Difference between revisions of "Samurai Shodown V Special/Youkai Kusaregedo"

From Mizuumi Wiki
Jump to navigation Jump to search
m
(Specials)
 
(33 intermediate revisions by 3 users not shown)
Line 6: Line 6:
 
Hungry hungry demon.
 
Hungry hungry demon.
  
Roll grab, recoil cancel grab, meditate behind vomit, time slow, break your hands. Win.
+
{|
 +
|-style="text-align:left;"
 +
! Strengths !! Weaknesses
 +
|- style="vertical-align:top;text-align:left"
 +
| style="width: 50%;"|
 +
*Amazing command grab that can be buffered in a lot of different ways
 +
*Good forward roll with lots of invulnerability, making it easier for him to get in
 +
*Very nice reach on his normals
 +
*Very hard to avoid during time slow
 +
*[http://www.fightersgeneration.com/characters2/kusaregedo.html Makes stylish Iori/Genjuro fanboys angry by simply existing]
 +
| style="width: 50%;"|
 +
*Extremely slow walk and dash
 +
*Easy to bully if he loses his weapon
 +
*The things that make him a huge threat are locked behind dreaded execution
 +
|-
 +
|}
  
 
== Data ==
 
== Data ==
Line 24: Line 39:
 
=== Far Slashes ===
 
=== Far Slashes ===
  
{| border="0" cellspacing="5" width="100%"
+
{| border="0" cellspacing="5" width=""
| width="" style="background:#f0f0f0;"| '''5A:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_5Aa.png‎‎|center]][[image:Ss5sp_kusaregedo_5Ab.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''5A:'''
 
:An annoyingly large hitbox perfect for harassment with otherwise typical jab stats. Pretty minus when blocked so someone with a fast long-reaching punish can hit you for this if they're watching out for it.
 
:An annoyingly large hitbox perfect for harassment with otherwise typical jab stats. Pretty minus when blocked so someone with a fast long-reaching punish can hit you for this if they're watching out for it.
 +
|-
 +
  
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_5Ba.png‎‎|center]][[image:Ss5sp_kusaregedo_5Bb.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''5B:'''
 +
:Properties: Cancelable. Recoil cancel on block. Deflectable.
 +
:His midrange poke with good air traction and a huge hitbox. Good for recoil cancelling into vomit at long-ish distance. Has trouble anti-airing if they're too close. Watch out for deflects. Cancel window is before the hitbox comes out; as Gedo raises his arm to swipe.
 
|-
 
|-
| width="" | '''5B:'''
 
:Properties: Recoil cancel on block. Deflectable.
 
:His midrange poke with good air traction and a huge hitbox. Has trouble anti-airing if they're too close.
 
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_5ABa.png‎‎|center]][[image:Ss5sp_kusaregedo_5ABb.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''5AB:'''
 +
:Properties: Deflectable.
 +
:Really big multihit punish. Kind of slow and later hits can miss if it connects at max range. Generally good move if there's an opening for it like after vomit connects.
 
|-
 
|-
| width="" style="background:#f0f0f0;"| '''5AB:'''
 
:Properties: Deflectable.
 
:Really big multihit whiff punish. Kind of slow and later hits can whiff if it connects at max range. Generally good move if there's an opening for it.
 
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_2A.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''2A:'''
 +
:Properties: Recoil cancel on block.
 +
:Funny little hand poke with great startup, reach, and frames on block/hit. Another annoying normal for them to get around. Recoil cancels aren't the best thing for you to do off of this but maybe cancelling into deflect will catch them mashing afterwards.
 
|-
 
|-
| width="" | '''2A:'''
 
:Properties: Recoil cancel on block.
 
:Funny little hand poke with great startup, reach, and frames on block/hit. Another annoying normal for them to get around. If you want recoil you need to space this so the hand is what hits the opponent otherwise you'll get n.2A. Recoil cancels aren't the best thing for you to do off of this but maybe cancelling into deflect will catch them mashing afterwards.
 
  
|-
+
 
| width="" style="background:#f0f0f0;"| '''2B:'''
+
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_2B.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''2B:'''
 
:Properties: Hits low. Recoil cancel on block. Knockdown.
 
:Properties: Hits low. Recoil cancel on block. Knockdown.
 
:Big low-hitting sweep with good frames. Recoil canceling into command grab forms an OS because there's no cancel window on hit/whiff for this attack.
 
:Big low-hitting sweep with good frames. Recoil canceling into command grab forms an OS because there's no cancel window on hit/whiff for this attack.
 +
|-
 +
  
|-
+
{| border="0" cellspacing="5" width=""
| width="" | '''2AB:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_2AB.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''2AB:'''
 
:Properties: Deflectable. Knockdown.
 
:Properties: Deflectable. Knockdown.
:Somewhat slow anti-air heavy with a wide hitbox. Generally misses grounded opponents. Very punishable if it doesn't hit.
+
:The hitboxes for this one fly all over the place. [[Media:Ss5sp_kusaregedo_2ABanim.gif | Click here]] too see an animated version. Effective as a preemptive anti-air, but very punishable if it whiffs. Generally misses grounded opponents.  
 
 
 
|}
 
|}
  
 
=== Near Slashes ===
 
=== Near Slashes ===
  
{| border="0" cellspacing="5" width="100%"
+
{| border="0" cellspacing="5" width=""
| width="" style="background:#f0f0f0;"| '''n.5A:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_n5A.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''n.5A:'''
 
:Another funny get-off-me attack. Can tick into command grab.
 
