Samurai Shodown V Special/Kyoshiro Senryo: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
Line 318: Line 318:


*'''66C 2BC'''
*'''66C 2BC'''
: [https://www.youtube.com/watch?v=iOSSXlbrLTQ The Kyoshiro's 66C slow down really quick and can be guarded and punished, so be carefull when you use it.]
:The Kyoshiro's 66C slow down really quick and can be guarded and punished, so be carefull when you use it.
*'''66C 2BC''' (Center)
*'''66C 2BC''' (Center)
: [https://www.youtube.com/watch?v=2CfNFk_Dfvw If you're to close you have to do a small walk or dash (depend on distance) to hit with 2BC.]
:If you're to close you have to do a small walk or dash (depend on distance) to hit with 2BC.
*'''3C 2BC''' (Corner)
*'''3C 2BC''' (Corner)
: [https://www.youtube.com/watch?v=IN1ZVuuDO3M In corner you can 2BC freely.]
:In corner you can 2BC freely.
*'''421A 2BC''' (Corner)
*'''421A 2BC''' (Corner)
: [https://www.youtube.com/watch?v=xnXvoN27-O4 It does few damages. Usually you'll prefer doing another 421S or whathever.]
:It does few damages. Usually you'll prefer doing another 421S or whathever.
*'''236CD 2BC''' (Corner)
*'''236CD 2BC''' (Corner)
: [https://www.youtube.com/watch?v=pvE-uQjCupk Same. The damage added are not that good. You'll prefer doing 421S or whathever.]
:Same. The damage added are not that good. You'll prefer doing 421S or whathever.
*'''214C 8BC''' (Center)
*'''214C 8BC''' (Center)
: [https://www.youtube.com/watch?v=lwIJpqN_Kjs If you practice enough the timing, you can do it regular.]
:If you practice enough the timing, you can do it regular.
*'''214C 8BC''' (Corner)
*'''214C 8BC''' (Corner)
: [https://www.youtube.com/watch?v=f6_cj-RhzLQ Carefull, if you're to close you may have difficulties to do it, and if you do you'll be hard punished.]
:Carefull, if you're to close you may have difficulties to do it, and if you do you'll be hard punished.
*'''214C xx ABC xx 8BC''' (Corner)
*'''214C xx ABC xx 8BC''' (Corner)
: [https://www.youtube.com/watch?v=haoTHs9z4QE This one is a finish move, use it when you know you gonna win the match. It does a lot of damage so have fun.]
:This one is a finish move, use it when you know you gonna win the match. It does a lot of damage so have fun.
*'''236CD 8BC''' (Center)
*'''236CD 8BC''' (Center)
: [https://www.youtube.com/watch?v=O8yDHj0LP44 You can do 66 in the animation of the WFT and maintain 6 to dash as soon as possible. This combo works only against heavy characters as Kusaregedo, Gaira and Tam Tam.]
:You can do 66 in the animation of the WFT and maintain 6 to dash as soon as possible. This combo works only against heavy characters as Kusaregedo, Gaira and Tam Tam.
*'''236CD 8BC''' (Corner)
*'''236CD 8BC''' (Corner)
: [https://www.youtube.com/watch?v=z3zefC-Rquk Be aware that the 8BC timing is not the same for the WFT than the Frog. In this case do the 8BC as soon as possible.]
:Be aware that the 8BC timing is not the same for the WFT than the Frog. In this case do the 8BC as soon as possible.
*'''n.2A xx 623A'''
*'''n.2A xx 623A'''
: [https://www.youtube.com/watch?v=3IjNMxcQlnI Not the simpliest timing of the game, but this combo exist.]
:Not the simpliest timing of the game, but this combo exist.


