Vampire Savior/Bishamon

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Bishamon


Contents

Introduction

Bishamon (ビシャモン), the Spirit Samurai. MADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAKIRITARINUUUUUUUALLMYNORMALSLOOKTHESAME.

Primary objective: Pressure and lockdown, unblockable loop.

Normal Moves

Standing

Bisha sLP.png
LP

[ Startup: 5 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]

Simple punch, useful all around.

Bisha sMP01.png
Bisha sMP02.png
Bisha sMP03.png
MP

[ Startup: 10 | Hit:+2 | Block:+1 ]

Best used during a forward dash. The combination of the forward movement provided by the dash and the swinging motion of the normal will catch careless jump up or jump back attempts. Also, it offers frame advantage regardless of hit or block. Becomes 3-hits when used during a dash. A great way to control space, advance forwards, and establish offense.

Bisha sHP01.png
Bisha sHP02.png
Bisha sHP03.png
HP

[ Startup: 8 | Hit:-7 | Block:-8 ]

A three-part, one hit normal. Despite its appearance, it is difficult to anti air jump-ins with this move due to its hittable boxes. However, the gigantic upwards swinging motion can be utilized when executed during a forward dash. This is an excellent way to tag jump out attempts (especially when the opponent is backed into the corner) while covering forward movement.

Bisha sLK.png
LK

[ Startup: 5 | Hit:+7 | Block:+6 ]

A great normal for a dash in. Has lots of frame advantage when it connects, so you can either combo it into light attacks or attempt a tick throw.

Bisha sMK.png
MK

[ Startup: 6 | Hit:+6 | Block:+5 ]

Has some frame advantage when it connects. Not especially useful normal.

Bisha sHK.png
HK

[ Startup: 7 | Hit:+6 | Block:+5 ]

An important normal. Comes out fast, recovers quickly and has frame advantage when it connects. Close HK will space you at the correct distance for an unblockable ES fireball against most characters. Builds good amount of meter, mixing this with the charged slash (Iai Giri) will fill a bar in no time.

Crouching

Bisha cLP.png
c.LP

[ Startup: 5 | Hit:+8 | Block:+7 | Renda: H:+11 B:+10 ]

Has a long reach for a crouching jab. Its reach and speed makes it excellent for poking during both offense and defense. A useful pressure/combo starter due to the extra frame advantage provided by the rapidfire/renda bonus.

Bisha cMP.png
c.MP

[ Startup: 6 | Hit:+4 | Block:+3 ]

Fast, cancelable normal with good range. Great for comboing into ES fireball.

Bisha cHP.png
c.HP

[ Startup: 9 | Hit:-4 | Block:-5 ]

Slower than most of Bishamon's pokes but provides a lot of reach. Great for spacing and poking from a far distance. Canceling this with s.HK regardless of hit or block will offer quicker recovery plus a bit of meter building.

Bisha cLK.png
c.LK

[ Startup: 5 | Hit:+8 | Block:+7 ]

A quick crouching slash. The range is limited but hits low and offers a lot of frame advantage. Another important pressure/combo starter for Bishamon.

Bisha cMK01.png
Bisha cMK02.png
c.MK

[ Startup: 6 | Hit:+6 | Block:+5 ]

2 hit low attack. 1st hit is cancelable. Decent for comboing into ES fireball although c.MP has more range.

Bisha cHK01.png
Bisha cHK02.png
c.HK

[ Startup: 11 | Hit: Knockdown | Block:+5 ]

Knockdown. Quite slow, range is not great either.

Jumping

Bisha jLP01.png
Bisha jLP02.png
j.LP

[ Startup: 6 (Neutral) | 7 (Backwards/Forwards) ]

Air horzontal slash. Will swing multiple times before landing if used during a neutral jump. Otherwise, Bishamon will only swing once.

Bisha jMP01.png
Bisha jMP02.png
j.MP

[ Startup: 6 ]

An aerial 2 hit horizontal slash. Backdashing into this move could be good for stopping a dash in. Otherwise, it's a fairly good air to air move.

Bisha jHP01.png
Bisha jHP02.png
j.HP

[ Startup: 7 | 11 (Backwards/Forwards) ]

Similar to his j.MP. Using this during a neutral jump will cause Bishamon to slash twice.

Bisha jLK.png
j.LK

[ Startup: 5 ]

Short range downward attack. An early j.LK can hit a standing opponent, and chaining it into his j.MK and j.HK can make quite a deadly jumping chain.

