Samurai Shodown V SP/Kyoshiro Senryo

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千両 狂死郎, Senryo Kyoshiro
Colors

Introduction

Pros:

  • Good range on normals.
  • Mixup potential.
  • Good at turtling up and sitting on a lead.
  • Decent anti-air possibilities.

Cons:

  • Bad at forcing damage, has a much more difficult fight when he's behind.
  • Slow dash and jump.
  • Relies heavily on normals, making him more vulnerable to deflections.

Data

  • Damage taken: 105%
  • Rage duration: 10 seconds
  • Amount to rage: 15
  • Walk speed: 544
  • Backwalk speed: 480
  • Dash speed: 1200
  • Jump duration: 59 frames
  • Width: 16
  • Throw range: 12

Normals

Far Slashes

Ss5sp kyoshiro 5A.png
5A:
Pole swing. Generally an ok attack to throw out and does better against jumpins, but otherwise 2A will get better results.
Ss5sp kyoshiro 5B.png
5B:
A decent range attack, but nothing really going for it compared to other normals and it has a high risk of getting jumped over.
Ss5sp kyoshiro 5AB.png
5AB:
An outstanding heavy that multi-hits but doesn't have problems connecting. This attack really capitalizes on Kyo's reach and is his default range punish. It also plays safe in neutral with potential recoil cancels.
Ss5sp kyoshiro 2A.png
2A:
An incredibly quick and useful poke. Don't hesitate to throw this out as it's fast enough to be safe against jumpins and there's no real downside to it apart from being deflectable.
Ss5sp kyoshiro 2B.png
2B:
Kyoshiro's primary low attack. A specialized normal that can rapidly hit them in the foot at halfscreen. Has major risks associated with jumpins due to the recovery, so use this sparingly.
Ss5sp kyoshiro 2AB.png
2AB:
A semi-fast anti-air heavy. You can sometimes rack up tons of damage with this just by reading jumps. Not safe at all on the ground and doesn't touch people unless they are airborne and close.

Near Slashes

Ss5sp kyoshiro n5A.png
n.5A:
Great jab for tick throws and interruptions.
Ss5sp kyoshiro n5B.png
n.5B:
No real use for this attack because the jab is so much better.
Ss5sp kyoshiro n5AB.png
n.5AB:
Remarkably fast heavy with a decently tall hitbox. Aside from normal use, this slash may catch someone trying to hop around near you.
Ss5sp kyoshiro n2A.png
n.2A:
Quick slap to the shins.
Ss5sp kyoshiro n2A.png
n.2B:
Same hitbox as n.2A, but slower in exchange for a little bit more damage.
Ss5sp kyoshiro n2AB.png
n.2AB:
Same as far version. Doesn't hit ground targets.

Overheads

Ss5sp kyoshiro 5BC.png
5BC:
A great overhead if you're really okay with using these. Great horizontal movement and hitbox. The distance and duration jumps clear over many projectiles.
Ss5sp kyoshiro u5BC.png
u.5BC:

Kicks

Ss5sp kyoshiro 5C.png
5C:
The clown's kicks are absolutely terrible in every way compared to slashes.
This one can be used as a "get off me" poke, or you could use 5A, 2A or n.5A which are all faster and not as bad on block.
Ss5sp kyoshiro 6C.png
6C:
Some say this is a move that exists, but I have never seen anyone use it. I hear it hits low.
Ss5sp kyoshiro 2C.png
2C:
When they're all up in your grill and you don't think 2A will arrive fast enough.
Ss5sp kyoshiro 3C.png
3C:
Sweeping kick

Jumping

Ss5sp kyoshiro jA.png
j.A:
Ss5sp kyoshiro jB.png
j.B:
A horizontal spear poke. When you need more range, this attack will outclass j.AB.
Ss5sp kyoshiro jAB.png
j.AB:
Kyo's strongest aerial. It shares the speed and good hitbox of n.5AB. It doesn't stay out long compared to j.B.
Ss5sp kyoshiro jC.png
j.C:

Dashing

Ss5sp kyoshiro 66A.png
66A:
Ss5sp kyoshiro 66B.png
66B:
Dashing overhead. More or less detectable, but always good to have.
One possible gimmick is cancelling the startup phase into the frog (214C), although the cancel window comes a bit too early for this to be a truly effective fake-out.
Ss5sp kyoshiro 66AB.png
66AB:
A lookalike to n.AB, but with lower damage. Not a lot of use for this. Since Kyshiro's dash is so slow, why dash in and go for this when you have a nice, far-reaching 5AB?
Has the same startup cancelling shenanigans as 66B, but with a bigger cancel window.
Ss5sp kyoshiro 66C.png
66C:
Dashing low kick that knocks down. Hit confirm into a low pursuit.

