Samurai Shodown V SP/Suija

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水邪, Suija
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Introduction

Bust Sogetsu with a peepee dance.


Pros:

  • Incredibly safe offensive options with bubble cancels.
  • Bubbles are also a great defensive tool.
  • Bubbles just kind of rock.

Cons:

  • Bubble punishes require a good read or careless opponent.
  • Slow, unsafe low attacks make his high-low game a lot less scary.

Data

  • Damage taken: 105%
  • Rage duration: 30 seconds
  • Amount to rage: 39
  • Walk speed: 336
  • Backwalk speed: 336
  • Dash speed: 1728
  • Jump duration: 54 frames
  • Width: 16
  • Throw range: 16

Normals

Far Slashes

5A:
Properties: Cancelable.
Quick jab. The recovery isn't as good as it could be but it comes out quick enough to make it a good poke all around.
Like Sogetsu's 5A, this is actually really solid antiair, and can shut characters like Enja down.
5B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Suija leans forward for a sideways punch. Quick and surprisingly long range, but the recovery is slow, so be careful about whiffing it.
5AB:
Properties: Knockdown.
Long range airborne forwards rush. Damage amd range are really nice, as is the forced knockdown. As Suija is in the air relatively early in this attack, it will go over many low attacks, force resets, and evade throws.
The startup is cancelable into any air move.
Can be good antiair at the right ranges, as Suija will dash under the opponent. Just be careful of n.5AB range.
2A:
Properties: Cancelable.
Good range low height jab. Good general spacing tool, but 5A is better more often than not because it will beat hops.
2B:
Properties: Cancelable. Deflectable.
Similar to 5B, only lower to the ground. The range is still impressive, and it recovers noticeably faster, making it safer to throw out.
2AB:
Properties: Cancelable. Knockdown.
Suija's only launcher, you will want to master using this move. The startup is not so quick and it doesn't hit very far horizontally, but it has substantial vertical range and is cancelable into all of his air moves, which means he can actually combo off of it.
Throwing this outside of their block range allows you to whiff cancel it into bubble if you don't confirm a hit. Very handy.

Near Slashes

n.5A:
Properties: Cancelable.
Same as 5A.
n.5B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Slower than 5B, with less range and damage. As Suija has no useful ground cancels, this is garbage and you should stick to n.2B.
n.5AB:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Double fisted beatdown. Does not knock down, oddly enough! Since this starts relatively fast it's a good punisher if you're just a bit too far for 2AB. Would be more useful if not for the overlap with 5AB.
This is Suija's only deflectable heavy.
n.2A:
Properties: Cancelable.
Same as 2A.
n.2B:
Properties: Cancelable. Deflectable.
Same as 2B.
n.2AB:
Properties: Cancelable. Knockdown.
Same as 2AB.

Overheads

5BC:
Properties: Hits high. Knockdown.
Recovers a tad faster than a normal overhead.
The main usage of this is that you can cancel the startup into any of Suija's air moves, giving you good positioning for a bubble.
u.5BC:
Properties: Hits high. Knockdown.
Hops straight up for a j.C that knocks down for no apparent reason. Not the most useful overhead ever, and we're back to slow recovery.

Kicks

5C:
Properties:
This kick is awesome. It's airborne from the first frame, so you can't be thrown. You can also cancel the beginning parts into air specials, most notably the lowest possible bubble.
If the kick actually hits, it's advantageous on block so you're free to do whatever you want after
6C:
Properties: Hits low.
Slow startup, fast recovery low kick. Can combo into WFT only but it's difficult to confirm. Might be decent oki.
2C:
Properties: Hits low.
Very fast low kick. Basically a faster, lower version of 2A. Still vulnerable to hops and other assorted jumps, though.
3C:
Properties: Hits low. Knockdown.
Long range slide. Startup animation is slow but slightly deceptive, so it can be hard to see coming.
Punishable at any range, so use carefully.