Bisha jMK.png
j.MK

[ Startup: 6 ]

Good jump in move. Chain into j.HP or j.HK for additional damage.

Bisha jHK.png
j.HK

[ Startup: 8 ]

Quite similar to his j.MK. Has a little more range, so you can backdash and j.HK for an instant overhead.

Command Normal Moves

Bisha 6LP.png
6LP

[ Startup: 6 | Hit:-2 | Block:-2 | ]

Has more range than typical LP but recovers waaaay slower. Not useful by itself.

Bisha 6MP.png
6MP

[ Startup: 7 | Hit: 0 | Block:-1 ]

Tap slowly to make Bishamon swing his sword from side to side at neck level. Not really useful normal on its own because it's laggy. But if you start a chain with 6LP then chain into this (example : 6LP 6MP or 6LP LK 6MP) it loses its ability to swing sideways AND recovers faster at the same time. This put you on a LOT of frame advantage, which you can use to either extend combos (example : 6LP 6MP +c.MP xx ES fireball) or for more dash in pressures.

Bisha 6HP.png
6HP

[ Startup: 8 | Hit:-3 | Block:-4 ]

Can be inputted twice for an additional slash. The first slash can be used as an anti-air if spaced properly.

Bisha 6LK.png
6LK

[ Startup: 5 | Hit:+4 | Block:+3 ]

MADA

Bisha 6MK.png
6MK

[ Startup: 6 | Hit:+3 | Block:+2 ]

MADA

Bisha 6HK.png
6HK

[ Startup: 7 | Hit:-7 | Block:-8 ]

KIRITARINU

P Throw: An important tool of Bishamon's mixup game. Good setup for EX pursuit or whiffed pursuit.

Air Throw: Grabs the opponent and throws downward. Not much to add.

Pursuit: This is one of Bishamon's more dangerous move. It recovers very quickly when it misses and puts you right next to the opponent's other side. From here you can either throw them or c.LK into combo.

Movement

Walk:

Dash:

Jump:

Specials

Bisha 426p.png
Bisha 426pp.png
Bisha j426p.png
Bisha j426pp.png
Karame Dama - 41236P (air) then either 236P or 4P->623P :
His fireball special. Recovery time starts when the fireball connect, so at close range this is a great tool for pressure. Use the 236P follow up for untechable knockdown and pursuit setup, or the 4P follow up to remove the chance the opponent might mash out of the stun. Without meter the only useful version for combos is HP, but even so it will fail to connect from time to time. Use ES version for more consistency.
  • (L Version)

Slowest version, not really useful.

  • (M Version)

Average speed. Again, not really useful.

  • (H Version)

Most used of the non-meter versions. Can combo from cancelable normals but only up close.

  • (ES Version)

Has some unblockable frames. This only happens if the opponent isn't already in blockstun so canceling a normal into ES fireball will remove the unblockable. To get an idea of the unblockable distance try to do a HK right next to Sasquatch then do an ES fireball. Some other strings to space yourself for the unblockable (all are done at point blank) :

c.LP c.LK +c.LK

c.LP c.MP

6LP 6LK 6MP

...

There are a lot more setups : resets (MP or HP) , whiffed pursuit on an opponent rolling away ... but you have to be precise with the distance. Against some characters (like Lilith) this is much more difficult to do. After an unblockable fireball quickly followup with 236P (untechable) , then dash back to the unblockable distance again and do a meaty ES fireball. This can be looped over and over until you run out of meter. About 5 stocks will guarantee a kill from full health.

Bisha 236p1.png
Bisha 236p2.png
Bisha 236pp1.png
Tsuji Hayate - 236P (after hitting with Karame Dama) :
Useable only if Karame Dama hits. Not ground techable. Useful for resetting the unblockable ES Karame Dama loop in corner against some characters.
  • (L Version)
  • (M Version)
  • (H Version)
  • (ES Version)
Bisha 46p.png
Bisha 46pp.png
Iai Giri (high) - [4]6P:
Multiple hit slash special. P version whiffs against crouchers. K version is a low attack and whiffs against jumpers. Great range, very fast and builds loads of meter. Overall, great special to throw out once in awhile. Can be used in combos (especially ES version) but must be done at close range or it will whiff a lot of hits. Can also be comboed off of if close enough.
  • (Level 1)

Charge for 45 frames.

  • (Level 2)

Charge for 52 frames.

  • (Level 3)

Charge for 82 frames.