=== Jump ===
=== Jump ===


*'''j.AB 214C 8BC/Whathever'''
*'''j.AB 214C 8BC/Whathever'''
: [https://www.youtube.com/watch?v=vayvAAUHkdw You'll probably never use it, but this combo exist. Can be followed up by 8BC or okizeme move.]
:You'll probably never use it, but this combo exist. Can be followed up by 8BC or okizeme move.
*'''j.AB 214C 8BC/Whathever''' (Backhit)
*'''j.AB 214C 8BC/Whathever''' (Backhit)
: [https://www.youtube.com/watch?v=bsLpvMgpSQ4 Easier in backhit. Can be followed up by 8BC or okizeme move.]
:Easier in backhit. Can be followed up by 8BC or okizeme move.


=== Anti-air ===
=== Anti-air ===


*'''j.AB'''
*'''j.AB'''
: [https://www.youtube.com/watch?v=riGkC4fdgyY Your j.AB is a good anti-air move because it's very fast.]
:Your j.AB is a good anti-air move because it's very fast.
*'''2AB'''
*'''2AB'''
: [https://www.youtube.com/watch?v=wkk-x9Y1YZY It's more tricky to use because you can be hitted by your opponent first (or having a double hit) but this move is a decent anti-air if you know how and when use it.]
:It's more tricky to use because you can be hitted by your opponent first (or having a double hit) but this move is a decent anti-air if you know how and when use it.
*'''44 2S'''
*'''44 2S'''
: [https://www.youtube.com/watch?v=esxs_f_zDuc The third anti-air of Kyoshiro, this one is even more tricky than 2AB (for the same reasons) but it's a very good anti-air.]
:The third anti-air of Kyoshiro, this one is even more tricky than 2AB (for the same reasons) but it's a very good anti-air.


=== Gimmick ===
=== Gimmick ===


*'''66B xx 214C''' (Karacancel)
*'''66B xx 214C''' (Karacancel)
: [https://www.youtube.com/watch?v=9nDbhg50JzU It may surprise your opponent. This one is more a gimmick or a yolo gambling than a real move.]
:It may surprise your opponent. This one is more a gimmick or a yolo gambling than a real move.
*'''66AB xx 214C''' (Karacancel)
*'''66AB xx 214C''' (Karacancel)
: [https://www.youtube.com/watch?v=IHH-7QDrb6Q Same. It may surprise your opponent but don't count on it in long term.]
:Same. It may surprise your opponent but don't count on it in long term.


=== Shenanigan ===
=== Shenanigan ===


*'''66B xx 214C'''
*'''66B xx 214C'''
: [https://www.youtube.com/watch?v=ICCJtR-ypeQ This one is more reliable. Still a gambling, if your opponent guard both 66B and 214C you'll get oblitered.]
:This one is more reliable. Still a gambling, if your opponent guard both 66B and 214C you'll get oblitered.
*'''421A + 214C/Whathever'''
*'''421A + 214C/Whathever'''
: [https://www.youtube.com/watch?v=549p5o611ec After 421A you can do 214C, if your opponent want to punish he will get hit by the frog. You can mixup with 623S (anti-air) or 216D (deflect) or guard instead.]
:After 421A you can do 214C, if your opponent want to punish he will get hit by the frog. You can mixup with 623S (anti-air) or 216D (deflect) or guard instead.
*'''44 2S'''
*'''44 2S'''
: [https://www.youtube.com/watch?v=w_r6I-JPNdQ Instant overhead. You're offering you to a free punish if it's guarded. You should not abuse of it.]
:Instant overhead. You're offering you to a free punish if it's guarded. You should not abuse of it.
*'''2A 44 2S''' (Center)
*'''2A 44 2S''' (Center)
: [https://www.youtube.com/watch?v=Dmz4R8hd-dw Use this one when you want to pressure and force low guard to bait the instant overhead.]
:Use this one when you want to pressure and force low guard to bait the instant overhead.
*'''2A 2A 44 2S''' (Corner)
*'''2A 2A 44 2S''' (Corner)
: [https://www.youtube.com/watch?v=oJwLsohx6H8 Same principe but with two 2A in corner.]
:Same principe but with two 2A in corner.
*'''5AB xx 216D xx 214C 8BC/Whathever'''
*'''5AB xx 216D xx 214C 8BC/Whathever'''
: [https://www.youtube.com/watch?v=dp1kTk7m30M You can't do it against all character. 5AB xx 216D xx 214C is more safe than 5AB xx 214C but it's rage-cancellable with ABC. Can be followed up by 8BC or okizeme move.]
:You can't do it against all character. 5AB xx 216D xx 214C is more safe than 5AB xx 214C but it's rage-cancellable with ABC. Can be followed up by 8BC or okizeme move.


