Samurai Shodown V Special/Ukyo Tachibana

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橘 右京, Tachibana Ukyo
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Introduction

Blue-haired Iaido master and poster boy for tuberculosis awareness.

Jokes aside, he is arguably one of the best characters in the game. He has quick and long reaching pokes, an instant overhead that can combo from a 2C, a fast dash, and hard-hitting punishers, Uyko specializes in fast mixups and harassing the enemy. His high damage taken means he can suffer for a mistake but he can run circles around most opponents if given the opportunity.

Though he has good jumping normals along with his Tsubame Gaeshi, he also has the second-longest jump time in the game.

Data

  • Damage taken: 120%
  • Rage duration: 20 seconds
  • Amount to rage: 45
  • Walk speed: 544
  • Backwalk speed: 384
  • Dash speed: 1792
  • Jump duration: 59 frames
  • Width: 16
  • Throw range: 12

Normals

Far Slashes

5A:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Worse 5B. Half the damage, 1f slower startup. Not worth using.
5B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Ukyo's main poke. Quick poke with 8-frame start up. It is recoil-cancellable, so you can cancel it to 214C to lessen the recovery, or if you think your opponent is going to counter-poke, cancel into 236A (this is unsafe on block so only do this as a read).
5AB:
Properties: Deflectable.
One of Ukyo's main punishers. Has a zippy-quick 13-frame startup and does pretty hefty damage. However, it isn't recoil-cancelable, so you're going to get hurt if this gets blocked.
Note that there is a hurtbox that extends out before the attack actually connects, meaning if you try to trade with a projectile like a Hanzo slinky using this move you are going to get hit.
2A:
Properties: Recoil cancel on block. Deflectable.
Basically 5B while crouching, which naturally means it's another mainstay poke. Super quick on startup and recovery, and is great at keeping foes away despite its range being somewhat short compared to his other slashes. Not too unsafe on block, either.
2B:
Properties: Recoil cancel on block. Deflectable.
Funny little sitting anti-air that starts above Ukyo's head before hitting in front of him. Requiring your foe be away from you limits this move to possibly being used for preemptively sniping jumps from midrange. Still covers a good distance so it can be an alternative to 5B at specific spacings. Less range overall but covers multiple angles in that situation. Tsubame is more catch-all for anti-airing.
2AB:
Properties: Deflectable.
Another main punisher, is 1 frame faster than 5AB but does 2 points less damage. The hitbox of this move is very low to the ground so it can punish some moves such as Kazuki's WFT if you aren't confident with 5AB punish (you have to press it immediately after the block).
Pretty plus on backhit and leaves you closer to the opponent than other options. Link a Tsubame after for swag.

Near Slashes

n.5A:
Properties: Cancelable. Deflectable.
Mostly just used in scrambles. No recoil animation.
n.5B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Fairly quick slash that can combo into his 236S or WFT for a knockdown. Only really useful as a punish starter if you aren't confident n.5AB will hit them in time or really want to land the WFT.
n.5AB:
Properties: Recoil cancel on block. Deflectable.
Basically a two-hitting version of 5AB. This naturally means you'll only want to use it when it's a guaranteed punish. It can recoil cancel or cancel during the first seven frames of its animation (before the actual attack comes out), but you really don't want to bank on either of those.
n.2A:
Properties: Cancelable. Deflectable.
Another scramble tool. Just like n.5A, it has no recoil animation.
n.2B:
Properties: Cancelable. Deflectable.
Basically n.2A with slower recovery. Ukyo's got better options at this range, and you really don't want to misjudge your spacing and have a 2B come out instead.
n.2AB:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Really awkward attack in general. Does more damage than n.5AB but starts up 2 frames slower. You're probably okay not really bothering with this one.

Overheads

5BC:
Properties: Hits high. Knockdown.
Weird hopping overhead that goes backwards. The hitbox goes backwards through the animation like with Mina so it can possibly hit rollers. Not used much thanks to Tsubame Gaeshi just being that much better.
u.5BC:
Properties: Hits high. Knockdown.
Another weird overhead, now with Ukyo sticking his foot out. Doesn't go backwards and knocks the opponent quite a ways, but there are always better options to avoid lows and open your foe up, even when disarmed.

