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

5A:
Pole swing. Generally an ok attack to throw out and does better against jumpins, but otherwise 2A will get better results.
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.
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.
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.
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.
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

n.5A:
Great jab for tick throws and interruptions.
n.5B:
No real use for this attack because the jab is so much better.
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.
n.2A:
n.2B:
n.2AB:
Same as far version. Doesn't hit ground targets.

Overheads

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.
u.5BC:

Kicks

5C:
6C:
2C:
The clown's kicks are absolutely terrible in every way compared to slashes.
3C:

Jumping

j.A:
j.B:
A horizontal spear poke. When you need more range, this attack will outclass j.AB.
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.
j.C:

Dashing

66A:
66B:
Dashing overhead. More or less detectable, but always good to have.
66AB:
A lookalike to n.AB, but the low damage and high recovery and recoil makes this unusable.
66C:
Dashing low kick that knocks down. Hit confirm into a low pursuit.

Unarmed

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

Pursuits

Pursuit - 2BC
Heavy 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

Deflect - 216D:
Weapon Pickup - 5A:
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

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.
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.
Kaiten Kyokubu - 623S:
An anti-air DP. Sometimes better than 2AB, to hit floaty jumps and the umbrella kid. 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. More commonly this move is canceled from a backdash for an instant overhead-- still not safe, but at least you aren't landing next to them.
Chikemuri Kuruwa - j.2S:
Essentially an alternate input for the DP described above. It can be used ryu style in midair for an unexpected high priority/crossup, but at the cost of landing recovery.
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.
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.
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
Samurai Shodown V Special
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