=== Pure luck, absolute yolo gambling loto, don't use it unless carpe diem is your way of life ===
=== Pure luck, absolute yolo gambling loto, don't use it unless carpe diem is your way of life ===


*'''236CD''' (Meaty/Crossup)
*'''236CD''' (Meaty/Crossup)
: [https://www.youtube.com/watch?v=lyB_HXMal8Y It may crossup your opponent in meaty if you have a godlike read (or insane luck).]
:It may crossup your opponent in meaty if you have a godlike read (or insane luck).
*'''4CD 214C''' (Throw cheese)
*'''4CD 214C''' (Throw cheese)
: [https://www.youtube.com/watch?v=ZdJdi9UyAB0 Cheesy play on careless opponent, may work once if you're lucky enough. +50 cool point if you manage to place it. May be mixed with WFT if your opponent jump to escape another throw cheese.]
:Cheesy play on careless opponent, may work once if you're lucky enough. +50 cool point if you manage to place it. May be mixed with WFT if your opponent jump to escape another throw cheese.


=== Time slow ===
=== Time slow ===


*'''j.AB j.AB j.AB 2S'''
*'''j.AB j.AB j.AB 2S'''
: [https://www.youtube.com/watch?v=V4FSwvFwBX8 Can be usefull to know this. Due to the amount of meditation needed to do this, you'll almost never do the three j.AB, so don't try to force the third j.AB and stop to the second or first. Anyway you will rarely use the time slow with Kyoshiro.]
:Can be usefull to know this. Due to the amount of meditation needed to do this, you'll almost never do the three j.AB, so don't try to force the third j.AB and stop to the second or first. Anyway you will rarely use the time slow with Kyoshiro.


*'''2B 214C or BCD'''
*'''2B 214C or BCD'''
: [https://www.youtube.com/watch?v=zavR2_udkH0 If they don't block the 2B you can freely use the frog or issen.]
:If they don't block the 2B you can freely use the frog or issen.


*'''n.5A 2C BCD'''
*'''n.5A 2C BCD'''
: [https://www.youtube.com/watch?v=MfdRx93Tf-o Standard strat to try to open the guard and get the issen. You can use the n.5A for tick throw purpose. Anyway as I said before, don't count too much on the time slow as Kyoshiro.]
:Standard strat to try to open the guard and get the issen. You can use the n.5A for tick throw purpose. Anyway as I said before, don't count too much on the time slow as Kyoshiro.


*'''5B 214C'''
*'''5B 214C'''
: [https://www.youtube.com/watch?v=_A9Eis6z6Jw&feature=youtu.be If you're used to the cheese gimmickly strat with Kyoshiro, this one often works the first time, so feel free to use it (but only once per person!). You can do only the 214C too.]
:If you're used to the cheese gimmickly strat with Kyoshiro, this one often works the first time, so feel free to use it (but only once per person!). You can do only the 214C too.
 
=== Link ===
 
:[https://www.youtube.com/playlist?list=PLSDPJV9_8CvN__3Qn6oTkVl6D8-XxQoat Here is a playlist with some videos to show how to do the combos.]


== Strategies ==
== Strategies ==

Revision as of 10:04, 19 April 2021

千両 狂死郎, Senryo Kyoshiro
Colors

Introduction

Failed to begin an actor line, for his frog listens to no one but him.

Strong defensive space control and the ability to mix up from arm's reach combined is what makes Kyoshiro tick. To this effect, he has a good suite of tools to choose from and a bunch of ways to use them, gimmicky or otherwise. He's played most safely in the war of attrition, as his mixups range from risky to spectacularly risky. But nobody blocks the frog anyways.