Jumping

j.8A:
Properties: Hits high. Deflectable.
Suija holds his hands out for the opponent to run into. Starts fast and has a lot of active frames, but the hitbox doesn't allow you to do instant overheads or fuzzy guards like Kazuki's and Sogetsu's.
j.8B:
Properties: Hits high. Deflectable.
Downwards bonk. Very slow, few active frames. Not very useful out in the open, but because of its speed and range it can be good to do when coming down from a bubble.
j.7/9A:
Properties: Hits high.
Air slap. Range is good, active for a decent amount of time. It'd be good to reset with air to air if Suija's jump wasn't so slow.
j.7/9B:
Properties: Hits high. Deflectable.
Leans forward for a punch. Quick, but not active for long and lousy range. Poor in general.
j.AB:
Properties: Hits high. Deflectable.
Slowish, but huge ranged swipe. Does a ton of damage and is a great all purpose "get out of my way" move. Use liberally.
j.C:
Properties: Hits high.
Surprisingly long ranged kick, it's good to use but it's not out for very long. Good to use off of a bubble.

Dashing

66A:
Properties:
Slow, slow, slow jab. It's basically 5A except it's really slow to come out. Only really useful as an alternate dash recovery.
66B:
Properties: Hits high. Knockdown.
Hops high up in the air and comes down for some double-fisted pain. As a normal overhead it's not very useful, but the air portion is cancelable into all of his specials, making it a useful way of getting up there.
If you do j.214S at the right angle, this will actually cross up the opponent and hit them from behind.
j.1236S changes his jump angle slightly, so it can make for an ambiguous crossup if spaced right.
66AB:
Properties: Knockdown.
Suija slows down and then spins around for a standing punch. The startup and range are okay, but because Suija slows down most players will be able to block before he gets in range, and it's pretty horrible on block. Not very useful.
66C:
Properties: Hits low.
Now here's an interesting move. Unlike most dashing kicks, this does not knock down. This seems bad at first, but the overall speed is very fast making it a safe way of getting you into range quickly.
The last few frames are cancelable. Since it looks punishable, that makes this good deflection bait.

Unarmed

u.5S:
Properties:
Same as 5A, but slightly faster and without his weapon.
u.2S:
Properties:
Same as 2A, but slightly faster and without his weapon.
ju.S:
Properties: Hits high.
Pretty much his normal j7/9.A except a bit less damage.
u.66S:
Properties: Knockdown.
Same as his 66A, only now it knocks down. Still ridiculously slow, though, so it's not recommended.

System

Deflect - 216D:
Ordinary, average deflect. Suija's only grounded special, which means this is the only thing he can cancel into from the ground. Useful for that alone.
Weapon Pickup - 5A:
Reasonably fast.
Taunt Disarm - Start Start Start:
Spins around in the air for a bit before tossing his bracelets on the ground.

