Samurai Shodown V SP/Zankuro Minazuki

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壬無月 斬紅郎, Minazuki Zankuro
Colors

Introduction

Data

  • Damage taken: 100%
  • Rage duration: 8 seconds
  • Amount to rage: 29
  • Walk speed: 480
  • Backwalk speed: 448
  • Dash speed: 1328
  • Jump duration: 45 frames
  • Width: 28
  • Throw range: 16

Normals

Far Slashes

5A:

Quick little punch with low damage and decent reach. Cancelable.

5B:

A fast decently strong slash. Range is a bit iffy, because the range where 5B hits and n.5B isn't triggered is really small. Recoil cancelable.

5AB:

A large slash that covers a huge amount of space in front of Zankuro. Does a lot of damage on hit. Empties entire kenki gauge upon whiff. Recoil cancelable.

2A:

Another quick low damage punch. This time while crouching!

2B:

A crouching version of 5B. Recoil cancelable.

2AB:

Zankuro does a giant upwards swing with his sword while sitting. Good anti-air. Empties entire kenki gauge upon whiff. Recoil cancelable.

Near Slashes

n.5A:

Quick little punch. Low damage. Cancelable.

n.5B:

Zankuro hits twice with the butt of his sword, doing decent damage. Has surprising range. Canleable and recoil cancelable. Combos into all of Zankuro's specials, but not into WFT or Zetsumei Ougi.

n.5AB:

Zankuro swings his sword upwards. Basically a standing version of 2AB, except slightly faster and stronger. A decent anti-air if anyone is in that range. Empties entire kenki gauge upon whiff. Recoil cancelable.

n.2A:

Same as far 2A.

n.2B:

A crouching version of n.5B. Cancelable and recoil cancelable, combos into 623+s and 236+C.

n.2AB:

Same as far 2AB.

Kicks

5C:

Zankuro knees the opponent. Fast, decent reach, low damage.

6C:

A decently ranged moderate speed kick that combos into any special Zankuro has, including WFT and Zetsumei Ougi. Low damage on its own.

2C:

Quick low foot poke. Minimal damage. Zankuro's other low move.

3C:

A decently ranged kick that knocks down. Low damage.

Jumping

j.A:

Basically a jumping version of 5A. Your best air-to-air, however it does low damage.

j.B:

A jumping version of 5B. Works as an anti-air, however it has a lot less active frames than j.A.

j.AB:

Zankuro swings his sword downwards while jumping. Does good damage. Empties entire kenki gauge upon whiff.

j.C:

Zankuro does a small poke with his foot. About as much

Dashing

66A:

Zankuro punches with the butt of his sword. Recoil cancelable.

66B:

Overhead hopping slash that knocks down.

66AB:

First hit is an upwards hit with the butt of Zankuro's sword that launches the opponent, second hit is a downwards slash with the sword that knocks the opponent down.

66C:

Basically 3c.

Overheads

5BC:

Zankuro hops forward while doing what is basically his j.C, only stronger. Overhead, knocks down, avoids lows, unthrowable.

u.5BC:

Exactly the same as his 5BC.

Unarmed

u.5S:

Same as 5A, except not cancelable.

u.2S:

Same as 2A.

ju.S:

Same as j.A.

u.66S:

A light punch that still somehow knocks down.

System

Deflect - 216D:
Weapon Pickup - 5A:
Taunt Disarm - Start Start Start:

Specials

Mugen-ryuu Shippuuzan - 236S

A low projectile attack that moves along the ground. Zankuro's strongest low attack, can sneak under the vision of careless players, does alright damage, and will trade with any other projectile with a low enough hitbox.

Mugen-ryuu Tenhouzan - 623S

Zankuro rushes forward and does two slashes if he reaches the enemy. Lower body invul, knocks down, combos from various moves. Doesn't do the second hit if the first one whiffs.

Mugen-ryuu Muhouken - 236C

Rushpunch. Knocks down, moves Zankuro accross the screen rather fast, potentially safe-ish on block if it connects near the end of the rush. Good vs anyone who whiffs a long recovery move when you aren't in range for 5AB, or if you block a non-recoil cancelable move with a long enough recovery.

Mugen-ryuu Fudou - 214C

Catches standing or crouching slash attacks at the start of the animation. Knocks down.

Mugen-ryuu Mugen Hou - 236CD

Screen-filling shockwave. Takes forever to startup. Safe from fullscreen for some chip. Can be comboed into from 6C. Can punish a few jumps on reaction.

