Samurai Shodown V Special/Zankuro Minazuki

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壬無月 斬紅郎, Minazuki Zankuro
Colors

Introduction

Big bad bossman has big bad problems.

Equipped with a humongous blade that may or may not be compensating for something, this incarnation of Zankuro is far from living up to his reputation as a fearsome slayer of hundreds. Low tier without a doubt, Zankuro struggles a bit thanks to a weak pressure game and the tendency to empty his entire sword gauge upon whiffing one of his big dick ABs. Of course, this is 5 Special and you can definitely make Zankuro do some work, but it will take some persistence and matchup knowledge.

Strengths Weaknesses
  • Most damaging strong slash in the game
  • Good jabs and kicks
  • Universal sword catch counter
  • Fast, almost full screen punish special
  • Tons of recovery and incredibly bad hitboxes and hurtboxes on all strong slashes
  • Big and slow target
  • Terribly bad mixups and rushdown
  • Below average in almost any aspect

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:
Properties: Cancelable.
Quick punch with low damage and decent reach. Combos with 236C for a quick, decent damage punish. Not that good on block though and be careful with n.5A range.
5B:
Properties: Recoil cancel on block. Deflectable.
Fast decently damaging slash. Range is a bit iffy, because the range where 5B hits and n.5B isn't triggered is really small.
5AB:
Properties: Recoil cancel on block. Deflectable.
Large slash that covers a huge amount of space in front, but doesn't hit above Zankuro at all. Does a lot of damage on hit. Huge recovery on whiff\block. Even though Zankuro have specials that cover various scenarios in case of recoil cancel, it is still very risky and gimmicky to throw 5AB randomly. Empties entire kenki gauge upon whiff.
2A:
Properties:
Another quick, low damage punch. This time while crouching! Better range and less negative on block than 2C.
2B:
Properties: Recoil cancel on block. Deflectable.
Crouching version of 5B.
2AB:
Properties: Recoil cancel on block. Deflectable.
Zankuro does a giant upwards swing with his sword while sitting. Good anti-air as long as opponent don't have strong downward jump attack, otherwise you will take a deep(crouching) hit for trying to AA. Empties entire kenki gauge upon whiff.

Near Slashes

n.5A:
Properties: Cancelable.
Quick little punch. Tiny bit quicker and two times safer on block than 5A. While cancelable, it won't combo with any of Zankuro specials.
n.5B:
Properties: Recoil cancel on block. Cancleable. Deflectable.
Zankuro hits twice with the butt of his sword, doing decent damage. Hit-confirmable, has surprising range for near attack, plus second hit reaches above Zankuro and can catch jump out attempt.
n.5AB:
Properties: Recoil cancel on block. Deflectable.
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.
n.2A:
Properties:
Same as far 2A.
n.2B:
Properties: Recoil cancel on block. Cancleable. Deflectable.
Crouching version of n.5B. For some reason during second hit Zankuro doesn't have hurtbox on his hands, so, potentially, it can used as AA.
n.2AB:
Properties: Recoil cancel on block. Deflectable.
Same as far 2AB.

Kicks

5C:
Properties:
Zankuro knees the opponent. Fast, decent reach, low damage. Quite negative on block unless used at distance or as meaty.
6C:
Properties: Canceable.
Decently ranged, moderate speed kick that combos into any special Zankuro has, including WFT and Zetsumei Ougi. Low damage on its own. Will wiff on any crouched character(excluding Zankuro, Gedo and Gaira) rendering 6C usability very limited.
2C:
Properties: Low.
Quick low foot poke. Minimal damage and range, quite negative on block. One of Zankuro's low hitting moves.
3C:
Properties: Knockdown.
Decently ranged kick that knocks down, it don't hit low for some reason. Low damage, but very fast startup and it significantly lowers Zankuro hurtbox. Lousy on block, but it can be negated by doing it at max range or as meaty, since it has a ton of active frames.

Jumping

j.A:
Properties: Hits high.
Basically a jumping version of 5A. Slow, short range attack with low damage.
j.B:
Properties: Hits high. Deflectable.
Jumping version of 5B. Best horizontal range. Works as an anti-air, however, it has a lot less active frames than j.A.
j.AB:
Properties: Hits high. Deflectable.
Zankuro swings his sword downwards while jumping. Your main jump in and defensive neutral jump option. Does good damage, but doesn't hit in front, only below Zankuro. Empties entire kenki gauge upon whiff.
j.C:
Properties: Hits high.
Zankuro does diagonal kick. Fast, tons of active frames and can deep hit easily. Be cautious it have good amount of pushback on hit.