:Another funny get-off-me attack. Can tick into command grab.
 +
|-
  
 +
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_n5B.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''n.5B:'''
 +
:Properties: Recoil cancel on block. Deflectable.
 +
:Horizontal bone poke. Like with 2B recoil cancel can OS for a command throw setup. Can also tick on hit but it has slightly different timing from a recoil cancel.
 
|-
 
|-
| width="" | '''n.5B:'''
 
:Properties: Recoil cancel on block. Deflectable.
 
:Horizontal bone poke. Gedo's B buttons are pretty samey outside of far 5B. Recoil canceling on block can form an OS because he doesn't really have many cancelable buttons outside of recoil.
 
  
 +
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_n5AB.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''n.5AB:'''
 +
:Gedo uses his head and hits you with it. Pretty good range, strong damage, kind of slow for a close heavy. Don't use this outside of guaranteed situations (i.e. vomit/punishes) pretty much.
 
|-
 
|-
| width="" style="background:#f0f0f0;"| '''n.5AB:'''
 
:Gedo uses his head and hits you with it. Pretty good range, strong damage, kind of slow for a close heavy. Don't use this outside of guaranteed punishes pretty much.
 
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_2A.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''n.2A:'''
 +
:Same as far 2A but no recoil animation. Frames are somehow the same on block though.
 
|-
 
|-
| width="" | '''n.2A:'''
 
:Same as far 2A but no recoil animation. Frames are somehow the same on block though.
 
  
|-
+
 
| width="" style="background:#f0f0f0;"| '''n.2B:'''
+
 
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_2B.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''n.2B:'''
 
:Properties: Hits low. Recoil cancel on block. Knockdown.
 
:Properties: Hits low. Recoil cancel on block. Knockdown.
 
:Same as 2B.
 
:Same as 2B.
 +
|-
  
|-
+
 
| width="" | '''n.2AB:'''
+
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_n2AB.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''n.2AB:'''
 
:Properties: Deflectable.
 
:Properties: Deflectable.
 
:Bone spikes. Great close range anti-air and hits ground.
 
:Bone spikes. Great close range anti-air and hits ground.
Line 88: Line 137:
 
=== Overheads ===
 
=== Overheads ===
  
{| border="0" cellspacing="5" width="100%"
+
{| border="0" cellspacing="5" width=""
| width="" style="background:#f0f0f0;"| '''5BC:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_5BC.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''5BC:'''
 
:Properties: Hits high. Knockdown.
 
:Properties: Hits high. Knockdown.
 
:Goes pretty far forward and has an okay time beating out attacks.
 
:Goes pretty far forward and has an okay time beating out attacks.
 +
|-
  
|-
+
 
| width="" | '''u.5BC:'''
+
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_u5BC.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''u.5BC:'''
 
:Properties: Hits high. Knockdown.
 
:Properties: Hits high. Knockdown.
 
:Same as 5BC.
 
:Same as 5BC.
Line 102: Line 155:
 
=== Kicks ===
 
=== Kicks ===
  
{| border="0" cellspacing="5" width="100%"
+
{| border="0" cellspacing="5" width=""
| width="" style="background:#f0f0f0;"| '''5C:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_5C.png‎‎|center]]
:Gedo sticks his foot forward. Cancel window comes out before the hitbox so this can cancel into command grab. Okay poke.
+
| width="100%" style="background:#f0f0f0;"| '''5C:'''
 +
:Gedo sticks his foot forward. Cancel window comes out before the hitbox so this can keep you grounded for a command throw from neutral. Okay poke.
 +
|-
 +
 
  
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_6C.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''6C:'''
 +
:Properties: Knockdown.
 +
:Big dumb backflip anti-air. Huge hitbox, active for a good time, quick to start up but low damage. Very good at stuffing jumps but VERY punishable on whiff/block.
 
|-
 
|-
| width="" | '''6C:'''
 
:Properties: Knockdown.
 
:Big dumb backflip anti-air. Huge hitbox and quick frames but low damage. Very good at stuffing jumps but VERY punishable on whiff/block.
 
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_2Ca.png‎‎|center]][[image:Ss5sp_kusaregedo_2Cb.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''2C:'''
 +
:Weird tongue pseudo-anti air. Can keep opponents out and has decent range.
 
|-
 
|-
| width="" style="background:#f0f0f0;"| '''2C:'''
 
:Weird tongue pseudo-anti air. Can keep opponents out and has decent range.
 
  
|-
+
 
| width="" | '''3C:'''
+
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_3C.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''3C:'''
 
:Properties: Hits low. Knockdown.
 
:Properties: Hits low. Knockdown.
:Big long tongue sweep. Very irritating for opponents to block but long recovery.
+
:Big long tongue sweep. Very irritating for opponents to block but long punishable recovery.
  
 
|}
 
|}
Line 124: Line 187:
 
=== Jumping ===
 
=== Jumping ===
  
{| border="0" cellspacing="5" width="100%"
+
{| border="0" cellspacing="5" width=""
| width="" style="background:#f0f0f0;"| '''j.A:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_jA.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''j.A:'''
 
:Properties: Hits high.
 
:Properties: Hits high.
:His only aerial that's even remotely safe. It's short, but quick for such a large hitbox. Do this if you are in the air and don't want to be punished.
+
:Prone to getting beaten out, but is his only aerial that's even remotely safe. It's quick for the space it covers. Do this if you are in the air and don't want to get punished when you land.
 +
|-
 +
 
  
|-
+
{| border="0" cellspacing="5" width=""
| width="" | '''j.B:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_jB.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''j.B:'''
 
:Properties: Hits high. Knockdown.
 
