Samurai Shodown/Genjuro Kibagami

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Genjuro Kibagami
牙神 幻十郎, Kibagami Genjūrō

Introduction

Haohmaru’s eternal rival and fan-favourite redhead Hitokiri, Genjuro is all about getting up-close and personal, forcing you into one of his numerous lethal mixups.While his range might be slightly below average, once he gets in, Genjuro has all the tools he needs to positively ruin your day. His hanafuda card projectile can put you in prolonged blockstun, allowing Genjuro to move in for a free mixup. His rekka strings can also hit from the front or from behind. On top of this, he has a command grab which he can use once the opponent freezes up.

Defensively, he is no slouch either, as his DP has pretty good invincibility and a large hitbox to boot. Genjuro players need to establish themselves in the neutral game against overly aggressive opponents since all of Genjuros mixups require the enemy to stay still more or less. Genjuro also struggles against heavy zoners, as he lacks a good anti-zoning tool.

If you are looking for an equivalent to Street Fighter’s Ken Masters in Samurai Shodown, Genjuro is your man.

Strengths Weaknesses
  • Deadly mixups from close range
  • Competent neutral game
  • Has a tool for every situation
  • Slightly below-average range.
  • Needs the enemy to respect him before applying his mixups
  • Can be kept out more easily than other characters

Data

  • Damage Taken: 100%
  • Rage Duration: 7 seconds
  • Sixth fastest meter gain of the cast.

Gameplan

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

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
SS Genjuro 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 HL 7 - 22 -3 -5 Yes - Yes No


5B
5B
SS Genjuro 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 HL 10 - 40 -10 -12 No - Yes No


5C
5C
SS Genjuro 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
300 HL 22 - 71 -10 -16 No - Yes No


2A
2A
SS Genjuro 2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 HL 5 - 21 -4 -5 Yes - Yes -


2B
2B
SS Genjuro 2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 L 14 - 40 -6 -12 No - No -


2C
2C
SS Genjuro 2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
240 HL 19 - 54 -10 -28 No - Yes -


Near Slashes

n.5A
n.5A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 HL 5 - 19 -2 -5 Yes - Yes -


n.5B
n.5B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 HL 7 - 26 +1 -12 Yes - Yes -


n.5C
n.5C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 16 - - -1 -28 - - - -


n.2B
n.2B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 9 - - -1 -12 - - - -


n.2C
n.2C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 18 - - +2 -28 - - - -


Kicks

5D
5D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
15,15,20 HL,H,HL 5,19,39 - 54 -2 -6 No,Yes,No - - -

2 frame gap between the first and second hit. If someone jumps out during this time and gets hit, the final hit will whiff which leaves Genjuro on a -10 block disadvantage.


6D
6D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 L 16~22 - 41 KD -10~-4 No No No -


2D
2D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 L 5 - 17 ±0 -3 Yes No No -


3D
3D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 L 9~15 - 32 KD -6~±0 Yes No No -


Dash Normals

66A
66A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 HL 5 - 24 -6 -19 Yes - Yes No


66B
66B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50,50 L,H 13 - 45 KD -35 No - No,Yes No


66C
66C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
140 HL 14 - 52 KD -16 No - Yes No


66D
66D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 L 9 - 36 KD -11 No No No Yes


Air Normals

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


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


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


j.D
j.D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -


Unarmed Normals

u.5S
u.5S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 6 - - -5 -10 - - - Yes


u.2S
u.2S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 8 - - +2 -3 - - - Yes


ju.S
ju.S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 6 - - - - - - - Yes


u.66S
u.66S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes


Universal Mechanics

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

Universal throw. Can be followed up with an attack.

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

Universal throw. Can be followed up with an attack.


Surprise Attack
Surprise Attack (Overhead)
5B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 H 20 - 42 KD (+80) -10 No No No No

Universal overhead.


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

Universal dodge.


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

Universal counter. Allows you to follow up with a guaranteed attack of your own. The follow up depends on the strength of the attack you counter. If you counter a heavy slash, your opponent will be disarmed.

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

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


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

Unblockable pushback attack.


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

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


Special Moves

Triple Death Hack: Fang
Triple Death Hack: Fang
236S Triple Death Hack: Fang
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 20 HL 11 - 43 -12 -17 - - - No
Medium 20 HL 24 - 53 -9 -14 - - - No
Heavy 20 HL 25 - 73 -12 -17 - - - No

Genjuro's Rekka type move.


Triple Death Hack: Horn
Triple Death Hack: Horn
236S (after Triple Death Hack: Fang) Triple Death Hack: Horn
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 30 HL 16 - - -23 -28 - - - No
Medium 60 HL 23 - - -15 -20 - - - No
Heavy 70 HL 19 - - -23 -28 - - - No

Genjuro's Rekka move. 2nd rekka


Triple Death Hack: Element
Triple Death Hack: Element
236S (after Triple Death Hack: Horn) Triple Death Hack: Element
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 HL 17 - - KD -48 - - - No

Genjuro's Rekka type move for the final rekka


Lightning Wings
Lightning Wings
623S Lightning Wings
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 100 HL 7 - 58 KD (+85) -36 - - - No

No invincibility properties.

Medium 110,30 HL 9 - 79 KD (+79) -52 - - - No

Invincibility against air attacks frame 1~10.

Heavy 120,30,30 HL 13 - 89 KD (+99) -59 - - - No

Full body invincibility frames 1~14.

Rage 180 HL 8 - 75 KD (+78) -48 - - - No

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


Zen Blade
Zen Blade
(close)623K Zen Blade
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
120 Throw 5 - 53 KD (+61) - - - - Yes

Standard unblockable command grab. Its damage might seem a little meager in comparison to some of your other tools, but using it is important in keeping your mix-up game from becoming stale.


Cherry Blossom Slice
Cherry Blossom Slice
214S Cherry Blossom Slice
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 40 HL 30 - 56 +2 -11 - - - No
Medium 40 HL 30 - 61 -3 -16 - - - No
Heavy 40 HL 30 - 66 -8 -21 - - - No

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


Cherry Blossom Slice (Changes when opponent guards)
Cherry Blossom Slice (Changes when opponent guards)
214S (Hold button down) Cherry Blossom Slice (Changes when opponent guards)
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 - N/A - - +30 +17 - - - No

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


Slash of a Hundred Demons
Slash of a Hundred Demons
421S Slash of a Hundred Demons
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light - - 17 - - KD -14 - - - No
Medium - - 17 - - KD -15 - - - No
Heavy - - 17 - - KD -16 - - - No

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


Supers

Weapon Flipping Technique

Five Flash Rip
236B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 10 - - KD -48 - - - -

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


Super Special Move

Reverse Five Flash Rip
641236C+D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 29 - - - -23 - - - -

Available only once per match.


Combos

List combos, use numpad notation.

Midscreen

Corner

Videos

Colors


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWuYashamaruYoshitora