Samurai Shodown V SP/Shiro Tokisada Amakusa

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天草 四郎 時貞, Amakusa Shiro Tokisada


Balls and slaps.

Amakusa is a decently rounded character with some interesting and unique tools. What he lacks in somewhat slow and restricted mobility he makes up for in range and versatility. He has quite a lot of solid zoning tools and unique mixups. He also can deal quite a lot of damage with some risky maneuvers, or constantly pester with small damage using safe and reliable antics. Though, using him too recklessly may lead to dismay against more seasoned players. Amakusa may seem straight forward, but he can prove to be rather counter-intuitive to beginners, as he actually requires a broad understanding of the game and a very specific understanding of how his moves work. The reason being is because, while he seems to have all the right tools, he is typically considered a relatively low tier character that needs to work hard for his wins.


  • Good ranged and zoning game.
  • Large variety of mixups and mixup options.
  • Good teleport move, which benefits him by making some blocked pokes safe and giving him additional mobility.
  • A variety of reliable anti-air options.
  • Very strong punishment options.
  • Fairly decent WFT (provided you don't spam it).
  • Can build a lot of Concentration Gauge.
  • Very strong mixups (and damage) during State of Nothingness.


  • Slow movement, predictable mobility.
  • Extremely slow and floaty jumps.
  • Mixups are high risk with only moderate reward.
  • Slow telegraphed moves are easy to react to and counter.
  • Unsafe options on block.
  • Unreliable midrange.
  • Poor keep-away.


  • Damage taken: 115%
  • Rage duration: 6 seconds
  • Amount to rage: 14
  • Walk speed: 544
  • Backwalk speed: 368
  • Dash speed: 1280
  • Jump duration: 64 frames
  • Width: 24
  • Throw range: 16


Far Slashes

Properties: Hits low. Deflectable.
Decent range and speed for a low. The standing pose also makes this ambiguous with his other high/low moves. Poor damage and poor recovery and no cancel/recoil cancel, use to pester the opponent. There is one frame of clash right before the attack starts, a large area in front of Amakusa. The first frame of this attack is when the ball leaves his hands, and is a hitbox that overlaps the glowing orb at around chest-height. There is thin hittable box that extends horizontally between Amakusa and the ball, this follows the ball vertically and extends to "follow" the ball horizontally. Both the hitbox and hittablebox disappear on the ball's return.
Properties: Hits high. Deflectable.
Good range for an overhead, but unsafe on block. Despite it's appearance, it's not useful as an anti-air. Use sparingly. While the ball is dropping, the first hittable box appears on the main ball when it's at just-above Amakusa's head level (after it's already moving), however there is also a hittable box that covers not only the main ball but also stretches upwards to cover it's after-shadows as well. The first two frames of the ball's return has a hitbox that covers both the main ball and it's after-shadows, which disappears on the same frame that Amakusa's hand stretches upwards vertically, during this time the hittable box changes to a horizontal one that stretches out between Amakusa and the ball and remains for two frames after the hitbox becomes inactive.
Properties: Recoil cancel on block. Deflectable.
Large range heavy attack. Very telegraphed and punishable on whiff, best used from a far distance. Can be used as an anti-air if spaced outside of the opponent's jump-in attack range (so that they land on the ball). Can hit hopping opponents but very susceptible to rolls (and in some cases also to ducks). The main drawback to this move is the laggy animation, since there's no cancel point on hit/whiff you're basically screwed if the opponent predicts it or reacts to it. The hitbox is larger than his other attacks in that it covers both the main ball and also it's after-shadows (making it wide horizontally). The first attack frame's hittable box only covers Amakusa and not the ball, however all subsequent attack frames have an additional hittablebox that covers Amakusa's outstretched arm plus a thin horizontal box that stretches between Amakusa and the ball. This hittable box disappears when the move becomes inactive on the ball's return.
Properties: Hits low.
Less range than 5A, but slightly faster and slightly less disadvantageous on block. Although it can't be deflected it doesn't cover much vertical area. Limited use. The hitbox on this follows the orb faithfully, though a hittable box also appears over Amakusa's outstretched arm, and only disappears when the hitbox disappears during the ball's return.
Properties: Deflectable.
Good range poke move, though unsafe on block. Like his other moves in this category, it has a tendency to whiff hoppers/rollers/duckers, but this move has surprisingly good reach. Both a hitbox and hittable box appear over the ball and follow the ball faithfully. However, the hittablebox remains for a few frames after the hitbox disappears, though this hittable box disappears during the ball's return.
Properties: Hits low. Knocks down.
Extremely long range low sweep. Good for punishing stuff from a large distance. Highly punishable on block/whiff, startup somewhat telegraphed and therefore risky unless confirmed as a punish. While it may be tempting, never just randomly throw this out or you're asking to be killed. There is a hittable box on the ball for the first couple frames, but after that there the hittable box on the ball disappears.