Kicks

5C:
Surprisingly okay keepout move if you really don't want to be deflected I guess. Active for a few frames and sticks out a decent distance. He's got better kicks but this isn't bad to have.
6C:
Properties: Hits low. Knockdown.
Sliding knock down kick which is safe if you space it properly. Can add a small pursuit if you are close enough after. A good use of this is to use this when your opponent is running at you.
2C:
Properties: Hits low.
This fucking kick. 6-frame startup, neutral on block (this is really rare in SSVSP) and +5 on hit. Hits low, and can link into a Tsubame Gaeshi, which hits high, comes out in 4~5 frames, and knocks down, letting you chase them with more 2C oki.
This is his main way of mixing up at close range. It recovers fast enough to let you throw off their timing with 2C 2C Tsubame, 2C -pause- Tsubame, 2C 66B crossup, or just run up and throw them afterwards.
3C:
Properties: Hits low. Knockdown.
Not really that useful considering it's just as unsafe as 6C without the ability to space it to make it safer, as well as having shorter range.

Jumping

j.A:
Properties: Hits high.
Jumping n.2A/n.2B. Just use his other jumping slashes if you really need to meet the opponent in the air.
j.B:
Properties: Hits high.
Its hitbox allows it to cross up or instant overhead, but Ukyo jumps so slowly that against a good opponent the former will be blocked, and the latter will be punished on hit or block.
The primary time to use j.B is in time slow, being a very quick and effective instant overhead. It also becomes a 50/50 when paired with his 2C, both of which can be easily hitconfirmed into Issen.
j.8AB:
Properties: Hits high.
A somewhat specialized air-to-air thanks to only being usable from a neutral jump. Can snipe opponents that otherwise lack a strong horizontal attack while in the air.
j.7/9AB:
Properties: Hits high.
General air-to-air button that covers horizontally in front if you don't want to commit to a Tsubame. Ukyo doesn't jump much, but this is a strong button regardless.
j.C:
Properties: Hits high.
Hits twice, really active, covers slightly below in front of him. Not too bad but as usual be cautious when jumping as Ukyo. Might mess with throw mashers when landing with it.

Dashing

66A:
Properties: Recoil cancel on block. Deflectable.
Low damage, okay reach, but horrendous frames on block and awkward recoil cancel window means you do not want to use this.
66B:
Properties: Knockdown.
Ukyo dashes to the other side of the opponent and does a slash that will knock down on hit. Very unsafe, but since he runs right past the opponent it can avoid a lot of anti-dash moves. It will always whiff if your opponent is in the corner.
66AB:
Properties: Knockdown.
Ukyo rolls to the ground and slashes at the opponent's knees. Another awesome punisher, for those times when 5AB won't reach. It's fast and does good damage for its speed, and you can tack on a 2BC if you're close enough afterwards. It can also go under a surprising amount of stuff with its low hitbox. Ukyo's fast dash is just the icing on the cake.
66C:
Properties: Knockdown
Basically running 6C. Can surprise opponents from a good distance away and tack on a 2BC afterwards. An important threat from Ukyo's good kit of dashing normals.

Unarmed

u.5S:
Dinky little slap. Frames aren't awful but Ukyo's kicks are pretty good so you don't need this much.
u.2S:
Crouching version of the above. His kicks are better.
ju.S:
Properties: Hits high.
Jumping slap. Ukyo's moonjumping and j.C means this doesn't see use.
u.66S:
Properties: Knockdown.
Dash slap that knocks down. Safer up close than 66C but not a low.

System

Deflect - 216D:
Standard deflect. Use like you would other deflects (recoil cancels, baiting pokes, etc).
Weapon Pickup - 5A:
Surprisingly fast weapon pickup. Cancelling throw animation into weapon pickup leaves you plus enough to do all sorts of fun stuff.
Taunt Disarm - Start Start Start:
Just kinda sticks his sword in the ground. Not terribly slow.

Specials

Tsubame Gaeshi - j.1236S:
One of Ukyo's most important moves in general. A/B Tsubame are basically interchangeable, but you'll want to use B Tsubame for its better damage in most situations. All versions have very great hitboxes that more or less cannot be contested, on top of their fast startup.
All versions hit overhead and can be tiger knee'd (i.e. input as 12369S to do it from the ground). A/B both have a blazing fast 3-frame startup and are fast enough to combo off of 2C. Despite appearances, both versions are very unsafe on block. Small characters can also occasionally crouch right under it, such as Rera, so it's a riskier proposition against them. These are a very strong option to buffer after blocking an attack. Especially bad jumpins.
AB Tsubame is slower (10f startup) but hits numerous times for great amount of damage. It leaves him even more open to punishment if blocked or whiffed, as he starts coughing after he lands from it, so only use it when you're absolutely certain it will hit.
Outside of anti-airing, air-to-airing, punishing, and comboing into it, Tsubame Gaeshi becomes very dangerous during time slow. If he's meditated enough, he'll have enough time to land a full AB Tsubame, land, and juggle into Issen for ludicrous damage. This is very dangerous, especially if he baits a whiff before activating time slow.
Hiken Sasameyuki - 214S:
Ukyo tosses up an apple before slicing repeatedly in front of him. Has good range, but is only really useful as a chip tool. AB version has throw invuln on startup in case you want to look cool on a throw read.
'Hi'ken Sasameyuki - 214C: (can be used unarmed)
Just in case you wanted to throw an apple. Not very committal. Style points. If you don't throw at least five apples in a row you're a coward.
Zanzou Fumikomi Giri - 236S:
Pseudo-rekka that has Ukyo send afterimages to slice you. All versions are very unsafe and are pretty easy to punish once you get used to how they work. Heavier versions go farther and add another slash to the sequence. Can theoretically be used as a gimmicky whiff punish or chipping tool from a decent distance away, but really it's best to use it for punishes where you want the knockdown, or a 236A recoil cancel off of 5B if you're feeling lucky.
Tsubame Rokuren - 236CD - WFT:
Bad WFT compare to other characters. It starts up slow and has no invulnerable frames. Ukyo doesn't want to rage anyways, considering the strength of his meditation and time slow, but if can be comboed into off of n.5B if you really must. It is a high, though far too slow to actually open anyone up with.