Unarmed

Ss5sp kyoshiro u5S.png
u.5S:
Ss5sp kyoshiro u2S.png
u.2S:
Ss5sp kyoshiro ujS.png
ju.S:
Ss5sp kyoshiro u66S.png
u.66S:
Knocks down like all unarmed dash attacks.

Pursuits

Ss5sp kyoshiro 2BC.png
Small Pursuit - 2BC
Ss5sp kyoshiro 8BC.png
Big Pursuit - 8BC
With well-practiced timing, this pursuit can be chained from the frog. The risk of whiffing this and being punished is high.

System

Ss5sp kyoshiro 216D.png
Deflect - 216D:
Ss5sp kyoshiro wpickup.png
Weapon Pickup - 5A:
Ss5sp kyoshiro startx3.png
Taunt Disarm - Start Start Start:
Kyoshiro can confirm a frog tongue into the weapon discard, input it before the death blow when they hit the wall.

Specials

Ss5sp kyoshiro 236S.png
Ootsunami - 236S: (can be used unarmed)
Ground projectile that is punishable on block if close. Mainly used just to keep them on their toes, as it's all he can safely do to someone at max distance.
Ss5sp kyoshiro 214C.png
Gama Jigoku - 214C: (can be used unarmed)
The frog. An ultra high-risk low attack that reaches along the ground and deals impressive damage, but is incredibly punishable by most. It can also hit people on the ground for small damage as a sort of alternate pursuit attack.
Ss5sp kyoshiro 623S.png
Kaiten Kyokubu - 623S:
An anti-air DP. Sometimes better than 2AB, to hit floaty jumps, the umbrella kid, and Yunfei Airlines. It puts all its chips on startup, so you might get an anti-air on react where 2AB would be stuffed. In rare cases the extreme range of the AB version could be useful, since it gets you to the other corner of the screen. The recovery is insanely long though.
Ss5sp kyoshiro j2S.png
Chikemuri Kuruwa - j.2S:
Spin attack that can be used in midair, with a hitbox so huge it makes 623S feel inadequate. Great air-to-air for an unexpected high priority/crossup, but at the cost of landing recovery.
Can also be used from a backdash for pretty effective instant overhead shenanigans.
Ss5sp kyoshiro 214S.png
Choubi Jishi - 214S:
Kyoshiro does a wide horizontal multi-hit attack. The AB version hits quite a few times. All versions are extremely punishable so this move is just a gimmick.
Ss5sp kyoshiro 421S.png
Kaen Kyokubu - 421S: (can be used unarmed)
A surprisingly good fire breath attack. It usually forces nearby opponents to block until it ends, returning you to neutral. It can sometimes be jumped over (or rolled under from getup) and punished. Otherwise, it's nearly impossible to hit Kyoshiro until the fire goes away. It will beat virtually anything on the ground, vaporize projectiles, and stuff most jumpins unless they jumped before you started. The knockback prevents much chip damage unless they're cornered, but they can be stuck in a position where trying to move (possibly even backdashing) will get them hit by the fire. The startup is high, so this is mostly an oki tactic. Though the duration can be predicted from the starting animation, its possible but still not particularly easy or safe to attempt punishing this from the front.
Ss5sp kyoshiro 236CD.png
Aragotoshi Kyoshiro "Ketsuniku no Mai" - 236CD - WFT:
Kyoshiro spins quickly across the ground to the other side of the screen. This can be seen coming lightyears away and is a subpar super that is mainly good for the amount of chip damage it does if they decide not to jump. It does have a respectable shoulder check and causes trouble for the low jumping characters.