Near Slashes

Very close-range jab, but its speed and priority are above average.
A decent cancellable attack if you're right next to them. While safer than n.2AB, this move is not used much since far 5B is unsafe and n.2AB is otherwise the better choice for close punishes.
Typically used as a lazy punish. The tall hitbox for this move will sometimes catch an opponent in the air. Otherwise inferior to n.2AB. Very punishable on block.
Basically, the same properties as standing slap but a lower hitbox.
Very similar to n.5B.
A great punishing tool. Can be hit-confirmed into a super or 214+AB. It doesn't get much better than this for Amakusa. Just make sure you have enough time to get the first hit out, because it's rather dangerous if blocked.




A quick knee that covers some forward distance. Decent filler move to interrupt the other person's tempo and quite safe when used with the correct spacing.
Extremely weak and terrible range kick. Theoretically fills the role of a safe, quick low for lasthitting a single tick, as n.2A isn't low. Nevertheless, it's probably better to stick with the jabs.
Instant slide kick. While it does knock down, it's too weak and unsafe to use normally.


A close-range aerial attack that lacks in a lot of areas. The extra damage doesn't warrant using this over j.C unless you know you will need a hitbox that reaches lower in the air.
The 8B is a downward-angled attack that is mostly useless compared to j.AB.
The 7/9B is a great long-range air-to-air poke that goes at an upward angle. Although the damage is mediocre, it will effectively keep the opponent at a distance when used at the right times (i.e. reading their jumps).
A downward-angled orb toss that reaches about two-thirds across the screen and does good damage, but is abnormally easy to block and even punish due to Amakusa's floaty jumps. It fares somewhat better against the biggest opponents since he can overhead them on the ascent, even while jumping backward.
The Apollo kick. A weak aerial that is mainly used to interrupt and get them away from you when too close. It can easily cross-up if you are landing behind them.


Dashing slap. Has decent "followthrough" on the hitbox, which reaches higher than you might expect. The low damage makes this a niche move, mainly used to catch low-flying enemies who would be harder or riskier to target with the other dashing attacks.
Dashing overhead. Cancellable-- although the options aren't astounding-- presumably into 214+AB, teleport or perhaps 623+S against routine jumpers. For an overhead, it has a quick startup and also reaches into the air a fair bit where released.
Dashing crossup. The catch is that it has a very high recovery. Use sparingly, as a whiff will probably not go unpunished.
Slide kick. This kick gives you a mild high-low threat, but don't expect to rack up the damage with this.


Doubletap. Fairly useful as far as standard harrassment goes, but lacks the knockdown.
The dashslap has a good hitbox for getting a knockdown.


Pursuit - 2BC:
Usable after a successful 66C or 3C, and in most corner knockdowns.
Heavy Pursuit - 8BC:
Needs the correct timing in order not to whiff. Usable after a projectile knockdown or 214S.


Deflect - 216D:
Weapon Pickup - 5A:
Taunt Disarm - Start Start Start:
You can always disarm yourself after connecting any 214S and before the damage from it is dealt.