  • (ES Version)

Charge for 45 frames.

Bisha 46k.png
Bisha 46kk.png
Iai Giri (low) - [4]6K:
Multiple hit slash special. P version whiffs against crouchers. K version is a low attack and whiffs against jumpers. Great range, very fast and builds loads of meter. Overall, great special to throw out once in awhile. Can be used in combos (especially ES version) but must be done at close range or it will whiff a lot of hits. Can also be comboed off of if close enough.
  • (Level 1)

Charge for 45 frames.

  • (Level 2)

Charge for 52 frames.

  • (Level 3)

Charge for 82 frames.

  • (ES Version)

Charge for 45 frames.

Bisha 623p1.png
Bisha 623p2.png
Bisha 623p3.png
Bisha gc.png
Kienzan - 623P (GC) (only usable when landing from a jump, as a guard cancel or in reversal situations):
Fast dragon punch type move.
  • (L Version)
  • (M Version)
  • (H Version)
  • (ES Version) Adds more hits and damage, faster startup, still no invulnerability. Successful hit will automatically slice the opponent in half when they land on the ground, which also prevents pursuits. Pretty good use of meter.
  • (GC Version) Gains some invulnerability on startup. One of the best GC's in the game due to it's speed and range. Extremely fast startup. Use often.
Bisha cmd grab.png
Kirisute Gomen - 360MP or HP :
A command grab. Not throw-techable, but doesn't setup pursuits.
  • (L Version)

Perform by pressing LP+MP or LP+HP with no meter.

  • (M Version)
  • (H Version)
  • (ES Version)

Supers

Bisha 22pp.png
Togakubi Sarashi - 22PP:

Pursuit type EX. Amazing move, it adds HUGE damage to your combos (and even throws !) as long as you have meter. Know which knockdowns you can follow up with this move though, if it whiffs then it's a waste of knockdown and meter.

Bisha 624ppp.png
Oni Kubi Hineri - 63214PP:

Command grab. Great range and damage but really slow startup. Some blockstrings ending with this can be very lethal. Use sparingly though.

Bisha 426kkk.png
Enma Seki - 41236KK:

Must be blocked low. Kinda decent move to use once in awhile. Save meter for his other moves.

Dark Force

Kyouka Yoroi: Kogane Katabira - Same strength P + K

  • (Any Version) Gains super armor. Particularly slow deactivation time, use with caution.

Strategies

Combos

Notable Links

There are a lot, but these are what you might use the most :

c.LK +c.LP

c.LK +c.LK

c.LK +c.MP (useful for comboing into ES fireball)

c.LK +6LP (follow up with 6MP)

c.LP +c.MP (useful at distances where c.LK won't hit)

LK +c.LP

LK +6LP (strings starting with LK are mostly dash strings)

MK +c.LP

HK +c.LP

Some combos :

(add jumpins and pursuits if you like)

c.LP c.LK +c.LP c.LK +c.MP xx ES fireball

c.LK +c.MP xx ES fireball

c.LK +6LP 6MP +c.MP xx ES fireball

(dashing) LK +6LP 6MP +c.MP xx ES fireball

(dashing) HK +c.LP +c.MP xx ES fireball

Matchups

Frame Data

Normals

Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Cancel Notes
LP 5 +6 +5 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+9 G:+8
MP 10 +2 +1 3/ 5+2+2/ 7+4+4 Mid ×
HP 8 -7 -8 6/ 9+3+3/ 12+6+6 Mid ×
LK 5 +7 +6 0/ 3/ 6 Mid Yes
MK 6 +6 +5 3/ 9/ 15 Mid Yes
HK 7 +6 +5 6/ 15/ 24 Mid ×


Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Cancel Notes
6LP 6 -2 -3 0/ 1/ 3 Mid x Renda+: H:+1 G:0
6LPx2 --- +7 +6 0/1/3 Mid x
6MP 7 0 -1 3/ 6/9 Mid x
6MPx2 --- +12 +11 3/ 6/9 Mid x
6HP 8 -3 -4 6/ 10/15 Mid x
6HPx2 --- +8 +7 6/ 10/15 Mid x
6LK 5 +4 +3 0/ 3/ 6 Mid x
6MK 6 +3 +2 3/ 9/15 Mid x
6HK 7 -7 -8 6/15/24 Mid x


Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Cancel Notes
c.LP 5 +8 +7 0/ 3/ 6 Mid Yes Renda+: H:+11 G:+10
c.MP 6 +4 +3 3/ 9/ 15 Mid Yes
c.HP 9 -4 -5 6/ 15/ 24 Mid x
c.LK 5 +8 +7 0/ 3/ 6 Low Yes
c.MK 6 +6 +5 3/ 6+3/ 9+6 Low Yes + x
c.HK 11 Down +5 6/ 15+9/ 24 low ×


Move Startup Meter

Whiff/Block/Hit

Guard Cancel Notes
j8.LP 6 0/ 3x5/ 6x5 High Yes + Xx4
j8.MP 6 3/ 9+6/ 15+12 High Yes + X
j8.HP 7 6/ 15+9/ 15+12 High x
j8.LK 5 0/ 3/ 6 High Yes
j8.MK 6 3/ 9/15 High x
j8.HK 8 6/ 15/ 24 High x
j7/9.LP 7 0/ 3/ 6 High Yes
j7/9.MP 6 3/ 9+6/15+12 High Yes + x
j7/9.HP 11 3/ 9+6/ 15+12 High x
j7/9.LK 5 0/ 3/ 6 High Yes
j7/9.MK 6 3/ 9/15 High x
j7/9.HK 8 6/ 15/ 24 High ×

Specials

Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Notes
41236LP 12 possessed -9 12/ 15/ 18 Mid Knocks down airborne, stuns for 63f
41236LP 12 possessed -4 12/ 15/ 18 Mid Knocks down airborne, stuns for 93f
41236LP 12 possessed 0 12/ 15/ 18 Mid Knocks down airborne, stuns for 123f
41236LP 12 possessed 0 0/ 0/ 0 Mid Knocks down airborne, stuns for 123f
j.41236LP 28 possessed --- 12/ 15/ 18 Mid Knocks down airborne, stuns for 63f, landing suki: 8f
j.41236LP 28 possessed --- 12/ 15/ 18 Mid Knocks down airborne, stuns for 93f, landing suki: 8f
j.41236LP 28 possessed --- 12/ 15/ 18 Mid Knocks down airborne, stuns for 123f, landing suki: 8f
j.41236LP 28 possessed --- 0/ 0/ 0 Mid Knocks down airborne, stuns for 123f, landing suki: 8f
4P followup --- Down --- 0/ 0/ 0/ --- Any followup will knock down, can also followup with 623P
236P followup 7 Down --- 12/ 14+2/ 16+4 Mid Knocks down airborne
623LP 6 Down -21 22/ 26/ 31 Mid landing suki: 8f
623MP 6 Down -28 22/ 26/ 31 Mid landing suki: 8f
623HP 6 Down -33 22/ 26/ 31 Mid landing suki: 8f
623PP 4 Down -29 0/ 0/ 0 Mid landing suki: 8f
[4]6P Level 1 12 +8 +7 18/ 19/ 21 Mid Knocks down airborne, charge for 45f
[4]6P Level 2 12 +10 +9 18/ 19+1/ 21+3 Mid Knocks down airborne, charge for 52f
[4]6P Level 3 12 +12 +11 18/ 19+1+1/ 21+3+3 Mid Knocks down airborne, charge for 82f
[4]6PP 12 +12 +11 0/ 0/ 0 Mid Knocks down airborne, charge for 45f
[4]6K Level 1 10 +10 +9 18/ 19/ 21 Mid Knocks down airborne, charge for 45f
[4]6K Level 2 10 +12 +11 18/ 19+1/ 21+3 Mid Knocks down airborne, charge for 52f
[4]6K Level 3 10 +14 +13 18/ 19+1+1/ 21+3+3 Mid Knocks down airborne, charge for 82f
[4]6KK 10 +14 +13 0/ 0/ 0 Mid Knocks down airborne, charge for 45f
360LP 8 Down --- 12/ 14+2 Throw Performed by pressing LP+MP or LP+HP, Invulnerable Time: 13F
360MP 8 Down --- 12/ 14+2+2 Throw Invulnerable Time: 13F
360HP 8 Down --- 12/ 14+2x3 Throw Invulnerable Time: 13F
360PP 8 Down --- 0/ 0 Throw Invulnerable Time: 13F

Supers

Move Gauge Startup Hit

Advantage

Block

Advantage

Guard Notes
624PP 1 17 Down --- Throw
426KK 1 18 Down -5 Low
22PP 34 Pursuit --- --- ---

Notable Players

Nuki (ヌキ)

Nakanishi (なかにし)

Shuu (修)

Yankii (ヤンキー)

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