj.S
  • (Properties) -
  • (Description) - Jumping punchy.
u.66S
  • (Properties) -
  • (Description) - Dash punch.

Special Moves

Universal

- 「Touha Kouyoku Jin」 - 623S
  • (Description) - Bigass DP. Deals good damage and has a large hitbox, but no invincibility to speak of means it's not a reversal and that particularly disjointed normals (e.g. Shizumaru j.C) can still beat it out. Strong air control tool and can be used in combos off of rapid fire 2Ds. Whiffing this against characters with easy back hit ToDs or infinites is a death sentence.
- 「Oukazan」 - 214S
  • (Description) - The card toss. It's your standard projectile special, except really good. Not only is it an excellent neutral tool owing to its large hitbox and solid frame data, it also deals a ton of hitstun on both front hit and back hit. In the corner it’ll just loop into itself at point blank range on front hit -- back hit Oukazan opens up a midscreen stun loop. Heavier versions recover slower and send the card a farther distance.
- 「Kurenai」 - 632S
  • (Description) - Really odd delayed card attack where Genjuro kind of stands there posing with his sword and if the opponent comes near they'll get hit by a card. The card hitbox will come out as long as the move has been input, even if you get stuffed out of it super early. You can use this to set up some favorable trades if your opponent is particularly buttons-y on their wakeup. Bust Genjuro gets extra utility out of this if they consistently try to mash out of Oukazan bounces or chicken block them. The medium version has the worst startup/active/recovery so stick to the light and heavy versions.
Of note is that Slash and Bust actually have slightly different frame data for this move, but it hardly makes any difference in practice.

Slash

- 「Sanren Satsu」 - 236S[x3]
  • (Description) - Classic Genjuro left/right mixup rekka. Deals huge damage went used properly. Heavier buttons for the first two steps send Genjuro farther forward before attacking and allow him to attack from behind. The third step has essentially no difference between versions but 236C will deal the most damage, so end your rekka combos with 236C whenever you can. The first two steps of the rekka each have an optional follow-up slash, available by pressing any slash button. It can also be used as a gimmicky corpsehop to force an unjumpable situation on the opponent’s wakeup. Its primary downsides are how specific the followups need to be for most combos, as well as the final hit occasionally whiffing even when it seems guaranteed. It also doesn't cross up if the opponent's back is against the corner. Don't let these issues fool you, though. This move is godly.
  • (A version) - Does not go forward and will not cross up as a result. The quickest overall and least damaging. Is the only version that will actually combo off of any special cancel.
  • (B version) - Goes forward a bit farther and can possibly cross up from closer distances. Deals more damage. 236B as the second rekka will combo after a 236C~S opener without leaving you too far away for the third step.
  • (C version) - Will cross up pretty much every time and travels almost the entire screen distance. Deals the most damage. It can combo off of a light Oukazan at close range -- this string will also dizzy. Also note for this option that specific characters' hurtboxes (e.g. Amakusa/Basara) will frequently cause the 236C to whiff if special cancelled into.
- 「Shizukujin」 - 421C
  • (Description) - Command grab that calls upon Genjuro’s basketball career. It does huge damage and leaves him in a great position for okizeme. It’s guaranteed on block if you cancel into it from his non-recoiling buttons (n.5B/2B/2D). Landing one grab lets the blender commence. Quickly run over your opponent before they tech roll, follow the tech roll if they do one, and stick out another n.5B to cancel into Shizukujin. If the n.5B hits meaty, this setup cannot be jumped, forcing the opponent to either take the hit or have a strong reversal option to escape. Nothing’s stopping you from trying to mix them up further with a Sanren Satsu setup if you think they won’t block, though. Likely the best command grab in the game.
- WFT「Gokouzan」 - 641236AB
  • (Description) - Autocombo WFT with decent reach, quick startup and upper body invincibility. This is your only attack with any invincibility, so it's functional as a reversal in some situations. Can combo off of numerous setups including rapid fire 2Ds and n.5B. It's also plus on block for some reason. This naturally means a free command grab. It even works midscreen. Actually a really good move if you understand how to set it up properly. See Okizeme for more info.