Shiryouha - 236S:
Flaming skull projectile (generic fireball move).
All versions fly horizontally at mid-level, however, the A and B versions are single hit while the AB version is multi-hit.
Can hit hopping opponents, but will miss rolling or ducking opponents.
  • 236A/B:
Both the A and B version deal the same damage and are single hit, though the B version has slower startup.
Punishable on block from point blank, both A/B versions have the same disadvantage.
Decent zoning tool, knocks down and can combo into heavy pursuit, which can be confirmed if the opponent was hit while airborne.
  • 236AB:
Much slower startup, but results in a multi-hitting skull that hits up to 7 times.
Because of it's multi-hitting properties it does more chip damage and is safe on block.
Only the last hit knocks down, so if the last hit whiffs the opponent may be left standing.
Does much less damage against an airborne opponent, because only one hit out of 7 will connect so the damage gained is only from a fraction of the full move.
This version can not be reflected by the opponent (Gaira, Shizumaru, etc).
Nanji, anten nyuumetsu seyo - 623S:
Levitate and dive attack.
All versions put Amakusa at the top center of the screen and become active as soon as he reaches the top (when he stops moving).
If no button is pushed, Amakusa will perform the Ankoku Otoshi followup after a specific amount of time. Good chipkill tool that is difficult to dodge or interrupt.
  • Ankoku Otoshi - ... S:
At any time that Amakusa is levitating stationary, any S attack may be entered to perform the dive. If no button is pushed, Amakusa will dive after a set amount of time anyway.
Autotargets the opponent's position, punishable on block.
  • Chuushi - ... D:
At any time that Amakusa is levitating stationary, the D button will cancel the attack and Amakusa will drop straight down without attacking.
Tenshou Fuu'ou Jin - 214S:
Ball-Drop/Portal slam.
The A and B versions cause Amakusa's weapon to fall vertically downwards from a set distance, the range depending on which strength is used, while the AB version creates a portal on the ground.
All versions can be blocked, though both the A and B versions are overheads while the AB version is a low.
Decent mixup tool with high risk but high reward, though difficult to space and highly risky against opponents who know their movement options well.
The recovery animation is particularly bad, so whiffing is often worse than if it's blocked.
  • 214A/B:
The A version creates the ball near Amakusa while the B version is almost at the same distance as 5B (though slightly closer to Amakusa than his 5B).
Punishable on block, though it has the same block disadvantage as the AB version and as his 5B.
  • 214AB:
This version creates a ground portal which hits low, though it has the same startup animation and sound effect, which can make it useful as a mixup tool.
The hit area of this is quite large, though it has very few active frames and is disadvantageous on block.
It can be used as a poke at max range to catch the opponent out of thie pokes/slides/runs/etc, though it is susceptible to hops.
Has slightly faster startup than the A or B version, and because the hitbox is quite large, this can be comboed into from n.2AB for an extremely damaging combo.
Oumagatoki - 236C/214C: (can be used unarmed)
Teleport (forwards/backwards).
The direction of the input determines the direction of the teleport, with 236 teleporting forwards and 214 teleporting backwards.
Amakusa will warp quickly along the ground a fixed distance or until he reaches a wall.
He recovers instantly once he reaches his destination or touches a wall.
This move can be a particularly useful move to cancel a blocked attack into, though it does not guarantee safety.
Amakusa can be thrown (with either normal throws or cmd throws) during any part of this teleport.
Has some partial lower body invulnerability on the first few frames, though it's only enough to avoid extremely low hitting moves.
After the first few frames of startup he is invulnerable to physical attacks throughout the remainder of the teleport (but is still vulnerable to throws).
Kairetsu Shou - 623C: (can be used unarmed)
The initial attack is a three-hit move that will catch the opponent on hit.
The first part is mid at about waist level, the second is also mid at about head-level, and the third is a bit higher than head level.
If any of the three attacks connect it will "catch" the opponent and reel them in slowly towards Amakusa for an auto-combo that does additional hits and damage.
It should be noted that this vacuum affect will occur from anywhere on the screen and continue until the last hit of the auto-combo, regardless if the auto-combo is actually hitting the opponent or not.
Can be used as an anti-air if timed so that the last slap is the one that is used to hit the opponent, mainly because the third slap is much higher than the other two (above Amakusa's head).
Block disadvantage is relative to how many hits connect on block, since small characters can crouch under some parts of the move, though generally speaking it's punishable on block.
Kyoumei Jussatsu Jin - 236CD - WFT:
Shoulder Check into Ball-Pop.
The first 10 frames (during flash) are fully invulnerable, however it doesn't hit until the 20th, so between the 10th to 20th frame he is vulnerable.
Can be used as an anti-air, plus the damage is quite nice.
Novice players have a tendency to spam this, though meditating rage away tends to be more valuable for Amakusa.
Punishable on block from point blank, though the disadvantage can be reduced by connecting from a distance or meaty, even to the point where it can be made safe.
Basically, try to combo this or use as anti-air or use from max distance, but don't try to blow through attacks with it and don't try it from point blank.



  • (n.5A or n.2A or n.5B or n.2B or n.2AB) xx 623C
Timing on n.5A and n.2A are tight, but it does work. n.2AB version works on tall characters only.
  • (n.5B or n.2B) xx 236CD
  • n.2AB ...
  • ... xx 214AB 8BC
  • ... xx 236CD
  • ... xx 214CD
  • 66A 623C
  • 66A (n.5A or n.2A) xx 623C
5 frame link.
  • 3C 2BC
  • 66C 2BC
  • Backhit 66A ... any normal
Can link off of a backhit 66A into basically any normal attack, including n.2AB.