:Properties: Hits high. Knockdown.
 
:Huge elbow drop. Active for a long time, great hitbox, hilariously punishable on block or whiff.
 
:Huge elbow drop. Active for a long time, great hitbox, hilariously punishable on block or whiff.
 +
|-
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_jAB.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''j.AB:'''
 +
:Hits hard, super active and covers a huge range beneath him. Always input at the beginning of the jump; active hitbox "starts" early but it doesn't go underneath him until later. Punishable as hell on block, but stuffs well (except for some anti-air) and can cross up.
 
|-
 
|-
| width="" style="background:#f0f0f0;"| '''j.AB:'''
 
:Hits hard and covers a huge range beneath him. Slow and should always be input at the beginning of the jump. Punishable as hell on block, but stuffs well (except for some anti-air) and can cross up.
 
  
|-
+
 
| width="" | '''j.C:'''
+
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_jC.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''j.C:'''
 
:Properties: Hits high. Knockdown.
 
:Properties: Hits high. Knockdown.
 
:Butt drop. If you mess up a command throw input you get this a lot. Thankfully it's not that bad and can cross up. Like with the rest of Gedo's aerials outside of j.A very punishable on whiff/block.
 
:Butt drop. If you mess up a command throw input you get this a lot. Thankfully it's not that bad and can cross up. Like with the rest of Gedo's aerials outside of j.A very punishable on whiff/block.
Line 147: Line 220:
 
=== Dashing ===
 
=== Dashing ===
  
{| border="0" cellspacing="5" width="100%"
+
{| border="0" cellspacing="5" width=""
| width="" style="background:#f0f0f0;"| '''66A:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_66A.png‎‎|center]]
:Dashing 66A. Good for tick throws.
+
| width="100%" style="background:#f0f0f0;"| '''66A:'''
 +
:Dashing n.5A. Good for tick throws.
 +
|-
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_66B.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''66B:'''
 +
:Properties: Hits low. Recoil cancel on block. Knockdown.
 +
:Dashing 2B with all the same uses as it. Keeps the run's momentum so it has even better range.
 
|-
 
|-
| width="" | '''66B:'''
 
:Properties: Hits low. Recoil cancel on block. Knockdown.
 
:Dashing 2B with all the same uses as it. Keeps the run's momentum so it has surprisingly nice range.
 
  
|-
+
 
| width="" style="background:#f0f0f0;"| '''66AB:'''
+
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_66AB.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''66AB:'''
 
:Properties: Knockdown.
 
:Properties: Knockdown.
 
:Running n.5AB pretty much. Still unsafe, but good range. Safe way to hit opponents that step on your vomit puddles or somehow get grabbed by hands.
 
:Running n.5AB pretty much. Still unsafe, but good range. Safe way to hit opponents that step on your vomit puddles or somehow get grabbed by hands.
 +
|-
 +
  
|-
+
{| border="0" cellspacing="5" width=""
| width="" | '''66C:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_66C.png‎‎|center]]
:Properties: Hits low.
+
| width="100%" style="background:#f0f0f0;"| '''66C:'''
 
:Dashing 5C with a really really really weird amount of plus frames. Not like Gedo really needs plus frames so stick with his other dashing normals for easier punishes/tick setups.
 
:Dashing 5C with a really really really weird amount of plus frames. Not like Gedo really needs plus frames so stick with his other dashing normals for easier punishes/tick setups.
  
Line 170: Line 252:
 
=== Unarmed ===
 
=== Unarmed ===
  
{| border="0" cellspacing="5" width="100%"
+
{| border="0" cellspacing="5" width=""
| width="" style="background:#f0f0f0;"| '''u.5S:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_u5S.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''u.5S:'''
 
:n.5A from all distances pretty much.
 
:n.5A from all distances pretty much.
 +
|-
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_u2S.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''u.2S:'''
 +
:Slow bad version of 2A. Really slow.
 
|-
 
|-
| width="" | '''u.2S:'''
 
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_ujS.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''j.uS:'''
 +
:Super short version of j.A. You basically can't hit with this.
 
|-
 
|-
| width="" style="background:#f0f0f0;"| '''ju.S:'''
 
  
|-
+
 
| width="" | '''u.66S:'''
+
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_u66S.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''u.66S:'''
 
:66A but it knocks down. I guess you could use this.
 
:66A but it knocks down. I guess you could use this.
  
Line 188: Line 282:
 
== System ==
 
== System ==
  
{| border="0" cellspacing="5" width="100%"
+
{| border="0" cellspacing="5" width=""
| width="" style="background:#f0f0f0;"| '''Deflect - 216D:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_2146D.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''Deflect - 216D:'''
 
:Big silly deflect. Can catch mashers on a recoil cancel if they're challenging recoil into vomit.
 
:Big silly deflect. Can catch mashers on a recoil cancel if they're challenging recoil into vomit.
 +
|-
  
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_wpickup.png‎‎|center]]
 +
| width="100%" style="background:#FFF;"| '''Weapon Pickup - 5A:'''
 +
:Fairly fast.
 
|-
 
|-
| width="" | '''Weapon Pickup - 5A:'''
 
:He puts his arm back on. Somehow. Fairly fast and is nicely plus when cancelled from a throw animation.
 
  
|-
+
{| border="0" cellspacing="5" width=""
| width="" style="background:#f0f0f0;"| '''Taunt Disarm - Start Start Start:'''
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_3xstart.png‎‎|center]]
 +
| width="100%" style="background:#f0f0f0;"| '''Taunt Disarm - Start Start Start:'''
 
:Don't ask me why his arm falls off. Don't ask him either.
 