Specials

Engetsu - j.623S:
The bubble. This is Suija's most defining move, and one you would do well to learn how to use.
When activated, he stops in place, puts a bubble around him, which autoguards all attacks, and then he can recover in any direction he wants.
Because he can kara cancel into this from many of his grounded moves, it can work effectively as a counter on a good read. However, he can't punish any A slashes, and can only barely punish most B slashes, so its use in that way is limited to heavier attacks. This is detailed more below.
Due to the air control you get from this, it makes it good to use with feints and whiffed attacks, such as doing a 2AB just outside of their range so that it catches them.
  • Kuuchuu Idou - any dir:
By holding a direction, Suija can control how he falls out after the bubble ends. Holding left or right causes him to fall downwards, holding any upwards direction will make him jump in that direction, effectively giving him a double jump. Very useful. Be creative with setups for this.
If you do a quick bubble just over their head, you can set up a crossup.
Shougetsu - j.1236S:
Suija spins hitting all around him for decent damage. It's a good move to combo into from 2AB, and since it hits all around him it covers angles other jumping attacks would normally miss. You can also kara cancel to this from 5AB for a long range overhead/anti-jump.
For the most part this keeps the momentum you had before you activate, except just a little bit faster. This slight change means you can setup ambiguous crossups with well angled jumps or from 66B.
The recovery is garbage, though, so be careful about having it blocked.
When used as a TK input, it can work as an anti-air for specific angles.
Getsurinha - j.421S:
Shoots a number of water blobs out. 1 for A, 2 for B, and 3 for AB. The first blob will always do the most damage, and the A version is the fastest. The ground recovery is extremely bad so be sure that you actually connect with this!
One gimmick you can do is jumping in on them and doing the A version just before landing. If they expect a low or throw they are likely to get hit trying to prevent it.
Outside of that, it's not very useful except for chip damage or anti-jump.
Shizuki - j.214S: (can be used unarmed)
Dive catch move. Suija dives diagonally forwards and if his hands touch the opponent, he'll throw them for massive damage. This can be blocked, and since it leaves you at point blank range you're probably going to get hurt, so don't just throw it out randomly. If Suija catches someone in the air, it will reset them, which you most definitely do not want.
There is a minimum height on this ability, and Suija has to actually be able to reach the opponent. If he gets pushed out by his opponent's collision box, the hands will not connect and it will simply whiff, so you have to try to hit him higher up.
When done at the right angle, this will cross up the opponent. This is usually done off of 66B, but if you know the way it moves you can space yourself for it easily enough.
Tenshou: Suichuuha - j.236CD - WFT:
One of the fastest supers in the game, with extreme vertical reach. The first hit does not extend far horizontally, but will spread out with time, making it good against any air.
Do not try to hit Suija until after the water animation is completely done! It might look finished, but you still have to wait, or you'll get disarmed anyway and feel stupid for it.
The main uses are that you can combo this off of any deep hit, bait throw/hop attempts out, and come out quick enough to stuff most attacks, particularly dashing attacks.
The biggest downside is that Suija rages for a long, long time, and you will more likely want to keep that instead, since you are giving up time slow shenanigans for it.

Combos

Normal

  • 2AB ...
Suija's only practical launcher, this leads to all of his best combos.
  • ... xx j.1236AB
Normally your best option, it does the most damage.
  • ... xx j.421A 2BC
Does slightly more damage than the above, only works near corner and harder to time.
  • ... xx 8BC
On backhit or far hit, they'll be popped too high up to hit with Shougetsu, so you have to use this.
  • ... xx j.236CD
Hurts. A lot. Most likely you'll want to do this, but you might want to save your rage instead since Suija's lasts a long time.
  • 6C tk.236CD
Works, but difficult to execute, harder to confirm, and only combos right near the corner.
  • 3C 2BC
Tiny bit more damage off your ground slide. Handy.

Time slow

  • 2AB j.AB j.AB j.AB ...
Requires quite a bit of time for the first hit, and you're probably better off with the Issen, but if you want to show off here you go.
  • 2AB Issen
Standard launcher combo. Not explodable.

Strategies

General

Damage and defense

Punishers:
  • 2AB xx whatever - See the combo list above. This is always the best option if you have enough time for it.
  • 5AB - Slow, but the range is huge so it can beat whiffs out cleanly.
  • 3C 2BC - Good on a long range hit.
  • j.214S - It's kind of slow, but the range is nice and you can beat a lot of things on reaction with it. You need to already be somewhat high up in the air for this.
Antiairs:
  • 2AB - Slow, but if they're coming down on you from above, and you have the time to do it, you should always go for this.
  • 5AB - When timed right this dashes under them, making Suija difficult to hit.
  • 5A - Sogetsu's god poke returns. If they don't have a good downwards slice this will win out almost always.
  • kara j.623S - Prevents them from following up with an attack on landing, since you'll likely have the advantage if you time it right.
  • tk.12369S - Upwards flying Shougetsu. Not as fast as it looks, but can work in a punch.
  • tk.2369CD - WFT beats all.

