緋雨 閑丸, Hisame Shizumaru
Shizumaru is a well-rounded, technical fighter who can play offense and defense equally well. His range is slightly shorter than most other characters but he makes up for it with big damage, great mobility and strong defense.
While Shizu can be played at any level and do well, he has arguably one of the highest skill ceilings out of any character in the game due to his instant overhead setup and Crazy Downpour special move (also called Kyourakuzan or KRZ, or TAP as a reference to the signature move from Boxer from the Street Fighter Series, the Turn-Around Punch). Holding down any slash (A, B, C) will charge the attack, with the strongest version taking a full 80 seconds to charge up. Experienced players will switch which button is held down regularly. Reading the situation correctly and changing your buttons on the fly is a big part of Shizu’s executional demand as a character.
The reward, however, is massive, and makes his damage potential some of the highest in the entire game come round 2. He may feel a little outmatched on the ground sometimes but slip up once, and Shizumaru might just take the round from a single mistake.
- Strong tools for any situation
- Insanely high burst damage potential
- Great mobility and short hurtbox
- Below average range
- Predictable ground game
- Requires decent execution and/or situational awareness to play optimally.
- Damage Taken: 105%
- Rage Duration: 9 seconds
Similar to the Strategy section of the 5sp wiki pages. List Shizumaru's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.
When playing as Shizumaru, you need to get into the habit of holding down any Slash button (A, B or C) at all points during the match to charge KRZ. This move is your biggest joker and enables you to blow through anything the opponent does, doing a huge amount of unburstable damage. This gives you great comeback potential or a way to close out a round or match before the opponent can use their rage explosion. Because of the huge threat this move poses, your opponent might also hesitate a bit more, giving you more opportunities to hit them before they hit you.
To charge KRZ, you don't have to stick to a single button - you can switch around buttons and still keep the charge, as long as a Slash button is held down at all times.
Because of the nature of holding down a button, you won't have access to certain moves in neutral game. Apart from the obvious normals and specials, these are:
- While holding A: No spotdodge or deflect.
- While holding B: No spotdodge, deflect or universal overhead. Notable: No antiair 623B.
- While holding C: No throw, universal overhead or SSM. Notable: No invincible 623C.
It helps to think of charging TAP as a stance. Holding C is the defensive/neutral stance - you have access to quick normals to halt your opponent's approach, and you can deflect and spotdodge, but you lack the access to a quick whiffpunish in 5C and cannot use throws or SSM. You also have no invincible attack while holding C. Holding A is the offensive stance - you can't do quick pokes and cannot deflect or spotdodge, but you can deal heavy damage with 5C and can throw. B is sort of a mixture of these two, but most noteably you cannot do your best grounded antiair attack (623B) so this leaves you only with low reward antiairs like j.A and such.
A good habit to get into is to never press and let go of a button but instead always holding it down. Even if you do not intend to keep holding it down, it gives you the option to choose. So if you're holding A, and then pressed C to poke/punish with Heavy Slash, keep holding down both buttons until you made up your mind which button you want to free up.
Other good ways and spots to switch the button you're currently holding is during the recovery of any move (mostly specials such as DP after a punish) or by masking it with a 2D (eg hold A, whiff 2D, switch to holding C).
It's important to always have a plan as to why you're holding which button. For example, holding A or B keeps you from using deflect, so in situations where you're soon likely to be able to land one, you want to plan ahead and free it up in time.
Concrete example: You're holding A and attempt to hit the opponent with a 5C, but it was blocked. If you kept holding A here, you're not able to recoil cancel into deflect and are defenseless against attempts by the opponent to punish with a Slash of their own. Instead, you want to hold A, press 5C and keep holding C, and if it was blocked, you can attempt to deflect. In case you're deciding to deflect, always switch back to holding A after deflecting (ie doing 236[A]+B and holding A), because if the deflect was successful you want your C button to be free'd up for a SSM.
Think of different situations where you want to juggle buttons around like this and incorporate these drills into your practice sessions!
Lv4 vs Lv5
Lv1, Lv2 and Lv3 KRZ are fairly useless, which is good because it lets us focus on the two important ones: Lv4 and Lv5. These are probably the only ones you want to use. Let's compare these two: Lv5 takes four times as long to charge compared to Lv4 (80s vs 20s, or 50 Samsho seconds vs ~13 Samsho seconds) while only adding a fraction of the damage, so Lv4 has a way better damage-to-chargetime ratio. Lv5 however is of course completely invincible, whereas Lv4's invincibility runs out before the active frames.
What this basically means that if you can land Lv4 KRZ as soon as you get it, you will do a lot more damage over the course of a match than landing a single Lv5 KRZ. This especially makes Shizu's throw very potent, as KRZ can be easily comboed from it. However, reliably landing Lv4 every time after exactly 20s is unrealistic, and every second you "waste" after you get Lv4 makes you lose on DPS, which makes waiting for access to a horizontal shoryuken more attractive. In the end, which version you prefer to use is up to your playstyle. With that being said, closing out the first round (or second if you lost the first one and whiffed a KRZ already) by using a guaranteed Lv4 is probably always worth it, so don't hesitate to use it this way.
As said above, only Lv4 and Lv5 are worth using. There are two magic numbers that you need to memorize - 13 and 50. This is the amount of in-game time needed to charge to Lv4 resp. Lv5. ALWAYS keep track of the round timer to determine which level you are currently on. In the first round, assuming nothing stops the timer (like RE), you hit Lv4 as soon as the timer reaches 47 and Lv5 as soon as it reaches 10. If either of you die when the timer shows 24, that means 36 Samsho seconds have passed, so you'll have Lv5 in the second round when the timer hits 46. Utilizing the timer to determine your current charge level is a very simple but powerful technique, and nothing feels more satisfying than to go through a fireball right as you hit that Lv5. Get into this habit as soon as possible.
|Lightning Blade (Issen)
5A+B+C during Rage Explosion
B+C during Dreadful Drizzle
S (Hold and Release)
"Ikuzo! Amanagare Kyourakuzan!"
Weapon Flipping Technique
Super Special Move
|Demon Memory: Heaven's Tears
Slayer - Raining Blood
List combos, use numpad notation.
- Throw, 66B > 623C/WFT
- Throw, 2C(2nd hit only) > KRZ
- The first hit of 2C will whiff here, so only the second and third hit will hit. You want to cancel on the 2nd hit of 2C, aka when the 2C hits the first time in this combo.
- j.B or j.C, 2B(1) > KRZ
- j.B or j.C, n.5B > 623C/WFT
- 2A > 623A/B
- 5D > 623A/B
- These are your punishers for minimally unsafe moves, like spaced slides and such. 5D is only 1f slower than 2A but has more range and does more damage.
- 66B > 623C/WFT
- Go-to punish for farther ranges
- backdash j.8S~2~j.L, land, 66B, 623C
- backdash j.8S~2~j.L, land, Issen
- The famous instant overhead setup which you have probably seen in a Twitter clip at some point. The easiest way to input this is by doing 4471L~L, because you don't actually have to hold up to activate float, you simply need to have hit up recently. The link into 66B is incredibly tight. The link into Issen is more forgiving, but against a knowledgeable player the activated Rage Explosion is a pretty big tell so they'll probably block high a lot more if you're close enough. You can somewhat mix up the overhead by doing a 2C for a low, but it's pretty slow and heavily unsafe on block so keep that in mind.