:Don't ask me why his arm falls off. Don't ask him either.
  
Line 204: Line 303:
 
== Specials ==
 
== Specials ==
  
{| border="0" cellspacing="5" width="100%"
+
{| border="0" cellspacing="5" width=""
| width="" style="background:#f0f0f0;"| '''Akuryou Yobi - 236A:''' (can be used unarmed)
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_236S.png‎‎]]
:Really slow tracking unblockable that doesn't lead to much and doesn't catch jumping opponents. Gives you time to run forward and 66AB them but it's a gimmick. A funny gimmick but a gimmick nonetheless.
+
| width="100%" style="background:#f0f0f0;"| '''Akuryou Yobi - 236A:''' (can be used unarmed)
:This stops being a gimmick in time slow, however. It being unblockable forces the opponent into a checkmate situation where almost every answer results in them getting Issen'd. Gedo's strong meditation helps a lot in this regard as well.
+
:Really slow really punishable tracking unblockable that doesn't catch jumping opponents. Gives you time on hit to run forward and 66AB them, or 5AB if you're close. It even comes out on trade for whatever reason, though it'll just knock down. A funny gimmick at best.
 +
:This stops being a gimmick in time slow, however. It being unblockable forces the opponent into a situation where reacting poorly results in them getting Issen'd for big damage. Gedo's strong meditation helps a lot in this regard as well.
 +
|-
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_214S.png‎‎]]
 +
| width="100%" style="background:#FFF;"| '''Ieki Haki - 214A/214B:'''
 +
:The Vomit. If you've got space, you can do this. If you recoil 5B from far enough away, you can do this. Very active. Stops grounded approaches/fireballs and leaves them in a bunch of hitstun so you can smack them with your button of choice. Usually a heavy. Not a low so don't expect to set up weird funny unblockables with this.
 +
:Also works as an alternate to pursuit and you can try to do it multiple times until they get up.
 
|-
 
|-
| width="" | '''Ieki Haki - 214A/214B:'''
 
:The Vomit. If you've got space, you can do this. If you recoil 5B from far enough away, you can do this. Very active. Stops grounded approaches and leaves them in a bunch of hitstun so you can smack them with your button of choice. Usually a heavy. Hits low but don't expect to set up weird funny unblockables with this.
 
:Also works as an alternate to pursuit and you can try to do it multiple times until they get up.
 
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_421C.png‎‎]]
 +
| width="100%" style="background:#f0f0f0;"| '''Niku Mochiage - 421C:'''
 +
:Weird pseudo-roll that avoids lows and is just kind of awkward to look at. Can be used to buffer a command throw because of course.
 
|-
 
|-
| width="" style="background:#f0f0f0;"| '''Niku Mochiage - 421C:'''
 
:Weird pseudo-roll that avoids lows and is just kind of awkward to look at. Can be used to buffer a command throw because of course.
 
  
|-
+
 
| width="" | '''Gedo no Rakuin Oshi - 6428C:'''
+
{| border="0" cellspacing="5" width=""
:Here's the big Gedo sauce. The fastest command throw in the game and second only to Gaira's in sheer hurt. Huge range, too. It's punishable on whiff if the opponent is looking for it and requires some very fast inputs or very smart buffer strategies to consistently do. Thankfully the buffer is VERY lenient so you can do this after a lot of stuff, gimmicky or otherwise. If it seems useless, try buffering a command throw afterwards. You can mash it out during hit/blockstun if you're confident you won't jump out due to mistiming.
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_64258C.png‎‎]]
 +
| width="100%" style="background:#FFF;"| '''Gedo no Rakuin Oshi - 6428C:'''
 +
:Here's the big Gedo sauce. The fastest command throw in the game and second only to Gaira's in sheer hurt. Huge range, too. It's punishable on whiff if the opponent is looking for it and requires some very fast inputs or very smart buffer strategies to consistently do. Thankfully the buffer is VERY lenient so you can do this after a lot of stuff, gimmicky or otherwise. If a move seems useless, try buffering a command throw afterwards if you're in range. You can mash it out during hit/blockstun if you're confident you won't jump out due to mistiming.
 
:Some ways to do this during a roll include:
 
:Some ways to do this during a roll include:
 
:Just doing the motion during a roll. Really hard to pull off unless you're REALLY fast. Gedo's roll having such a specific cancel window doesn't help with this at all.
 
:Just doing the motion during a roll. Really hard to pull off unless you're REALLY fast. Gedo's roll having such a specific cancel window doesn't help with this at all.
 
:Inputting the command throw as 643D58C. The 3D counts as a 2 as far as the buffer window is concerned so it's just on you to do the inputs right and time the 8C.
 
:Inputting the command throw as 643D58C. The 3D counts as a 2 as far as the buffer window is concerned so it's just on you to do the inputs right and time the 8C.
 +
:Inputting the command throw as 3D698741258C. There's less precise inputs involved but requires a pretty quick stick spin to work. It doesn't look like the right input at all but the buffer is really that lenient. Only issue is spinning the stick and returning it to neutral in time to 8C during the cancel window.
 +
|-
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_341236421BC.png‎‎]]
 +
| width="100%" style="background:#f0f0f0;"|  '''Doro Nage - 341236421BC:'''
 +
:Projectile used for humiliation more than anything else. Read the IRC chatlogs for this one.
 
|-
 
|-
| width="" style="background:#f0f0f0;"| '''Doro Nage - 341236421BC:'''
 
:Read the IRC chatlogs for this one.
 
  
 +
 +
{| border="0" cellspacing="5" width=""
 +
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_236CD.png‎‎]]
 +
| width="100%" style="background:#FFF;"|  '''Tobi Zutsuki - 236CD - WFT:''' (can be used unarmed)
 +
:Well at least you can do it unarmed. Gedo throws his head at you as a projectile. Deceptively active so you need to keep blocking until it's actually traveling back to him or you'll get disarmed and feel bad. Not really that good, and Gedo prefers meditating more often than not anyways.
 
|-
 
|-
| width="" | '''Tobi Zutsuki - 236CD - WFT:''' (can be used unarmed)
 
:Well at least you can do it unarmed. Gedo throws his head at you as a projectile. Deceptively active so you need to keep blocking until it's actually traveling back to him or you'll get disarmed and feel bad. Not really that good, and Gedo prefers meditating more often than not anyways.
 
  
|-
+
 
| width="" style="background:#f0f0f0;"| '''Gedo no Emono Gari - 698741258CD - WFT:'''
+
{| border="0" cellspacing="5" width=""
:Impossible input aside this WFT hurts a lot and is very fast. Not as fast as his regular command grab but it can be very threatening if you're able to represent it. Can be cancelled into from a roll but is even harder than the normal one. Less punishable on whiff than his normal command throw as well.
+
| width="190" style="background:#000;" | [[image:Ss5sp_kusaregedo_698741258CD.png‎‎]]
 +
| width="100%" style="background:#f0f0f0;"| '''Gedo no Emono Gari - 698741258CD - WFT:'''
 +
:Impossible input aside this WFT hurts a lot and is very fast. Not as fast as his regular command grab but it can be very threatening if you're able to represent it. Less punishable on whiff than his normal command throw as well. Can be cancelled into from a roll but the buffer isn't as nice. Being sloppy with your inputs will net a 236CD instead, and you don't want that.
 +
:Roll cancel buffer strats:
 +
:Inputting 3D698741258CD. It's the same as one of the above strategies for 6428C but the input buffer being more strict makes it harder by comparison.
 +
:Inputting 69874123D58CD. You need to hide the input during something that keeps you grounded, like a normal. It's more telegraphed but it's worth knowing.
 
|}
 
|}
  
Line 253: Line 375:
 
:...BCD  (if they jump)
 
:...BCD  (if they jump)
 
:...5B BCD  (if they hop?)
 
:...5B BCD  (if they hop?)
 
=== Time slow ===
 
  
 
== Strategies ==
 
== Strategies ==
Line 419: Line 539:
 
| Akuryou Yobi - 236A || 8 || 52 || 30 || 94 || x || - || +99 || +99 || -- || Mid ||  
 
| Akuryou Yobi - 236A || 8 || 52 || 30 || 94 || x || - || +99 || +99 || -- || Mid ||  
 
|-
 
|-
| Ieki Haki - 214A/214B || 4 || 26 || 72 || 48 || x || - || +48 || +48 || -10 || Low ||  
+
| Ieki Haki - 214A/214B || 4 || 26 || 72 || 48 || x || - || +48 || +48 || -10 || Mid ||  
 
|-
 
|-
 
| Niku Mochiage - 421C || x || x || x || 37 || x || - || -- || -- || -- || Mid || 1-23f throw invincible<br>5-23f lower body fully invincible<br>24-32f lower body invincible
 
| Niku Mochiage - 421C || x || x || x || 37 || x || - || -- || -- || -- || Mid || 1-23f throw invincible<br>5-23f lower body fully invincible<br>24-32f lower body invincible
Line 435: Line 555:
  
 
[[Category:Samurai Shodown V Special]]
 
[[Category:Samurai Shodown V Special]]
 +
[[Category:Youkai Kusaregedo]]

Latest revision as of 23:49, 17 August 2019

妖怪 腐れ外道, Youkai Kusaregedo
Colors

Introduction

Hungry hungry demon.

Strengths Weaknesses
  • Extremely slow walk and dash
  • Easy to bully if he loses his weapon
  • The things that make him a huge threat are locked behind dreaded execution

Data

  • Damage taken: 90%
  • Rage duration: 9 seconds
  • Amount to rage: 30
  • Walk speed: 200
  • Backwalk speed: 80
  • Dash speed: 800
  • Jump duration: 56 frames
  • Width: 36
  • Throw range: 28

Normals

Far Slashes

Ss5sp kusaregedo 5Aa.png
Ss5sp kusaregedo 5Ab.png
5A:
An annoyingly large hitbox perfect for harassment with otherwise typical jab stats. Pretty minus when blocked so someone with a fast long-reaching punish can hit you for this if they're watching out for it.
Ss5sp kusaregedo 5Ba.png
Ss5sp kusaregedo 5Bb.png
5B:
Properties: Cancelable. Recoil cancel on block. Deflectable.
His midrange poke with good air traction and a huge hitbox. Good for recoil cancelling into vomit at long-ish distance. Has trouble anti-airing if they're too close. Watch out for deflects. Cancel window is before the hitbox comes out; as Gedo raises his arm to swipe.
Ss5sp kusaregedo 5ABa.png
Ss5sp kusaregedo 5ABb.png
5AB:
Properties: Deflectable.
Really big multihit punish. Kind of slow and later hits can miss if it connects at max range. Generally good move if there's an opening for it like after vomit connects.
Ss5sp kusaregedo 2A.png
2A:
Properties: Recoil cancel on block.
Funny little hand poke with great startup, reach, and frames on block/hit. Another annoying normal for them to get around. Recoil cancels aren't the best thing for you to do off of this but maybe cancelling into deflect will catch them mashing afterwards.
Ss5sp kusaregedo 2B.png
2B:
Properties: Hits low. Recoil cancel on block. Knockdown.
Big low-hitting sweep with good frames. Recoil canceling into command grab forms an OS because there's no cancel window on hit/whiff for this attack.
Ss5sp kusaregedo 2AB.png
2AB:
Properties: Deflectable. Knockdown.
The hitboxes for this one fly all over the place. Click here too see an animated version. Effective as a preemptive anti-air, but very punishable if it whiffs. Generally misses grounded opponents.