Combos

Normal

  • (n.5B or n.2B) ...
  • ... xx 236AB 2BC
  • ... xx 214A
  • ... xx 236CD
  • 236A 8BC
  • (236B or 236AB) 2BC
  • 2C tk.1236B
2C is low, firebird is high. Have fun blocking!
  • 66AB 2BC
  • 66C 2BC
  • 6C 2BC
  • 3C 2BC

Weapon pickup throw combos

  • u.4/6CD A weapon pickup ...
  • ... 5AB
  • ... 236CD
  • ... 214CD
lol

Time slow

  • (j.9B or 2C)
  • BCD
50/50 with instant overhead j.B and 2C. Both lead to Issen. 2C is harder to explode on reaction but hoping they won't is risky.
  • j.1236AB BCD
This one hurts a lot. Primarily used if you bait a big enough whiff while popping time slow. Use Tsubame before landing (don't tiger knee it), wait a little while for them to fall just around head height before using Issen. Lots of meditation and a full sword gauge for the Tsubame Gaeshi will lead to this easily shaving off ~75% of a lifebar.

Strategies

Poking and Punishing

Ukyo is mainly played as a poking character. He can harass the opponent with long reaching normals (far 5B, far 2A). His punish game is exceptionally good: Far reaching 13-frame far AB, and if it is too far, you can do the 4-frame 66AB.

Hit and Run

His poking and punishing game is complemented by Ukyo's quick dashing and backdash speed. Quick dashing allows 66AB for punish, 66B for cross up, 66C for low, and 66CD for grab. Good normals that cover important angles means he can also happily sit on a lead and down/back at mid/fullscreen and hit them for trying to get in.

2C TSUBAME GAESHI

Once he scores a single knockdown, he can start running his 2C firebird oki, which may as well be unblockable for how fast it is. If you're feeling fancy, you can go for 2C 2C firebird to throw off their block timing. However, don't abuse this if your opponent is good at fuzzy guarding or has a decent invulnerable move. Also the hitbox doesn't hit close to the ground so it can be ducked. Especially if the Tsubame is poorly timed.

Matchups

Some characters have dangerous counters to Ukyo's mixup. Watch out for:

Rasetsumaru: A reversal super will go clean through anything you try on wakeup, and he rages really fast. His rage doesn't last very long though and his super is mega unsafe.

Jubei: If you get too predictable, a good Jubei player can buffer a high counter off of a blocked 2C and catch a followup Tsubame Gaeshi. A reversal 623 will beat your 2C.

Yoshitora: His AB uppercut takes a while to get out but is invincible until the first active frame. If your 2C is early enough you can actually recover before his uppercut's first active frame, then block and punish.

Haohmaru: Similar to Yoshitora in that a well-timed 2C meaty can whiff and recover in time for you to block and punish if he does 623S on his wakeup. 623AB is really fast so it might blow you up for a poorly timed one but has no invincibility.


Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 6 9 2 25 1~2(2) / 9~14(6) 8(1) -6 -6 -12 Mid Weak attack, Deflectable(weak)
5B 12 8 2 34 11~15(5) 7(1) -8 +0 -18 Mid Medium attack, Deflectable(med)
5AB 31 13 2 52 x - -2 +8 -34 Mid Heavy attack, Deflectable(heavy)
2A 5 5 2 20 1(1) / 7~11(5) - -5 -5 -6 Mid Weak attack, Deflectable(weak)
2B 11 8 3 40 1~4(4) - -9 -1 -18 Mid Medium attack, Deflectable(med)
2AB 29 12 1 49 1~6(6) - +0 +10 -32 Mid Heavy attack, Deflectable(heavy)
n.5A 5 5 3 16 1~4(4) / 5~13(9) - -1 -1 -6 Mid Weak attack, Deflectable(weak)
n.5B 8 8 1 40 8~11(4) 6~7(2) -14 -6 -18 Mid Medium attack, Deflectable(med)
n.5AB 5, 23 12 2 63 1~7(7) 9~11(3) / 14(1) / 19(1) -6 +4 -26 Mid Weak attack, Deflectable(heavy)
n.2A 4 5 5 16 1~2(2) / 5~12(8) - -1 -1 -6 Mid Weak attack, Deflectable(weak)
n.2B 6 6 6 23 6~15(10) - +1 +9 -12 Mid Medium attack, Deflectable(med)
n.2AB 5, 25 14 3 62 1~5(5) - -2 +8 -21 Mid Weak attack, Deflectable(heavy)
5C 5 8 4 35 1~4(4) - -9 -1 -22 Mid Medium attack
6C 7 5 11 34 1~2(2) - KD KD -24 Low Knockdown attack
2C 2 6 4 11 x - +5 +5 +0 Low Weak attack
3C 6 5 10 28 x - KD KD -24 Mid Knockdown attack
5-14f throw invincible
j.A 5 7 16 30 1~3(3) - -- -- -- High Weak attack, Deflectable(weak)
j.B 9 5 4 29 1~2(2) - -- -- -- High Medium attack, Deflectable(med)
j8.AB 26 10 3 33 1~5(5) - -- -- -- High Heavy attack, Deflectable(heavy)
j7/9.AB 25 12 5 27 1~5(5) - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 3, 3 5 5 30 x - -- -- -- High Heavy attack
ju.C 3, 3 5 5 30 x - -- -- -- High Heavy attack
5BC 16 20 2 45 x - KD KD -19 High Medium attack Knockdown attack
u.5BC 6 31 9 44 x - KD KD -19 High Medium attack Knockdown attack
66A 5 11 8 33 1~3(3) - -4 +4 -26 Mid Medium attack, Deflectable(heavy)
66B 12 22 1 66 x - KD KD -39 Mid Knockdown attack
66AB 15 4 2 38 1~2(2) - KD KD -29 Mid Knockdown attack
1-13f throw invincible
66C 4 6 12 32 1~3(3) - KD KD -21 Low Knockdown attack
1-17f throw invincible
u.5S 4 5 1 18 1(1) - -3 -3 -8 Mid Weak attack
u.2S 4 6 1 20 x - -4 -4 -9 Mid Weak attack
ju.S 4 9 8 25 x - -- -- -- High Medium attack
u.66S 4 6 1 24 1~2(2) - KD KD -13 Mid Knockdown attack
1-14f throw invincible
u.66C 4 6 12 32 1~3(3) - KD KD -21 Low Knockdown attack
1-17f throw invincible
2BC 6 21 7 68 x - -- -- -- Mid
u.2BC 8 7 24 35 x - -- -- -- Mid
8BC 13 40 38 101 x - -- -- -- Mid
u.8BC 8 25 18 79 x - -- -- -- Mid
Tsubame Gaeshi - j.1236A 18 3 6 x x - KD KD -41 High Medium attack Knockdown attack
16f landing recovery
Tsubame Gaeshi - j.1236B 21 3 6 x x - KD KD -48 High Medium attack Knockdown attack
23f landing recovery
Tsubame Gaeshi - j.1236AB 2x6, 24 10 7 x x - ?? ?? -75 High Medium attack Knockdown attack
45f landing recovery
'Hi'ken Sasameyuki - 214C x x x 17 x - -- -- -- Mid
Hiken Sasameyuki - 214A 5x5 19 2 61 x - -4 -4 -17 Mid Medium attack
Hiken Sasameyuki - 214B 6x8 18 2 76 x - -5 -5 -17 Mid Medium attack
Hiken Sasameyuki - 214AB 7x11 22 2 102 x - -12 -12 -25 Mid Medium attack
1-12f throw invincible
Zanzou Fumikomi Giri - 236A 16 15 2 x x - KD KD -27 Mid Knockdown attack
Zanzou Fumikomi Giri - 236B 5, 18 15 2 x x - KD KD -36 Mid Medium attack Knockdown attack
Zanzou Fumikomi Giri - 236AB 5, 5, 10 15 2 x x - KD KD -34 Mid Heavy attack Knockdown attack
Tsubame Rokuren - 236CD 30 19 29 69 x - KD KD -59 High Medium attack
14-47f above ground
22f landing recovery
Samurai Shodown V Special
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Mechanics

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