Strengths Weaknesses
  • Good range on normals.
  • Really good mixup potential.
  • Good at okizeme game
  • Good chip damage tool to finish a round
  • Good at turtling up and sitting on a lead.
  • Many decent anti-air possibilities.
  • Bad at forcing damage, has a much more difficult fight when he's behind.
  • Slow dash and jump.
  • Relies heavily on normals, making him more vulnerable to deflections.
  • Frog and stuff that do lot of damage are heavy punishable

Data

  • Damage taken: 105%
  • Rage duration: 10 seconds
  • Amount to rage: 15
  • Walk speed: 544
  • Backwalk speed: 480
  • Dash speed: 1200
  • Jump duration: 59 frames
  • Width: 16
  • Throw range: 12
  • Throw recovery: 50 frames

Normals

Far Slashes

Ss5sp kyoshiro 5A.png
5A:
Pole swing. Generally an ok attack to throw out and does better against jumpins, but otherwise 2A will get better results.
Ss5sp kyoshiro 5B.png
5B:
A decent range attack, but nothing really going for it compared to other normals and it has a high risk of getting jumped over.
Ss5sp kyoshiro 5AB.png
5AB:
An outstanding heavy that multi-hits but doesn't have problems connecting. This attack really capitalizes on Kyo's reach and is his default range punish. It also plays safe in neutral with potential recoil cancels.
Ss5sp kyoshiro 2A.png
2A:
An incredibly quick and useful poke. Don't hesitate to throw this out as it's fast enough to be safe against jumpins and there's no real downside to it apart from being deflectable.
Ss5sp kyoshiro 2B.png
2B:
Kyoshiro's primary low attack. A specialized normal that can rapidly hit them in the foot at halfscreen. Has major risks associated with jumpins due to the recovery, so use this sparingly.
Ss5sp kyoshiro 2AB.png
2AB:
A semi-fast anti-air heavy. You can sometimes rack up tons of damage with this just by reading jumps. Not safe at all on the ground and doesn't touch people unless they are airborne and close.

Near Slashes

Ss5sp kyoshiro n5A.png
n.5A:
Great jab for tick throws and interruptions.
Ss5sp kyoshiro n5B.png
n.5B:
No real use for this attack because the jab is so much better.
Ss5sp kyoshiro n5AB.png
n.5AB:
Remarkably fast heavy with a decently tall hitbox. Aside from normal use, this slash may catch someone trying to hop around near you.
Ss5sp kyoshiro n2A.png
n.2A:
Quick slap to the shins.
Ss5sp kyoshiro n2A.png
n.2B:
Same hitbox as n.2A, but slower in exchange for a little bit more damage.
Ss5sp kyoshiro n2AB.png
n.2AB:
Same as far version. Doesn't hit ground targets.

Overheads

Ss5sp kyoshiro 5BC.png
5BC:
A great overhead if you're really okay with using these. Great horizontal movement and hitbox. The distance and duration jumps clear over many projectiles.
Ss5sp kyoshiro u5BC.png
u.5BC:

Kicks

Ss5sp kyoshiro 5C.png
5C:
The clown's kicks are absolutely terrible in every way compared to slashes.
This one can be used as a "get off me" poke, or you could use 5A, 2A or n.5A which are all faster and not as bad on block.
Ss5sp kyoshiro 6C.png
6C:
Some say this is a move that exists, but I have never seen anyone use it. I hear it hits low.
Ss5sp kyoshiro 2C.png
2C:
When they're all up in your grill and you don't think 2A will arrive fast enough.
Ss5sp kyoshiro 3C.png
3C:
Sweeping kick

Jumping

Ss5sp kyoshiro jA.png
j.A:
Ss5sp kyoshiro jB.png
j.B:
A horizontal spear poke. When you need more range, this attack will outclass j.AB.
Ss5sp kyoshiro jAB.png
j.AB:
Kyo's strongest aerial. It shares the speed and good hitbox of n.5AB. It doesn't stay out long compared to j.B.
Ss5sp kyoshiro jC.png
j.C:

Dashing

Ss5sp kyoshiro 66A.png
66A:
Tick throw tool maybe? Super unsafe if blocked, has no cancel options, and Kyoshiro runs pretty slow. But you might catch someone with this, so go for it if you like gimmickry.
Ss5sp kyoshiro 66B.png
66B:
Dashing overhead. More or less detectable, but always good to have.
One possible gimmick is cancelling the startup phase into the frog (214C), although the cancel window comes a bit too early for this to be a truly effective fake-out.
Ss5sp kyoshiro 66AB.png
66AB:
A lookalike to n.AB, but with lower damage. Not a lot of use for this. Since Kyshiro's dash is so slow, why dash in and go for this when you have a nice, far-reaching 5AB?
Has the same startup cancelling shenanigans as 66B, but with a bigger cancel window.
Ss5sp kyoshiro 66C.png
66C:
Dashing low kick that knocks down. Hit confirm into a low pursuit.

Unarmed

Ss5sp kyoshiro u5S.png
u.5S:
Ss5sp kyoshiro u2S.png
u.2S:
Ss5sp kyoshiro ujS.png
ju.S:
Ss5sp kyoshiro u66S.png
u.66S:
Knocks down like all unarmed dash attacks.

Pursuits

Ss5sp kyoshiro 2BC.png
Small Pursuit - 2BC
Ss5sp kyoshiro 8BC.png
Big Pursuit - 8BC
With well-practiced timing, this pursuit can be chained from the frog. The risk of whiffing this and being punished is high.

System

Ss5sp kyoshiro 216D.png
Deflect - 216D:
Ss5sp kyoshiro wpickup.png
Weapon Pickup - 5A:
Ss5sp kyoshiro startx3.png
Taunt Disarm - Start Start Start:
Kyoshiro can confirm a frog tongue into the weapon discard, input it before the death blow when they hit the wall.

Specials

Ss5sp kyoshiro 236S.png
Ootsunami - 236S: (can be used unarmed)
Ground projectile that is punishable on block if close. Mainly used just to keep them on their toes, as it's all he can safely do to someone at max distance.
Ss5sp kyoshiro 214C.png
Gama Jigoku - 214C: (can be used unarmed)
The frog. An ultra high-risk low attack that reaches along the ground and deals impressive damage, but is incredibly punishable by most. It can also hit people on the ground for small damage as a sort of alternate pursuit attack.
Ss5sp kyoshiro 623S.png
Kaiten Kyokubu - 623S:
An anti-air DP. Sometimes better than 2AB, to hit floaty jumps, the umbrella kid, and Yunfei Airlines. It puts all its chips on startup, so you might get an anti-air on react where 2AB would be stuffed. In rare cases the extreme range of the AB version could be useful, since it gets you to the other corner of the screen. The recovery is insanely long though.
Ss5sp kyoshiro j2S.png
Chikemuri Kuruwa - j.2S:
Spin attack that can be used in midair, with a hitbox so huge it makes 623S feel inadequate. Great air-to-air for an unexpected high priority/crossup, but at the cost of landing recovery.
Can also be used from a backdash for pretty effective instant overhead shenanigans.
Ss5sp kyoshiro 214S.png
Choubi Jishi - 214S:
Kyoshiro does a wide horizontal multi-hit attack. The AB version hits quite a few times and launches him super far forward. All versions are extremely punishable so this move is just a round-ender gimmick.
Ss5sp kyoshiro 421S.png
Kaen Kyokubu - 421S: (can be used unarmed)
A surprisingly good fire breath attack. It usually forces nearby opponents to block until it ends, returning you to neutral. It can sometimes be jumped over (or rolled under from getup) and punished. Otherwise, it's nearly impossible to hit Kyoshiro until the fire goes away. It will beat virtually anything on the ground, vaporize projectiles, and stuff most jumpins unless they jumped before you started. The knockback prevents much chip damage unless they're cornered, but they can be stuck in a position where trying to move (possibly even backdashing) will get them hit by the fire. The startup is high, so this is mostly an oki tactic. Though the duration can be predicted from the starting animation, its possible but still not particularly easy or safe to attempt punishing this from the front.
Ss5sp kyoshiro 236CD.png
Aragotoshi Kyoshiro "Ketsuniku no Mai" - 236CD - WFT:
Kyoshiro spins quickly across the ground to the other side of the screen. This can be seen coming lightyears away and is a subpar super that is mainly good for the amount of chip damage it does if they decide not to jump. It does have a respectable shoulder check and causes trouble for the low jumping characters.