Combos

Normal

  • (n.5B or n.2B) xx 623AB 2BC
  • 6C xx 236C 2BC
  • 6C xx 236CD
  • 66C 2BC

Backhit

  • n.5B xx 623A (one hit) n.5B xx 623A n.5B xx 623A etc

Timeslow

Strategies

Frame Data

Move Damage Startup Active Total Cancel Recoil
Cancel
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 6 7 8 26 7~14(8) - -1 +7 -14 Mid Medium attack
5B 9 9 2 28 1~2(2) 3~8(6) -1 +7 -9 Mid Medium attack, Deflectable(med)
5AB 35 19 1 62 1~2(2) 15~18(4) -6 +4 -29 Mid Heavy attack, Deflectable(heavy)
2A 5 6 3 18 x - -2 -2 -7 Mid Weak attack
2B 9 9 2 28 1~4(4) - -1 +7 -9 Mid Medium attack, Deflectable(med)
2AB 28 16 4 56 1~2(2) 8~15(8) -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
n.5A 5 6 6 18 6~18(13) - -2 -2 -7 Mid Weak attack
n.5B 2, 6 9 1 31 10~23(14) - -3 +5 -9 Mid Medium attack, Deflectable(med)
n.5AB 30 15 4 54 1~2(2) 9~14(6) -2 +8 -29 Mid Heavy attack, Deflectable(heavy)
n.2A 5 6 3 18 x - -2 -2 -7 Mid Weak attack
n.2B 2, 6 9 2 32 11~24(14) - -3 +5 -9 Mid Medium attack, Deflectable(med)
n.2AB 28 16 4 56 1~2(2) 8~15(8) -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
5C 5 10 10 30 1~2(2) - -2 +6 -15 Mid Medium attack
6C 6 11 6 46 11~26(16) - +2 +12 -30 Mid Heavy attack
2C 2 5 5 17 1~2(2) - -2 +6 -15 Low Weak attack
3C 6 6 12 30 x - KD KD -19 Mid Knockdown attack
j.A 6 13 10 26 x - -- -- -- High Weak attack
j.B 11 13 4 42 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 27 17 2 41 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 6 7 12 27 x - -- -- -- High Heavy attack
ju.C 6 7 12 27 x - -- -- -- High Heavy attack
5BC 14 20 9 39 x - KD KD -13 High Medium attack Knockdown attack
u.5BC 14 20 9 39 x - KD KD -13 High Medium attack Knockdown attack
66A 5 6 8 17 1~3(3) - -1 -1 -29 Mid Weak attack, Deflectable(heavy)
66B 16 21 7 53 6~7(2) - KD KD -27 High Medium attack Knockdown attack
66AB 3, 17 13 2 83 1~5(5) - KD KD -46 Mid Knockdown attack
66C 6 5 12 27 2(1) - KD KD -17 Mid Knockdown attack
u.5S 6 7 8 26 x - -1 +7 -14 Mid Medium attack
u.2S 5 6 3 18 x - -2 -2 -7 Mid Weak attack
ju.S 6 13 10 26 x - -- -- -- High Weak attack
u.66S 6 4 12 21 1~2(2) - KD KD -12 Mid Knockdown attack
u.66C 6 5 12 27 2(1) - KD KD -17 Mid Knockdown attack
2BC 8 21 22 54 x - -- -- -- Mid
u.2BC 8 21 22 54 x - -- -- -- Mid
8BC 15 39 2 79 x - -- -- -- Mid
u.8BC 5 39 3 78 x - -- -- -- Mid
Mugen-ryuu Muhouken - 236C 18 16 15 49 x - KD KD -28 Mid Knockdown attack
16-30f throw invincible
Mugen-ryuu Fudou - 214C 30 x x 65 x - -- -- -- Mid
Mugen-ryuu Shippuuzan - 236A 14 19 x 54 x - +2 KD -23 Low Medium attack
Mugen-ryuu Shippuuzan - 236B 14 19 x 55 x - +1 KD -24 Low Medium attack
Mugen-ryuu Shippuuzan - 236AB 14 19 x 55 x - +1 KD -24 Low Medium attack
Mugen-ryuu Tenhouzan - 623S 1, 24 15 x x x - KD KD -28 Mid Heavy attack Knockdown attack
1-14f and during rush: feet fully invincible
Mugen-ryuu Mugen Hou - 236CD 30 33 x 118 x - KD KD -65 Mid Knockdown attack
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