Samurai Shodown V SP/Basara

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首切り 破沙羅, Kubikiri Basara
Colors

Introduction

The youkai out for revenge for his murdered wife. OYASUMIIIIII will never be the same.

As a character, Basara is all about strange movement mixups, keeping his opponent at specific ranges due to his weapon being on a chain, abusing the hell out of his 236c puff move and command throw, and generally bouncing around like a goon. He is one of the few characters in the game with a walljump. Unfortunately, the moderate damage and movement options also mean he takes increased damage from everything in the game, 130%.

Data

  • Damage taken: 130%
  • Rage duration: 20 seconds
  • Amount to rage: 16
  • Walk speed: 480
  • Backwalk speed: 416
  • Dash speed: 880(1792)
  • Jump duration: 45 frames
  • Width: 24
  • Throw range: 12

Normals

Far Slashes

5A:
5B:
Basara throws his weapon horitontally at arm-level. Reaches about halfscreen and hits three times along the way. Has high recovery for a medium and you can suffer immensely for throwing this out at the wrong time. High risk, low reward, and generally not even as useful as the crouching variant.
5AB:
Good range heavy, but still quite punishable by most on block. Has some use in mixups.
2A:
2B:
Horizontal weapon throw that glides along the ground. Hits low three times, which sometimes throws people off for slight damage. Again, the hitbox disappears once the weapon is returning, and Basara is vulnerable. Use with care. The low-hitter you need for mixups.
2AB:
A midrange anti-air heavy with tremendous startup and even worse recovery. Outdone as a punish by 5AB and as anti-air by the 236S series.

Near Slashes

n.5A:
Fast jab attack. The attack to use if you want to push them away a little bit and you need a decent hitbox. Not deflectable.
n.5B:
Properties: Deflectable.
Attack with the chain. Not the best option to use at this distance.
n.5AB:
The punish with the better hitbox. Very unwise to use in any other situation.
n.2A:
Very similar to n.5A, slightly lower hitbox.
n.2B:
Essentially no use, just like the standing version. Takes just as long to start as n.2AB, less damage.
n.2AB:
Slightly faster startup than n.5AB, but hits twice which can be bad.

Overheads

5BC:
u.5BC:

Kicks

5C:
An upward kick which has at least one use: to stop Enja jumpins.
6C:
Properties: Hits high.
A delayed kick that moves upward and forward before the active frames.
2C:
Pissant kick. Great at close range interrupting and not much else.
3C:
Knockdown kick.

Jumping

j.A:
Sometimes used as a quick aerial when there's not enough time for j.AB. Has some neat properties including a tendency to crossup.
j.B:
j.AB:
An excellent air heavy that makes deephitting trivially easy, although it's even better as air-to-air. Can cross up rarely.
j.C:

Dashing

66A:
Shoulder ram. Fantastic for applying sudden pressure. It might catch low-flying enemies without the risks of 66AB.
66B:
Overhead. Has a high delay but is also cancellable into the unblockable 623+C.
66AB:
Wide arcing circular slash with high recovery. Good as a split second punish if you know they can't block it.
66C:
Low-hitting kick. The pitiful damage doesn't justify the mixup capabilities.

Unarmed

u.5S:
u.2S:
ju.S:
u.66S:

Pursuits

Pursuit - 2BC:
Heavy Pursuit - 8BC:
Requires godlike timing, but usable after a puff hits them out of the air.

System

Deflect - 216D:
Weapon Pickup - 5A:
Taunt Disarm - Start Start Start:
You can sometimes disarm yourself after deploying a puff with 236+C but before it connects.

Specials

Chisashi - 236S
Basara throws his blade out at an angle above him, distance depending on A/B/AB. 236a is closest, just below 5b range, 236b goes a little over half, 236ab will travel full screen.
If blocked before circling down, the weapon immediately heads home. The hitbox of the blade otherwise disappears shortly after beginning the return trip. For this reason, if it travels over them without being blocked, it can pose a double threat if it circles down immediately behind them. Despite appearances however this attack can never cross up and only hits mid.
Nuedama - 236C
THE PUFF. Basara pauses for a second and throws a big purple puff that travels upwards in an arc and homes in on the enemy. Its range is about one full screen, although it can still be backed away from when you walk forward. This move is amazing. It is Basara's main zoning tool, because if you keep the other character at a good distance it is very hard to punish and gives you an amazing tool to work with for your own pressure. NEVER TOSS THIS IF THE OTHER CHARACTER IS CLOSE TO YOU, the startup is long and they are going to hit you. They will hit you. It will give them counterhit bonus and it is going to hit. Seriously, this move opens up ALL of Basara's pressure game. If you're standing more than half a screen away it's time to start thinking about THE PUFF. GIMMICK MODE: Dash forward, hop behind opponent the second before the puff lands, hit 5ab, enjoy too much damage for such a stupid trick.
Basara can also setup an unblockable scenario like Genjuro and Sogetsu with this move.