Time slow


Frame Data

Move Damage Startup Active Total Cancel Recoil
Guard Notes
5A 6 12 11 32 1~2(2) 11(1) -10 -10 -15 Low Weak attack, Deflectable(weak)
5B 12 21 14 49 1~2(2) - -10 -2 -21 High Medium attack, Deflectable(med)
5AB 31 17 11 58 1~3(3) - -4 +6 -21 Mid Heavy attack, Deflectable(heavy)
2A 7 11 8 28 1~5(5) - -7 -7 -12 Low Weak attack
2B 11 9 7 32 1~5(5) - -5 +3 -18 Mid Medium attack, Deflectable(med)
2AB 27 15 17 75 x - KD KD -55 Low Knockdown attack
n.5A 4 5 7 14 1~3(3 )/ 5~14(10) - +1 +1 -4 Mid Weak attack
n.5B 9 12 13 33 12~24(13) 8~11(4) -3 +5 -18 Mid Medium attack, Deflectable(med)
n.5AB 28 18 19 53 1~4(4) 17(1) +2 +12 -21 Mid Heavy attack, Deflectable(heavy)
n.2A 4 5 4 16 1~3(3) / 5~16(12) - -1 -1 -6 Mid Weak attack
n.2B 9 16 7 36 16~28(13) - -2 +6 -13 Mid Medium attack, Deflectable(med)
n.2AB 26 14 8 53 22~23(2) - -2 +8 -19 Mid Heavy attack, Deflectable(heavy)
5C 6 9 13 29 1~6(6) - -16 +6 -15 Mid Medium attack
5-21f airborne
6C 5 13 14 32 13~32(20) - -1 +7 -14 Low Medium attack
2C 2 6 6 18 x - -2 -2 -7 Low Weak attack
3C 7 7 8 40 1~4(4) - KD KD -28 Low Knockdown attack
u.5C 8 9 13 29 1~6(6) - -16 +6 -15 Mid Medium attack
j.A 7 8 11 30 x - -- -- -- High Weak attack, Deflectable(weak)
j8.B 11 4 21 38 x - -- -- -- High Medium attack, Deflectable(med)
j7/9.B 11 4 19 37 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 24 12 9 47 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 5 7 15 29 x - -- -- -- High Heavy attack
ju.C 5 7 15 29 x - -- -- -- High Heavy attack
5BC 16 20 3 41 x - KD KD -15 High Medium attack Knockdown attack
u.5BC 8 22 11 48 x - KD KD -20 High Medium attack Knockdown attack
66A 7 6 8 33 1~5(5) - +10 +20 -22 Mid Heavy attack
66B 13 14 6 26 1~4(4) / 9~11(3) - KD KD -7 High Medium attack Knockdown attack
66AB 20 19 6 76 x - KD KD -52 Mid Knockdown attack
66C 6 10 12 36 1~4(4) - KD KD -21 Low Knockdown attack
u.5S 4 6 3 24 1~4(4) - -2 -2 -6 Mid Weak attack
u.2S 4 7 3 24 1~4(4) - -1 -1 -5 Mid Weak attack
ju.S 8 8 5 14 x - -- -- -- High Medium attack
u.66S 7 5 19 33 1~5(5) - KD KD -22 Mid Knockdown attack
u.66C 6 10 12 36 1~4(4) - KD KD -21 Low Knockdown attack
2BC 5 13 11 27 26~27(2) - -- -- -- Mid
u.2BC 5 13 11 27 26~27(2) - -- -- -- Mid
8BC 14 39 3 71 45~67(23) - -- -- -- Mid
u.8BC 8 24 18 79 x - -- -- -- Mid
Shiryouha - 236A 11 28 x 59 x - KD KD -19 Mid Knockdown attack
Shiryouha - 236B 11 33 x 64 x - KD KD -19 Mid Knockdown attack
Shiryouha - 236AB 2x7, 10 37 x 71 x - KD KD -4 Mid Knockdown attack
Nanji ... - 623S 24 37 x x x - KD KD -18 Mid Knockdown attack
maximum startup time 101f
Tenshou Fuu'ou Jin - 214A/B 26 33 5 58 x - KD KD -21 High Medium attack
Tenshou Fuu'ou Jin - 214AB 26 29 3 76 x - KD KD -21 Low
Oumagatori - 236C/214C x x x x x - x x x x 1-4f knees invincible
while moving: hit invincible
Kairetsu Shou - 623C 23 8 42 58 x - KD KD  ?? Mid
Kyoumei Jussatsu Jin - 236CD 38 20 14 45 x - KD KD -17 Mid 1-10f hit invincible
20-33f above knees and throw invincible
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