Combos

Normal

  • 66C 2BC
The Kyoshiro's 66C slow down really quick and can be guarded and punished, so be carefull when you use it.
  • 66C 2BC (Center)
If you're to close you have to do a small walk or dash (depend on distance) to hit with 2BC.
  • 3C 2BC (Corner)
In corner you can 2BC freely.
  • 421A 2BC (Corner)
It does few damages. Usually you'll prefer doing another 421S or whathever.
  • 236CD 2BC (Corner)
Same. The damage added are not that good. You'll prefer doing 421S or whathever.
  • 214C 8BC (Center)
If you practice enough the timing, you can do it regular.
  • 214C 8BC (Corner)
Carefull, if you're to close you may have difficulties to do it, and if you do you'll be hard punished.
  • 214C xx ABC xx 8BC (Corner)
This one is a finish move, use it when you know you gonna win the match. It does a lot of damage so have fun.
  • 236CD 8BC (Center)
You can do 66 in the animation of the WFT and maintain 6 to dash as soon as possible. This combo works only against heavy characters as Kusaregedo, Gaira and Tam Tam.
  • 236CD 8BC (Corner)
Be aware that the 8BC timing is not the same for the WFT than the Frog. In this case do the 8BC as soon as possible.
  • n.2A xx 623A
Not the simpliest timing of the game, but this combo exist.

Jump

  • j.AB 214C 8BC/Whathever
You'll probably never use it, but this combo exist. Can be followed up by 8BC or okizeme move.
  • j.AB 214C 8BC/Whathever (Backhit)
Easier in backhit. Can be followed up by 8BC or okizeme move.

Anti-air

  • j.AB
Your j.AB is a good anti-air move because it's very fast.
  • 2AB
It's more tricky to use because you can be hitted by your opponent first (or having a double hit) but this move is a decent anti-air if you know how and when use it.
  • 44 2S
The third anti-air of Kyoshiro, this one is even more tricky than 2AB (for the same reasons) but it's a very good anti-air.

Gimmick

  • 66B xx 214C (Karacancel)
It may surprise your opponent. This one is more a gimmick or a yolo gambling than a real move.
  • 66AB xx 214C (Karacancel)
Same. It may surprise your opponent but don't count on it in long term.

Shenanigan

  • 66B xx 214C
This one is more reliable. Still a gambling, if your opponent guard both 66B and 214C you'll get oblitered.
  • 421A + 214C/Whathever
After 421A you can do 214C, if your opponent want to punish he will get hit by the frog. You can mixup with 623S (anti-air) or 216D (deflect) or guard instead.
  • 44 2S
Instant overhead. You're offering you to a free punish if it's guarded. You should not abuse of it.
  • 2A 44 2S (Center)
Use this one when you want to pressure and force low guard to bait the instant overhead.
  • 2A 2A 44 2S (Corner)
Same principe but with two 2A in corner.
  • 5AB xx 216D xx 214C 8BC/Whathever
You can't do it against all character. 5AB xx 216D xx 214C is more safe than 5AB xx 214C but it's rage-cancellable with ABC. Can be followed up by 8BC or okizeme move.

Pure luck, absolute yolo gambling loto, don't use it unless carpe diem is your way of life

  • 236CD (Meaty/Crossup)
It may crossup your opponent in meaty if you have a godlike read (or insane luck).
  • 4CD 214C (Throw cheese)
Cheesy play on careless opponent, may work once if you're lucky enough. +50 cool point if you manage to place it. May be mixed with WFT if your opponent jump to escape another throw cheese.