Basic oreo mixups: 236C 668BC (if they jump into it, you can heavy pursuit if you are close enough) 236C 663D->623C (roll cancel into cmd grab-- inescapable if they stand still) 236C 5AB (pretty safe and if they try to dash at you, they will eat both attacks) 236C 2B (low-hitting variant) 236C 66B (high-hitting variant) 236C 66CD (another kind of grab attempt) 236C 669 (jump-in pressure-- warning: not invincible) ...j.AB->5AB ...j.AB->236+CD (deephitting is the best possible outcome if they are also hit by the puff) ...j.A (much easier time if you are trying to crossup) 236C 236CD (the puff can prevent some characters from punishing your super attempts) 236C 421* (bait an attack-- careful with this) 236C wait (the oldest trick in the book) 236C ABC (unblockable with the right positioning)

Tomobiki - 623C
Basara's command throw. Basara grabs the opponent and pulls them down into a pit of shadow before his blade, a squirt of blood, and the opponent come flying back out of it. Pretty good move. Not really much to say, the damage isn't outstanding, but it punishes people who start standing still from THE PUFF, and the range is a little bit (not by much) further than a CD throw. Example: http://oi53.tinypic.com/2m5xeg5.jpg
Kage Ide - 623S
Basara teleport DP. Basara drops into a pit like his 214c move and instantly appears in front of the other character with a leaping slash. The damage doesn't seem to change on the slash used (a/b/ab), so I guess it just depends on how high you feel like going before the other person hits you for using this not really all that good DP. This also whiffs constantly if the other person is moving. Its best use is going around projectiles to hit your opponent the instant they recover, but not really the best option you have the majority of the time.
Also has a mild potential for chip deaths, but this is stifled by the fact that if they move at all while you are underground, they'll likely only take one tick of damage. Good as a surprise or longshot attack only.
Sorasashi - j.236S
This is like Basara's 236s attack from the ground, except performed from the air and angled downwards. Can only be tossed from the height of the jump, and like all the attacks from the air, is an overhead. j.236a tosses the blade almost directly downwards, just slightly in front of Basara. j.236b comes out from a 45 degree angle and will hit just a little past midscreen. j.236ab moves almost completely horizontally. GIMMICK MODE: j.236ab can be used off a backdash from Basara for a near instant fullscreen overhead. You can catch people with this occasionally. ANNOYING MODE: This move is damn near impossible to use from the corner in the air (not that you'd want to) because Basara has a walljump that is activated by hitting 6.
Sashiashi - j.2C
Puff-foot. Basara sticks his foot straight down and it glows with a purple energy and bounces back up into the air on hit or block. Not a lot of blockstun on this, but can be used to cross up for a little bit of damage, and the recovery bouncing you back into the air means you can catch people trying to poke you when you're coming back down. Not a great move, but not awful.
Toukotsu Wari - j.1/3/6C
Flipkick. Basara flips over in the air and bonks you on the head. Instant knockdown, can instantly do a 8bc if it lands in corner. (not sure what this is used for if someone else can fill this out)
Kage Damashi - 421x
Basara shadow fakeout, an important move to get used to using with Basara, as it allows for a ton of opportunities for actually moving/punishing people trying to hit the clone/etc. It recovers fast, it cancels from roll, it's good.
  • 421A - Basara clone jumps forward
  • 421B - Basara clone jumps straight up
  • 421C - Basara clone jumps backwards
  • 421AB - Basara clone walks forwards
  • 421BC - Basara clone dashes forwards
  • 421AC - Basara clone rolls forwards
  • 421BD - Basara clone does a 214c shadow hole forward
Kage Sui - 214C
Basara drops into a pit, which you can then move by holding C. This move is not really that great, it's startup is somewhat quick but the recovery is NOT. Basara is not hittable while in the pit but they're going to hit you when you pop back up. Mainly a gimmick but undoubtedly has a variety of novel uses.
Kagemai: Yumebiki - 236CD - WFT
Basara's WFT. This is actually a pretty decent WFT if you can hit confirm off the puff. Basara hops back then dashes forward very quickly delivering a flurry of punches and slashes before ending by grabbing the opponent and making a big slash with his shuriken blade thing. His dead wife's portrait shows up in the after image of the slash, isn't that sweet. The hop back is melee invul as well so you can use it to counter people being really obvious with moves.
Very unsafe if blocked, but if you made a PUFF right before doing this, you might besafe as they will have to keep blocking a bit longer.