Near Slashes

Ss5sp kusaregedo n5A.png
n.5A:
Another funny get-off-me attack. Can tick into command grab.
Ss5sp kusaregedo n5B.png
n.5B:
Properties: Recoil cancel on block. Deflectable.
Horizontal bone poke. Like with 2B recoil cancel can OS for a command throw setup. Can also tick on hit but it has slightly different timing from a recoil cancel.
Ss5sp kusaregedo n5AB.png
n.5AB:
Gedo uses his head and hits you with it. Pretty good range, strong damage, kind of slow for a close heavy. Don't use this outside of guaranteed situations (i.e. vomit/punishes) pretty much.
Ss5sp kusaregedo 2A.png
n.2A:
Same as far 2A but no recoil animation. Frames are somehow the same on block though.
Ss5sp kusaregedo 2B.png
n.2B:
Properties: Hits low. Recoil cancel on block. Knockdown.
Same as 2B.
Ss5sp kusaregedo n2AB.png
n.2AB:
Properties: Deflectable.
Bone spikes. Great close range anti-air and hits ground.

Overheads

Ss5sp kusaregedo 5BC.png
5BC:
Properties: Hits high. Knockdown.
Goes pretty far forward and has an okay time beating out attacks.
Ss5sp kusaregedo u5BC.png
u.5BC:
Properties: Hits high. Knockdown.
Same as 5BC.

Kicks

Ss5sp kusaregedo 5C.png
5C:
Gedo sticks his foot forward. Cancel window comes out before the hitbox so this can keep you grounded for a command throw from neutral. Okay poke.
Ss5sp kusaregedo 6C.png
6C:
Properties: Knockdown.
Big dumb backflip anti-air. Huge hitbox, active for a good time, quick to start up but low damage. Very good at stuffing jumps but VERY punishable on whiff/block.
Ss5sp kusaregedo 2Ca.png
Ss5sp kusaregedo 2Cb.png
2C:
Weird tongue pseudo-anti air. Can keep opponents out and has decent range.
Ss5sp kusaregedo 3C.png
3C:
Properties: Hits low. Knockdown.
Big long tongue sweep. Very irritating for opponents to block but long punishable recovery.

Jumping

Ss5sp kusaregedo jA.png
j.A:
Properties: Hits high.
Prone to getting beaten out, but is his only aerial that's even remotely safe. It's quick for the space it covers. Do this if you are in the air and don't want to get punished when you land.
Ss5sp kusaregedo jB.png
j.B:
Properties: Hits high. Knockdown.
Huge elbow drop. Active for a long time, great hitbox, hilariously punishable on block or whiff.
Ss5sp kusaregedo jAB.png
j.AB:
Hits hard, super active and covers a huge range beneath him. Always input at the beginning of the jump; active hitbox "starts" early but it doesn't go underneath him until later. Punishable as hell on block, but stuffs well (except for some anti-air) and can cross up.
Ss5sp kusaregedo jC.png
j.C:
Properties: Hits high. Knockdown.
Butt drop. If you mess up a command throw input you get this a lot. Thankfully it's not that bad and can cross up. Like with the rest of Gedo's aerials outside of j.A very punishable on whiff/block.

Dashing

Ss5sp kusaregedo 66A.png
66A:
Dashing n.5A. Good for tick throws.
Ss5sp kusaregedo 66B.png
66B:
Properties: Hits low. Recoil cancel on block. Knockdown.
Dashing 2B with all the same uses as it. Keeps the run's momentum so it has even better range.
Ss5sp kusaregedo 66AB.png
66AB:
Properties: Knockdown.
Running n.5AB pretty much. Still unsafe, but good range. Safe way to hit opponents that step on your vomit puddles or somehow get grabbed by hands.
Ss5sp kusaregedo 66C.png
66C:
Dashing 5C with a really really really weird amount of plus frames. Not like Gedo really needs plus frames so stick with his other dashing normals for easier punishes/tick setups.

Unarmed

Ss5sp kusaregedo u5S.png
u.5S:
n.5A from all distances pretty much.
Ss5sp kusaregedo u2S.png
u.2S:
Slow bad version of 2A. Really slow.
Ss5sp kusaregedo ujS.png
j.uS:
Super short version of j.A. You basically can't hit with this.
Ss5sp kusaregedo u66S.png
u.66S:
66A but it knocks down. I guess you could use this.

System

Ss5sp kusaregedo 2146D.png
Deflect - 216D:
Big silly deflect. Can catch mashers on a recoil cancel if they're challenging recoil into vomit.
Ss5sp kusaregedo wpickup.png
Weapon Pickup - 5A:
Fairly fast.
Ss5sp kusaregedo 3xstart.png
Taunt Disarm - Start Start Start:
Don't ask me why his arm falls off. Don't ask him either.