Bubble details

If you are fighting against Suija, do not use heavy or punishable attacks and he will not be able to follow up his bubble easily. Easier said than done, but it's not as strong as it looks.
This is going to get pretty heavy into frames, so skip to the last line if you don't care why.
All bubbles have 6 frames of vulnerable recovery before you can attack.
The primary ways of getting into bubbles are from 5C, 5BC, 44, and 2AB. Each of these has its ups and downs.
  • 5C is the hardest to get an instant bubble from. You can input it like 6235C~B but you have to be fast. The primary advantage of this is that you are at the lowest point on the ground, and thus recover the fastest. You have 10 frames between the bubble ending and Suija landing, giving you enough time to do j.6 j.B(3 frame window) or j.C(4 frame window). Note that for a deep hit, you still need to hit the two frame window.
  • 5BC is the easiest to cancel from, advances forwards, and the best option for going into a deep j.AB. Optimally, there is a minimum of 11 frames before landing. Normally, it will be more like 15-20.
  • 44 is also very easy to cancel, and is usually used to bait whiffs or safely escape from throws. Note that this is the only bufferable action that gets you airborne. Optimally, there is a minimum of 11 frames before landing. Normally 15-20, though.
  • 2AB is normally used as a whiff cancel, so that if they stick something out they will get hit, and if not you're safe in the bubble. It takes quite some time to land again afterwards, so be careful.
The hitstun on deep hits should be known before you try to make use of this:
Move Startup Frame adv Min. req.
block disadv.
Followups
j.7/9 j.A 6 +13 -10 3C / j.236CD
j.7/9 j.B 7 +19 -10 n.5AB / 2AB / 3C / j.236CD
j.C 6 +18 -10 n.5AB / 2AB / 3C / j.236CD
j.AB 14 +38 -15 5AB / n.5AB / 2AB / 3C / j.236CD
Table key:
  • Move is the attack used on the way down.
  • Startup is how many frames of startup the attack has. Note that you still need to hit the two frame window just before landing in order to deep hit.
  • Frame advantage is how much time Suija will have to attack afterwards.
  • Minimum required block disadvantage is how disadvantageous the opponent's attack must be, as listed on their frame data, in order to connect with the move. This is given an optimal scenario, where Suija is attacked on the bubble's last autoguard frame, the best air cancel(5C for all but j.AB) is used, the minimum height required to attack is used, and the minimum deep hit time occurs. Usually, you will need more frame disadvantage, because they will not connect on the last frame.
  • Followups are the best options Suija has afterwards.
Now the important parts, for attacks blocked by bubbles:
  • Basically no A slashes can be punished, as they recover too fast.
  • Most normal B slashes are between -9 and -14, meaning they cannot be punished with a j.AB, and require an optimal scenario to punish with any other attack.
  • Nearly all AB slashes and most specials can be punished relatively easily, but require the opponent to actually use them.
  • You can't deep hit on someone who is airborne, so pretty much any jump or hop will nullify anything you want to do after.
For him to get a lot out of bubble tricks, it basically requires both a very good read and the opponent being willing to throw something large enough out that it can be punished.