Combos

Normal

  • 236S 8BC
  • 66AB 8BC
  • 6C 2BC
  • 3C 2BC
  • n.5B xx 236A 8BC
Tall characters only.
  • j.[1/3/6]C 8BC
  • 236C ABC 5AB (unblockable)

Time slow

Strategies

Frame Data

Move Damage Startup Active Total Cancel Recoil
Cancel
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 3 5 2 15 1~2(2) - +0 +0 -5 Mid Weak attack
5B 5, 5, 5 12 1 49 1~8(8) - +1 +9 -11 Mid Medium attack
5AB 26 16 24 59 1~5(5) - -3 +7 -34 Mid Heavy attack
2A 3 5 2 12 1~2(2) - +3 +3 -2 Mid Weak attack
2B 5, 5, 5 15 1 51 1~5(5) - +1 +9 -11 Low Medium attack
2AB 30 24 16 84 1~3(3) - -21 -11 -51 Mid Heavy attack
n.5A 3 5 2 14 1~2(2) - +1 +1 -4 Mid Weak attack
n.5B 8 10 2 35 1~2(2) / 10~23(14) 9(9) / 12~14(3) -7 +1 -9 Mid Medium attack, Deflectable(med)
n.5AB 28 19 4 48 1~5(5) 16~18(3) +8 +18 -21 Mid Heavy attack, Deflectable(heavy)
n.2A 3 5 2 12 1~2(2) - +3 +3 -2 Mid Weak attack
n.2B 8 15 8 38 1~4(4) / 15~22(8) 13~14(2) / 23~25(3) -5 +3 -9 Mid Medium attack, Deflectable(med)
n.2AB 16, 18 15 x 57 1~3(3) - +7 +15 -19 Mid Heavy attack
5C 6 9 10 35 1~2(2) / 33~35(3) - +11 +21 -21 Mid Heavy attack
6C 7 29 4 39 1~2(2) - KD KD -5 High Medium attack Knockdown attack
2C 2 3 2 13 1~2(2) - +0 +0 -5 Low Weak attack
3C 6 12 5 39 38~39(2) - KD KD -22 Low Knockdown attack
j.A 6 7 2 30 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 11 15 4 27 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 26 14 3 33 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 14 10 33 x - -- -- -- High Weak attack
ju.C 4 14 10 33 x - -- -- -- High Weak attack
5BC 14 20 8 44 x - KD KD -18 High Medium attack Knockdown attack
u.5BC 14 20 8 44 x - KD KD -18 High Medium attack Knockdown attack
66A 8 4 10 25 1~3(3) - -3 +5 -16 Mid Medium attack
66B 11 20 7 39 12~17(6) - KD KD -14 High Medium attack Knockdown attack
66AB 16 12 4 59 1~4(4) / 34~59(26) - KD KD -42 Mid Knockdown attack
66C 6 12 5 30 x - KD KD -13 Low Knockdown attack
u.5S 3 7 2 16 1~4(4) - +1 +1 -4 Mid Weak attack
u.2S 3 7 2 18 1~4(4) - -1 -1 -6 Mid Weak attack
ju.S 4 8 2 29 x - -- -- -- High Medium attack
u.66S 8 4 10 25 1~3(3) - KD KD -16 Mid Knockdown attack
u.66C 6 12 5 30 x - KD KD -13 Low Knockdown attack
2BC 4 14 5 30 1~4(4) / 28~30(3) - -- -- -- Mid
u.2BC 4 14 5 30 1~4(4) / 28~30(3) - -- -- -- Mid
8BC 11 41 3 84 x - -- -- -- Mid
u.8BC 11 41 3 84 x - -- -- -- Mid
Toukotsu Wari - j.1/3C 8 11 x x x - KD KD -- High Medium attack Knockdown attack
6 damage second half
Sashiashi - j.2C 16 3 x x x -  ??  ??  ?? High Heavy attack
Chisashi - 236A 17 12 40 77 x - KD KD -24 Mid Knockdown attack
Chisashi - 236B 17 14 42 88 x - KD KD -24 Mid Knockdown attack
Chisashi - 236AB 17 16 47 100 x - KD KD -24 Mid Knockdown attack
Sorasashi - j.236A 17 8 37 x x - KD KD  ?? High Medium attack Knockdown attack
Sorasashi - j.236B 17 8 37 x x - KD KD  ?? High Medium attack Knockdown attack
Sorasashi - j.236AB 17 12 37 x x - KD KD  ?? High Medium attack Knockdown attack
Nuedama - 236C 10 35 x 48 x - +25 +33 +0 Mid
Kage Ide - 623A 1, 25 33 2 88 x - KD KD -45 Mid Knockdown attack
1-11f throw invincible
12-30f full invincible
Kage Ide - 623B 1, 25 30 2 93 x - KD KD -53 Mid Knockdown attack
1-11f throw invincible
12-27f full invincible
Kage Ide - 623AB 1, 25 27 2 104 x - KD KD -67 Mid Knockdown attack
1-11f throw invincible
12-24f full invincible
Kage Sui - 214C x x x 70 x - -- -- -- Mid 12-55f full invincible
Kage Sui - u.214C x x x 74 x - -- -- -- Mid 16-29f full invincible
Tomobiki - 623C 23 6 3 46 x - KD KD KD Mid
Kage Damashi - 421x x x x 33 x - -- -- -- Mid
Kagemai: Yumebiki - 236CD 30 24 19 63 x - KD KD -54 Mid 1-19f full invincible
20-40f lower body invincible
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