Specials

Ss5sp kusaregedo 236S.png Akuryou Yobi - 236A: (can be used unarmed)
Really slow really punishable tracking unblockable that doesn't catch jumping opponents. Gives you time on hit to run forward and 66AB them, or 5AB if you're close. It even comes out on trade for whatever reason, though it'll just knock down. A funny gimmick at best.
This stops being a gimmick in time slow, however. It being unblockable forces the opponent into a situation where reacting poorly results in them getting Issen'd for big damage. Gedo's strong meditation helps a lot in this regard as well.
Ss5sp kusaregedo 214S.png Ieki Haki - 214A/214B:
The Vomit. If you've got space, you can do this. If you recoil 5B from far enough away, you can do this. Very active. Stops grounded approaches/fireballs and leaves them in a bunch of hitstun so you can smack them with your button of choice. Usually a heavy. Not a low so don't expect to set up weird funny unblockables with this.
Also works as an alternate to pursuit and you can try to do it multiple times until they get up.
Ss5sp kusaregedo 421C.png Niku Mochiage - 421C:
Weird pseudo-roll that avoids lows and is just kind of awkward to look at. Can be used to buffer a command throw because of course.
Ss5sp kusaregedo 64258C.png Gedo no Rakuin Oshi - 6428C:
Here's the big Gedo sauce. The fastest command throw in the game and second only to Gaira's in sheer hurt. Huge range, too. It's punishable on whiff if the opponent is looking for it and requires some very fast inputs or very smart buffer strategies to consistently do. Thankfully the buffer is VERY lenient so you can do this after a lot of stuff, gimmicky or otherwise. If a move seems useless, try buffering a command throw afterwards if you're in range. You can mash it out during hit/blockstun if you're confident you won't jump out due to mistiming.
Some ways to do this during a roll include:
Just doing the motion during a roll. Really hard to pull off unless you're REALLY fast. Gedo's roll having such a specific cancel window doesn't help with this at all.
Inputting the command throw as 643D58C. The 3D counts as a 2 as far as the buffer window is concerned so it's just on you to do the inputs right and time the 8C.
Inputting the command throw as 3D698741258C. There's less precise inputs involved but requires a pretty quick stick spin to work. It doesn't look like the right input at all but the buffer is really that lenient. Only issue is spinning the stick and returning it to neutral in time to 8C during the cancel window.
Ss5sp kusaregedo 341236421BC.png Doro Nage - 341236421BC:
Projectile used for humiliation more than anything else. Read the IRC chatlogs for this one.
Ss5sp kusaregedo 236CD.png Tobi Zutsuki - 236CD - WFT: (can be used unarmed)
Well at least you can do it unarmed. Gedo throws his head at you as a projectile. Deceptively active so you need to keep blocking until it's actually traveling back to him or you'll get disarmed and feel bad. Not really that good, and Gedo prefers meditating more often than not anyways.
Ss5sp kusaregedo 698741258CD.png Gedo no Emono Gari - 698741258CD - WFT:
Impossible input aside this WFT hurts a lot and is very fast. Not as fast as his regular command grab but it can be very threatening if you're able to represent it. Less punishable on whiff than his normal command throw as well. Can be cancelled into from a roll but the buffer isn't as nice. Being sloppy with your inputs will net a 236CD instead, and you don't want that.
Roll cancel buffer strats:
Inputting 3D698741258CD. It's the same as one of the above strategies for 6428C but the input buffer being more strict makes it harder by comparison.
Inputting 69874123D58CD. You need to hide the input during something that keeps you grounded, like a normal. It's more telegraphed but it's worth knowing.

Combos

Normal

  • 236S or 214S -> whatever
No, really, this is all he has.
Advanced: 214S->214S->214S

Time Slow

BCD 236S (setup)
...BCD (if they block)
...BCD (if they jump)
...5B BCD (if they hop?)

Strategies

Pick White Gedo.

<setrajonas> i'll play as gedo
<setrajonas> what do i do
<pockets`> sharkbutt all day
<pockets`> no if you actually want to play gedo, you need to #1 master his normals and #2 nail that  sharkbutt
<pockets`> 2A is his best general fuck off poke
<pockets`> 5B at range is good but it has a huge blindspot
<pockets`> you can cancel 5B's startup for vomit
<pockets`> he's too slow and kenki gauge doesn't affect the big throw so you meditate away all his rage
<pockets`> generally behind a puddle of vomit
<pockets`> 2B is pretty boss since it hits low and has a recoil animation
<pockets`> so up close you can douche out with 2B throw on block cancel
<pockets`> also works with 66B
<pockets`> it isn't safe so if you guess wrong you can get wrecked but 3C is crazy long range and sweeps
<pockets`> his 6C is sick anti air