Frame Data

Move Damage Startup Active Total Cancel Recoil
Cancel
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 4 7 4 20 1~3(3) / 7~15(9) - -3 -3 -8 Mid Weak attack
5B 13 11 2 38 x 5~10(6) -9 -1 -9 Mid Medium attack, Deflectable(med)
5AB 28 20 4 51 11~13(3) - KD KD -26 Mid Knockdown attack
2A 4 7 3 21 1~3(3) / 7~15(9) - -4 -4 -9 Mid Weak attack
2B 13 12 3 32 1~3(3) / 12~19(8) - -2 +6 -9 Mid Medium attack, Deflectable(med)
2AB 28 15 5 55 20~39(20) - KD KD -21 Mid Knockdown attack
n.5A 4 7 4 20 1~3(3) / 7~15(9) - -3 -3 -8 Mid Weak attack
n.5B 9 13 2 38 1~4(4) / 13~35(23) 9~12(4) -7 +1 -9 Mid Medium attack, Deflectable(med)
n.5AB 28 15 2 56 1~6(6) 13 -4 +6 -21 Mid Heavy attack, Deflectable(heavy)
n.2A 4 7 3 21 1~3(3) / 7~15(9) - -4 -4 -9 Mid Weak attack
n.2B 13 12 3 32 1~3(3) / 12~19(8) - -2 +6 -9 Mid Medium attack, Deflectable(med)
n.2AB 28 15 5 55 20~39(20) - KD KD -21 Mid Knockdown attack
5C 6 13 4 34 1~12(12) - -17 +5 -16 Mid Medium attack
1-11f throw invul
6C 8 20 2 23 1~4(4) - +15 +23 +2 Low Medium attack
2C 2 5 2 19 1~2(2) / 5~15(11) - -4 -4 -9 Low Weak attack
3C 8 13 12 45 x - KD KD -27 Low Knockdown attack
j8.A 7 4 18 29 x - -- -- -- High Weak attack, Deflectable(weak)
j8.B 11 14 4 33 x - -- -- -- High Medium attack, Deflectable(med)
j7/9.A 7 6 10 23 x - -- -- -- High Weak attack
j7/9.B 11 7 2 32 x - -- -- -- High Weak attack, Deflectable(med)
j.AB 25 14 4 49 1~5(5) - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 6 6 8 19 x - -- -- -- High Medium attack
ju.C 6 6 8 19 x - -- -- -- High Medium attack
5BC 15 20 5 38 1~19(19) - KD KD -12 High Medium attack Knockdown attack
u.5BC 6 20 7 41 x - KD KD -15 High Medium attack Knockdown attack
66A 8 15 7 27 x - -2 -2 -7 Mid Weak attack
66B 14 31 9 52 5~30(26) - KD KD -15 High Medium attack Knockdown attack
66AB 16 13 4 52 1~6(6) - KD KD -34 Mid Knockdown attack
7-29f below knees invincible
66C 9 8 10 25 1~4(4) / 22~25(4) - +1 +9 -12 Low Medium attack
u.5S 4 5 4 18 1~2(2) - -3 -3 -8 Mid Weak attack
u.2S 4 5 3 19 1~2(2) - -4 -4 -9 Mid Weak attack
ju.S 6 6 10 23 x - -- -- -- High Weak attack
u.66S 8 15 7 27 x - KD KD -7 Mid Knockdown attack
u.66C 9 8 10 25 1~4(4)/22~25(4) - +1 +9 -12 Low Medium attack
2BC 6 18 3 46 1~4(4) - -- -- -- Mid
u.2BC 6 18 3 46 1~4(4) - -- -- -- Mid
8BC 13 39 2 72 1~19(19) - -- -- -- Mid
u.8BC 13 39 2 72 1~19(19) - -- -- -- Mid
Shougetsu - j.1236S 17 15 26 x x - KD KD -39 High Medium attack Knockdown attack
Shizuki - j.214S 30 19 x x x - KD KD -18 High Medium attack
Engetsu - j.623A x x x 15 x - x x x x 3-9f autoguard
Engetsu - j.623B x x x 27 x - x x x x 3-21f autoguard
Engetsu - j.623AB x x x 48 x - x x x x 3-42f autoguard
Getsurinha - j.421A 21 10 x x x -  ?? KD  ?? Mid
Getsurinha - j.421B 21, 8 14 x x x -  ?? KD  ?? Mid
Getsurinha - j.421AB 21, 8, 3 19 x x x -  ?? KD  ?? Mid
Tenshou: Suichuuha - j.236CD 2xn + 30 6 90 x x - KD KD  ?? Mid
Samurai Shodown V Special
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