Combos

Normal

  • n.2A xx 623A
  • 3C 2BC
  • 66C 2BC

Time slow

Strategies

Frame Data

Move Damage Startup Active Total Cancel Recoil
Cancel
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 6 7 3 26 1~4(4) / 10~15(6) - -9 -9 -12 Mid Weak attack, Deflectable(weak)
5B 11 13 3 33 1~7(7) 11~12(2) / 16~18(3) -2 +6 -18 Mid Medium attack, Deflectable(med)
5AB 5, 24 15 3 45 1~2(2) 6~14(9) / 18~20(3) +8 +18 -26 Mid Weak attack, Deflectable(heavy)
2A 6 8 3 21 1~7(7) - -3 -3 -12 Mid Weak attack, Deflectable(weak)
2B 11 12 2 36 1~4(4) 10~12(3) -6 +2 -18 Low Medium attack
2AB 27 13 9 47 1~2(2) / 36~39(4) - -3 +13 -26 Mid Heavy attack, Deflectable(heavy)
n.5A 4 5 3 18 1~4(4) / 8~18(11) - -3 -3 -8 Mid Weak attack
n.5B 7 11 5 34 x - -5 +3 -18 Mid Medium attack
n.5AB 29 14 3 58 1~3(3) 12~13(2) -7 +3 -26 Mid Heavy attack, Deflectable(heavy)
n.2A 4 5 2 10 1~2(2) / 5~10(6) - +5 +5 +0 Mid Weak attack
n.2B 7 10 2 29 x - -1 +7 -14 Mid Medium attack
n.2AB 27 13 9 47 1~2(2) / 36~39(4) - -3 +13 -26 Mid Heavy attack, Deflectable(heavy)
5C 6 9 10 33 1~5(5) - -6 +2 -19 Mid Medium attack
6C 6 8 10 35 1~3(3) - -17 -17 -22 Low Weak attack
2C 2 5 4 21 1~4(4) - -6 -6 -11 Low Weak attack
3C 6 14 5 36 1~4(4) - KD KD -17 Low Knockdown attack
u.3C 6 16 4 36 1~4(4) - KD KD -17 Low Knockdown attack
j.A 4 6 23 32 1~3(3) - -- -- -- High Weak attack
j.B 9 12 8 43 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 25 10 3 40 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 5 8 6 17 x - -- -- -- High Medium attack
ju.C 5 8 6 17 x - -- -- -- High Medium attack
5BC 16 20 5 x 1~2(2) - KD KD -13 High Medium attack Knockdown attack
u.5BC 6 20 8 x 1~3(3) - KD KD -23 High Medium attack Knockdown attack
66A 4 14 5 37 x - -5 +3 -18 Mid Medium attack
66B 11 20 2 48 9~10(2) / 34~35(2) - KD KD -23 High Medium attack Knockdown attack
66AB 15 15 3 44 1~14(14) - KD KD -24 Mid Knockdown attack
66C 4 3 6 32 x - KD KD -24 Low Knockdown attack
u.5S 4 11 5 34 1~3(3) - -5 +3 -18 Mid Medium attack
u.2S 3 7 2 24 1~2(2) - -7 -7 -12 Mid Weak attack
ju.S 5 6 21 30 x - -- -- -- High Weak attack
u.66S 4 10 7 30 1~9(9) - KD KD -15 Mid Knockdown attack
u.66C 4 3 6 32 x - KD KD -24 Low Knockdown attack
2BC 5 18 2 42 x - -- -- -- Mid
u.2BC 4 3 3 11 x - -- -- -- Mid
8BC 13 39 3 113 x - -- -- -- Mid
u.8BC 8 39 1 74 x - -- -- -- Mid
Ootsunami - 236A 9 17 x 60 x - -6 KD -31 Mid Medium attack
7-9f throw invincible
Ootsunami - 236B 9 19 x 68 x - -12 KD -37 Mid Medium attack
Ootsunami - 236AB 9 22 x 71 x - -12 KD -37 Mid Medium attack
Chikemuri Kuruwa - j.2S 22 1 x x x - KD KD -67 Mid Knockdown attack
Gama Jigoku - 214C 22 17 5 117 x - KD KD -73 Low Knockdown attack
fixed damage
Kaen Kyokubu - 421A 17 35 35 87 x - KD KD -9 Mid Knockdown attack
Kaen Kyokubu - 421B 17 36 52 109 x - KD KD -13 Mid Knockdown attack
Kaen Kyokubu - 421AB 17 38 84 153 x - KD KD -21 Mid Knockdown attack
Kaiten Kyokubu - 623A 18 9 18 62 x - KD KD -47 Mid Knockdown attack
1-8f knees-head invincible
9-26f throw invincible
Kaiten Kyokubu - 623B 18 9 24 71 x - KD KD -56 Mid Knockdown attack
1-8f knees-head invincible
9-32f throw invincible
Kaiten Kyokubu - 623AB 18 9 26 128 x - KD KD -113 Mid Knockdown attack
1-8f knees-head invincible
9-34f throw invincible
Choubi Jishi - 214A 17 17 12 88 x - KD KD -56 Mid Knockdown attack
1-7f upper body invincible
14-16f fully invincible
4 hits on guard
Choubi Jishi - 214B 18 20 19 100 x - KD KD -57 Mid Knockdown attack
1-10f upper body invincible
7 hits on guard
Choubi Jishi - Ranshin - 214AB 23 31 28 143 x - KD KD -83 Mid Knockdown attack
1-20f fully invincible
7 hits on guard
Ketsuniku no Mai - 236CD 30 20 35 95 x - KD KD -29 Mid Knockdown attack.
20-54f throw invincible
14 hits on guard
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