<pockets`> and I have to work poop fling into my gedo game now
<bellreisa> do you ever do meaty poop fling?
<bellreisa> how about antiair poop?
<bellreisa> perhaps end a blockstring in safe poop?
<setrajonas> poop on you
<bellreisa> or perhaps, get a little daring and counterhit poop trade in your favor, so you can combo off the poop
<pockets`> I haven't been able to test the properties of poop extensively because I haven't been able to do it reliably
<Xenozip> there is no safe poop, he laughs afterwords for like a full second
<pockets`> I bet it's safe on backhit
<pockets`> safe backhit poop
<Rithli> random poop
<Xenozip> i think its too messy to do poop up close you gotta aim it from afar
<bellreisa> is it possible to cancel the recovery
<bellreisa> lolcancel the poop fling, if you will
<Xenozip> if you will
<bellreisa> a hotdog paella
<Rithli> hotdog poop
<Rithli> umepoop
<setrajonas> KIMOCHII NEEEEEE
<bellreisa> daigo poopmehara
<bellreisa> rare footage of daigo actually constipated
<setrajonas> the secret of his success
<Xenozip> needs custom combo in sirlin mode, infinite poop
<Rithli> umepoop is what you do if you know you're going to a buffet
<setrajonas> daipoop
<Xenozip> im quoting that
<bellreisa> shitpoo jinrai kyaku
<setrajonas> genei poop
<Xenozip> so if i do a poop video will it be youtube poop?
<bellreisa> f f f
<Lokanas> lol
<Lokanas> 7/10
<sphy> wow cant believe I checked this channel and saw poop discussion and 15 minutes later I check again and it's still going
<Lokanas> lol
<bellreisa> that's what you get
<bellreisa> go back to eating poutine
<bellreisa> pooptine
<pockets`> haha poop doesn't even do chip damage
<Xenozip> but chips can cause poop damage
<pockets`> it's funny because it's true
<pockets`> must troll comic with poop
<setrajonas> comic poop
<bellreisa> so when you land a major ch with gedo
<bellreisa> would you say...
<bellreisa> that shit was pringles
<Icekin> 5/10

<pockets`> attention, IRC
<pockets`> mauve got pooped to death
<mauve> fucking gedo

Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 7 14 4 38 1~4(4) - -6 +2 -19 Mid Medium attack
5B 15 16 6 42 8~15(8) 14~15(2) / 22~23(2) -6 +2 -18 Mid Medium attack, Deflectable(med)
5AB 10, 11, 13 25 2 80 x - -8 +2 -26 Mid Heavy attack, Deflectable(heavy)
2A 4 8 4 20 x - -2 -2 -6 Mid Weak attack
2B 16 18 6 40 x 14~17(4) KD KD -13 Low Knockdown attack
2AB 29 13 32 59 x - +3 +13 -21 Mid Heavy attack, Deflectable(heavy)
n.5A 5 10 5 22 1~4(4) - -2 -2 -7 Mid Weak attack
n.5B 14 17 4 37 1~6(6) 14~16(3) / 21~23(3) -2 +6 -18 Mid Medium attack, Deflectable(med)
n.5AB 32 19 8 58 x - -2 +8 -26 Mid Heavy attack
n.2A 4 8 4 20 x - -2 -2 -7 Mid Weak attack
n.2B 16 18 6 40 x 14~17(4) KD KD -13 Low Knockdown attack
n.2AB 27 17 10 54 x - +0 +10 -21 Mid Heavy attack
5C 7 9 6 30 1~4(4) - -3 +5 -16 Mid Medium attack
6C 10 10 5 78 x - KD KD -63 Mid Knockdown attack
10-49f airborne
2C 2 9 11 31 x - -4 +4 -17 Low Medium attack
3C 7 12 8 37 x - KD KD -20 Low Knockdown attack
j.A 8 6 2 20 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 13 17 17 38 x - -- -- -- High Medium attack Knockdown attack
j.AB 27 6 6 56 x - -- -- -- High Medium attack Knockdown attack
j.C 12 11 11 56 x - -- -- -- High Medium attack Knockdown attack
ju.C 12 11 11 56 x - -- -- -- High Medium attack Knockdown attack
5BC 14 20 14 60 35~40(4) - KD KD -34 High Medium attack Knockdown attack
u.5BC 14 20 14 60 35~40(4) - KD KD -34 High Medium attack Knockdown attack
66A 5 14 5 26 1~5(5) - -2 -2 -7 Mid Weak attack
66B 12 13 6 35 1~4(4) 9~12(4) KD KD -26 Low Knockdown attack
66AB 18 13 8 38 1~5(5) - KD KD -20 Mid Knockdown attack
66C 8 17 7 27 1~5(5) - +8 +16 -5 Low Medium attack
u.5S 5 10 5 22 x - -2 -2 -7 Mid Weak attack
u.2S 4 25 5 29 1~4(4) - +6 +6 +1 Mid Weak attack
ju.S 5 5 8 22 x - -- -- -- High Weak attack
u.66S 5 14 5 26 1~4(4) - KD KD -7 Mid Knockdown attack
u.66C 8 17 7 27 1~5(5) - +8 +16 -5 Low Medium attack
2BC 8 22 9 30 x - -- -- -- Mid
u.2BC 8 22 4 30 x - -- -- -- Mid
8BC 16 39 5 80 x - -- -- -- Mid
u.8BC 16 39 5 80 x - -- -- -- Mid
Akuryou Yobi - 236A 8 52 30 94 x - +99 +99 -- Mid
Ieki Haki - 214A/214B 4 26 72 48 x - +48 +48 -10 Mid
Niku Mochiage - 421C x x x 37 x - -- -- -- Mid 1-23f throw invincible
5-23f lower body fully invincible
24-32f lower body invincible
Doro Nage - 341236421BC 14 42 x 166 x - -87 KD -112 Mid
Gedo no Rakuin Oshi - 6428C 48 1 1 66 x - -- -- -- Mid
Tobi Zutsuki - 236CD 30 27 39 148 x - KD KD -109 Mid
Gedo no Emono Gari - 698741258CD 68 5 1 42 x - -- -- -- Mid
Samurai Shodown V Special
General

FAQControlsHUD

Characters

AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro

Mechanics

MechanicsTablesHitboxesHidden Moves