Dashing

66A:
Properties: Recoil cancel on block. Deflectable.
Zankuro punches with the butt of his sword. Fast, but deflectable and incredibly punishable on block. It sometimes can be used to hit opponent out of the air, but it is very risky running attack, so avoid it unless you want a gamble on recoil cancel.
66B:
Properties: Hits high. Knockdown.
Overhead hopping slash that knocks down. Average speed for an overhead, good reach, but it is punishable. At max range some characters can't punish it with strong attacks, but there is no point to block low against running Zankuro.
66AB:
Properties: Knockdown.
First hit is an upwards hit with the butt of Zankuro's sword that launches the opponent, second hit is downwards slash with the sword that knocks the opponent down. Decently fast attack, nice hitbox, but it is astonishingly punishable on whiff\block. Sadly second strike will not connect on backhit.
66C:
Properties: Knockdown.
Basically 3C. Frame faster and two safer, and it still doesn't hit low.

Overheads

5BC:
Properties: Hits high. Knockdown.
Zankuro hops forward while doing what is basically his j.C, only stronger. In theory it is a pretty good move: it have good reach, almost twice than average active frames and one frame less than average block recovery. But in reality Zankuro don't have threatening low attacks, so 5BC can only be used to avoid lows and throws.
u.5BC:
Properties: Hits high. Knockdown.
Exactly the same as his 5BC.

Unarmed

u.5S:
Properties:
Same as 5A, except not cancelable.
u.2S:

Properties:

Same as 2A.
ju.S:

Properties:

Same as j.A.
u.66S:
Properties: Knockdown.
A light punch that still somehow knocks down.

System

Deflect - 216D:
Average deflect.
Weapon Pickup - 5A:
Average pickup.
Taunt Disarm - Start Start Start:
Zankuro lodges his sword into the ground and pose with crossed arms for a bit, taunting his opponent.

Specials

Mugen-ryuu Shippuuzan - 236S
Properties: Hits low.
A low projectile attack that moves along the ground. Zankuro's strongest low attack, and because of somewhat fast startup and it's inconspicuous animation it can sneak under the vision of careless players. Does alright damage, and will trade with any other projectile with low enough collision box.
Mugen-ryuu Tenhouzan - 623S
Properties: Knockdown.
Zankuro rushes forward and does two slashes if he reaches the enemy. Lower body invul, knocks down, can combo from various normals. Zankuro will not do second strike if his run exceeds certain(max) distance, which depends on version used.
Mugen-ryuu Muhouken - 236C
Properties: Knockdown. Can be used unarmed.
Rushpunch. Knocks down, moves Zankuro across 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. Will whiff on short, crouched characters!
Mugen-ryuu Fudou - 214C
Properties: Knockdown.
Catches standing or crouching slash attacks at the start of the animation. Active on first frame, so it can be used as reversal. Strong damage, but very punishable.
Mugen-ryuu Mugen Hou - 236CD
Properties: Knockdown.
Screen-filling shockwave. Takes forever to startup. Safe from fullscreen, against slow characters, for some chip damage. Can be comboed into from 6C. Can punish a few jumps on reaction.

Combos

Normal

  • 5A xx 236C 8BC
Fastest, medium range punish, but be mindful of 5A range.
  • (n.5B or n.2B)...
  • ... xx 623S dash xx 8BC
Fast, hit-confirmable punish with good damage.
  • ... xx 236C 8BC
At max n.5B\n.2B range second hit will not connect and 623S will be blocked. Use 236C to prevent this.
  • 6C xx ANY special
Any special, besides catch counter, will combo when canceled from 6C. This even includes WFT and Zetsumei Ougi, but there is no point of using 6C, since other punishes do more damage and will hit crouched opponent, unless you want that disarm or flashy finisher.
  • 236A 236C 8BC
At certain distance, after 236A hits the opponent you will recover in time for 236C to combo.
  • (3C or 66C) 2BC
Corner only. It possible to do it midscreen after 66C, but opponent must land very close, so don't bother.
  • 66C 8BC
At max 66C range only.

Backhit

  • (n.5B or n.2B)...
... xx 623A (one hit) n.5B xx 623A n.5B xx 623A etc 8BC
Backhit loop. Number of reps depends on closeness to corner and enemy width.
  • ... xx 236S 8BC
Just for fun, 623A loop is way better.
  • ... xx Zetsumei Ougi
You won't see opportunity for it to land that often.
  • 66AB 2BC
On backhit 66AB opponent will be launched high, so it is your only option.
  • (j.9AB)...
Instant j.9AB will hit standing tall characters, on backhit this will give enough advantage to start 623A loop. It most useful if you hop behind Gaira or Gedo when they attempt to use their command grabs.

Timeslow

Since Zankuro j.C is fast and has very downward hitbox and it can be mixed up with his empty jump 2C for Issen setup.
Best scenario is to catch opponent mid air so you can issen them on landing or 2AB\n.5AB them to death. Be careful opponent will try to kick you out of concentration with j.C since Zankuro hurtbox on most attacks is bad.

Strategies

Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
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
Samurai Shodown V Special
General

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Mechanics

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