Bust

- 「Haneage」 - [S] when 214S is blocked
  • (Description) - Holding down the button used for Oukazan will cause the card to bounce upwards if the opponent blocks it, with the height of the bounce and where it lands depending on the strength of the initial Oukazan. It becomes an overhead on its way back down, which opens a whole mess of mixups and pressure opportunities. The card inflicts just as much hitstun on the way down as a proper Oukazan (read: a lot), meaning you get a combo and often a stun if you open them up with it. If your Oukazan bounces you need to wait for it to exit the bottom of the screen before you can throw another one.
  • (A version) - The card barely gains any height, going slightly forward as it bounces up and immediately back down.
  • (B version) - Goes straight up and down, bouncing much higher. Gives both Genjuro and his opponent more time to think of what to do before it falls down.
  • (C version) - Bounces just as high as a medium bounce, but will fall down about one backdash’s distance behind the opponent.
- 「Sankuu Satsu」 - 236S[x3]
  • (Description) - This series behaves very differently from Slash’s Sanren Satsu. Genjuro rushes forward very quickly and does three rising sword strikes when he gets close enough. Heavier versions will send Genjuro farther forward and deal more damage, so optimally stick to 236C for combos. The extra movement speed afforded from Sankuu Satsu makes it more consistent in combo situations, and lets it be used for quick burst movement in neutral behind an Oukazan as long as you know your spacing (the sword strikes do not come out if Genjuro does not make contact with the opponent’s hurtbox during the first 19f of forward movement). Pretty much every hit you get that isn’t a back hit will be converted into these for massive damage -- more than Sanren Satsu would deal in the same scenario. You can even combo into it off of stray Oukazans in the neutral if you’re looking for it.
- 「Hyakki Satsu」 - 646S
  • (Description) - You may be more familiar with this as 421S from later games. Genjuro swings his sword repeatedly while advancing forward, catching on hit. It’s not very useful despite the chip potential -- you can only combo into it on back hit, it doesn’t do much damage, whiffs at point blank range, and it’s quite unsafe on block. Loves to come out when you're trying to do a punish after circle stepping. An important thing to note is that if you must use this, never use the light version. It starts up slower, has very few active frames, and takes nearly a full second to recover afterwards. Both other versions are completely superior.
- WFT「Ura Gokou」 - 641236CD
  • (Description) - Functionally the exact same as Gokouzan, just with a slightly different input, 32f of complete invincibility on the latter half of its recovery, and a way cooler animation. The odd invincibility window leaves it essentially unpunishable if the opponent acts too late. It's still plus on block, but you have no command grab to string into afterwards. Forget about getting blocked and confirm into it after a card bounce for top level swag. It's also much more easily spammed in the neutral. Just in case.

Strategy

Slash

<makyurial> i'll try to find a place to put in an hnk comparison
<makyurial> i refuse to let it die
<sleepmode> put it on genjuro's page somewhere
<sleepmode> that guy dunks you like it's hnk already

Okizeme

Options afforded to Slash Genjuro make his oki possibilities horrifying, and if set up properly completely inescapable. Any number of knockdowns in his toolkit will allow him to implement oki even in the face of getup rolls. Note that unless you specifically go behind the opponent while they're knocked down, they can potentially jump out of these options. It's not like it's hard to go behind them after a knockdown with Genjuro's bag of tricks, so use these from behind on their wakeup as much as you can.

Landing a Shizukujin is by far the easiest way to force these situations. It's got a litany of setups, like as a punish, cancelled from a non-recoiling button on block, or even just doing the classic empty jump command throw. After you inevitably land the throw, run behind them as they fall to the ground, hold forward to chase their tech roll, and pull out your option of choice. Listed below are basic oki options, what you can do off of them, and how the opponent can respond.

Be very careful when doing any okizeme against Basara and Gaira that involves a blockstring, because they have guard cancels that can outright beat a good number of your options, even 421C. You'll need to be a lot more creative if you want to keep them in the blender.

Have fun blocking!

  • n.5B - Your most universal option. Its hitbox lasts a long time and it's easy to use while following their tech roll. 2B is also an option, but it's a bit more difficult to pull off out of a walk without accidentally doing 632S.
  • 421C - The catch-all followup. Due to how command grabs work in this game, it only works on block. Though you're actually slightly plus if you cancel the n.5B on hit.
  • 236A - Somewhat niche option if you anticipate them blocking a crossup. Getting blocked on this one allows you to threaten with a crossup. Generally stick to the other options.
  • 236C - If you think they'll not block anticipating a command throw or you just think they won't switch their block quickly enough, whip this out. Deals far more damage than a command throw if it lands and presents further crossup threats on block, but that's assuming they block. Read and react accordingly.
  • 641236AB - You'll likely get pushed out of range for the command grab if this gets blocked in most scenarios, but what do you have to lose? If they don't block, they get disarmed. If they block, you're plus and close enough to try a quick 236S crossup. Or you could just ignore our advice and fish for the grab anyways.
  • 2D - Of course you can't let his super strong rapid fire 2D go unrepresented. It's not the most active thing in the world, but its great frames mean it's not hard to just spam on their wakeup. This comes with the usual set of options afterwards, and the usual warning when doing this against Basara or Gaira.
  • 2D - Yeah. Do more 2Ds, confirm into a 236S series for the stun and kill them for it.
  • 236A - Or just straight up do the 236S. Less likely to stun, but it'll keep them on their toes. If they block, you can threaten them with further potential mixups.
  • 236C - Here's a funny one. If the 2D hits and you get the full 236C series afterwards, it'll usually stun. It's also unjumpable in most scenarios.
  • 421C - You can start the throw loop from here. Why not.
  • 421C - Think you've got the timing down to snag that one unjumpable frame when they wake up with their back to you? Prove it. You can whiff n.5B beforehand to help your timing.
  • 236C - It's not like they'll know which way to block in the face of Genjuro oki as is, so go nuts. Loses to jumps/chicken blocks unless you manage the impossible and do the frame-perfect meaty with this on the 1f turnaround animation.
  • 641236AB - This one's just plain mean. It's active for four frames, so if you've got the execution to consistently pull this off, you have access to one of the most threatening meaties in the game. If the Gokouzan is blocked, you're plus enough to command throw them -- so do that. If it hits, you disarm them and get to run a train over their defense. Just note that if your positioning isn't point blank you might get pushed too far to grab them afterwards. And don't expect to set this up outside of Desperation, by the way. Those four seconds of standard rage will not serve you well.

Bust

Oukazan Bounce

The bouncing Oukazan can lead to extended pressure strings, gross mixups or even unblockables. Unless the opponent can correctly identify what bounce will occur by the card's speed or just guesses right, it will need to be reacted to. This usually leaves Genjuro with the advantage in the upcoming exchange. The primary hole in Oukazan bounce sequences is that there is almost always a way out thanks to it being a delayed overhead, but Genjuro in turn always has a response he can take to force respect from his opponent. Once they're too scared to feasibly fight their way out, they're a sitting duck.

214A is the most smothering card option thanks to its incredibly low bounce, but its short travel speed limits the ranges it can be applied at and it can potentially bounce offscreen in the corner. 214B/214C effectively mix up between whether or not the opponent will backdash to avoid further pressure, as 214C will usually get them during their retreat and leave them vulnerable to further pressure if not a combo conversion. If the card hits and you are anywhere near them, you can just 236C on reaction and convert for huge damage.

One way to apply Oukazan bounces from close range (usually 214A) is to essentially treat the initial card projectile as an overhead. Thanks to the extra blockstun inflicted by special moves on crouching opponents, if the opponent crouch blocks Oukazan in the face of 2D pressure strings, Genjuro is left at a hefty amount of plus frames.

Simple Oukazan bounce possibilities include the following:

  • Circle step - Easy peasy crossup. Switch up the timing to make it even harder to block properly.
  • 623S - Will snipe attempts to jump out. This also guard breaks if they're unlucky enough to air block the card as it bounces down.
  • 2D - This being a strong rapid fire low ensures they'll have a hard time blocking correctly. Feel free to vary your timing to further throw them off.
  • Wait - If you read them throwing out a long range button or special to fight out, counterpoke with 5B or deflect-guard to keep them under the looming card.
  • 66B - The classic unblockable. Be sure to time the 66B so it hits right as the card falls on them.
  • 5BC - Once they're conditioned to block low against 2D pressure this will usually lock them in enough hitstun for the card to hit them and allow further damage.
  • 632S - Stuffs abare with its huge active frames and will also guard break similar to 623S, but deals less damage.
  • 236S - Super unsafe gimmick option that only is listed here because it'll guard break if they chicken block the card bounce. Don't do this.

Be sure to experiment and find your own pressure sequences and mixups. This is hardly everything Bust Genjuro can do with a well-placed Oukazan.

Combos

Universal

Front throw corner stun ToD: 6C 214A 214A n.5C [stun] 214A 214A n.5C
If you try to do the 2nd card too early you just get n.5A; you have to wait until the card effect is mostly gone to input the second one. The first 5C will stun, the second will kill.
Back hit BnB loop: [n.5B xx 214S]xN
Make sure to walk up between reps. You have all the time in the world to do so. 5C after two reps will stun. If confident in your timing, instead of walking up you can jump forward and land a j.C before your next rep for increased damage.
Back hit corner BnB loop: ...214SxN
This will work off of pretty much any starter. Purely using 214S with nothing else in between each rep will take longer before stunning the opponent and leave them with little health to work with even if they do mash out of the stun.
Back hit stun combo: n.2C xx 214C 5C
Mind the spacing on the n.2C, since it whiffs very easily if you’re too close. Like with the basic back hit loop, you can jump forward and j.C after Oukazan for even more damage.

Slash

Sanren Satsu crossup BnB: 236C~S 236B~S 236C
This is the most consistent way to get a complete series off of a 236C crossup, though some spacings will still result in the final hit whiffing. Get used to these inputs, because you're gonna use this sequence a lot.
Front hit stun combo: 2D 2D 2D xx 236A 236A~S 236C
If you can get this link down consistently, you can kill off of a single low opening. Just do the appropriate punish depending on screen positioning and take the round.
Front hit stun mixup: 2D xx 236C~S 236B~S 236C
This is not a true combo, but good luck jumping out of it or blocking it correctly. The 2D needs to connect and needs to be cancelled into 236C in order to stun. Delaying does not work.
Cross under anti air throw setup: 66A 421C
Assuming you hit the opponent while they’re in the air, this forces a situation where the opponent cannot jump to avoid the command grab. If you’re not confident in your timing, meaty their landing recovery with n.5B and mix between command grab and Rekkas. Yeah.
Front hit stun combo: n.2C xx 236A 236A 236C
Due to how far Genjuro’s opponent is pushed out, using the followup slashes to the first two 236A reps will cause the rest of the combo to whiff. In the corner you can use the extra slash after the second Rekka. Go to your stun punish of choice to kill.
Back throw midscreen stun combo: 4C 5B xx 236B 236A~S 236C
Comboing from 5B into Sanren Satsu is awkward but you get your choice of stun punish for the kill.

Bust

Midscreen stun ToD: n.2C xx 236C 236C [stun] n.2C xx 236C 236C 236C
Not a lot to explain here. You can even do this off of a front throw or an Oukazan bounce. Some characters (chiefly Galford) have hurtboxes that prevent the combo from working properly at specific midscreen spacings, though.
Front hit stun ToD: 2D 2D 2D 2D xx 623C [stun] 214A [run forward] 2D 2D xx 236S 236S 236S
Very potent stun combo that works in both Techniques, though Bust uses it more. The stun followup is listed because it will kill even characters with high defense modifiers from full health off of this starter from midscreen.
Character specific 2D ToD: 2Dx5 xx 236S 236S [stun] 2Dx5 xx 236S 236S 236S
Any fewer 2D reps in the beginning and the combo will not stun.
Samurai Shodown 3
General

FAQControlsHUDVersion Differences

Characters

AmakusaBasaraGairaGalfordGenjuroHanzoHaohmaruKyoshiroNakoruruRimururuShizumaruUkyoZankuro

Mechanics

MechanicsAdvanced MechanicsEsoterics