Time slow

  • j.AB j.AB j.AB 2S
Can be usefull to know this. Due to the amount of meditation needed to do this, you'll almost never do the three j.AB, so don't try to force the third j.AB and stop to the second or first. Anyway you will rarely use the time slow with Kyoshiro.
  • 2B 214C or BCD
If they don't block the 2B you can freely use the frog or issen.
  • n.5A 2C BCD
Standard strat to try to open the guard and get the issen. You can use the n.5A for tick throw purpose. Anyway as I said before, don't count too much on the time slow as Kyoshiro.
  • 5B 214C
If you're used to the cheese gimmickly strat with Kyoshiro, this one often works the first time, so feel free to use it (but only once per person!). You can do only the 214C too.

Link

Here is a playlist with some videos to show how to do the combos.

Strategies

General

Kyoshiro is a very strong defensive character with good range and damages. With him, you want to force your opponent to stay far and made him make mistakes to control space and punish him. By the way, even if he's a zoning/defensive character, he's not weak at all at close combat courtesy of falling spin.

Zoning and poking

Due to his good range on his normals, Kyoshiro has a good set for zoning and poking purpose.

  • 2A - Quick and usefull poke, it's fast and can be spammed because it's pretty safe. But be carefull because it can be deflected.
  • 2B - Hit low from far range, it's an usefull poke if you use it wisely. The main problem of this normal it's that can be punished with a good read, jumping opponent or character with good range.
  • 5B - This one can be jumped over and being deflected but has many use thanks to the recoil cancel.
  • j.B - Really great air option. Against some match-up you can literally abuse of this and having the priority against all attack and never being punished. If blocked backdash, if they run toward you add 2S to the backdash.
  • 5BC - One of the greatest overhead in the game, jump over many projectiles, great range and good damage. Thanks to the frog and 2B, people often turtle with low guard, giving you good opportunities to do it. Not safe if blocked and you'll be thrown in most of case.
  • 236S - Don't use it if it's not from far screen or you'll be punished by an AB by almost every character in the game. Even for chip damage or for poking purpose you'll have better option in any case.

Anti-air

2AB, 5AB, j.AB, j.B, 44 2S, 623S, 236CD... Kyoshiro got so many options to anti-air someone. The main problem and difficulty of this amazing set that is difficult to know which option use on which situation. The three best options are j.AB, 2AB and 44 2S.

If someone jump and do an action, do the j.AB, didn't work? Go for the 2AB, didn't work? Go the the 44 2S. With these three option you can cover almost everything (if it's not everything).

Okizeme

Kyoshiro has a really good okizeme tools, 5BC, 3C, 421S, 44 2S, 66B... Not all of these options are safe but if you mix-up enough you'll be very annoying for your opponent every time you knockdown him because of the low, overhead and chip damage mix-up.

The 421S option is a good one to do some chip damages (and the A version is pretty safe and can be followed up by the frog) but if you do it immediatly after knockdowned your opponent, he will not wake-up and stay on the ground to avoid the chip damages.

Round finisher and chip damage

One of the Kyoshiro' strenghts is his ability to chip damages and ending rounds (with chip damages or not).

  • 214AB - Gimmickly but you can use the fire dash after recoil cancelling a 5B/5AB. If your opponent don't jump you'll kill him with the chip damages.
  • 421S - After a knockdown against a cornered opponent, this one is pretty usefull to end a round. Be carefull of the slide effect if your opponent roll.
  • 2S - When your opponent got 1 or 2 "chip health point" you can jump and do the 2S. This won't work against every character (Enja or Kazuki can 2AB as anti-air).
  • 236CD - This one has ridiculously strong chip damages. But because of it your opponent will be on guard and jump over if you do it blindly. Anyway if you manage to hit (on guard) your opponent will not be able to ABC for escape.
  • 214C xx ABC xx 8BC (corner) - This one is more a match ender than a round ender but it does really hurt. The best thing about that is a that's lot easier than the normal 214C 8BC.

Cheese, gimmick and shenanigan

In addition of his range, his anti-airs options, his okizeme game and his chip damage, Kyoshiro can be a really cool gambling character with high risks but also high rewards.

That can be an empty throw into the frog, low punch into backdash spin, forward dash attack into frog... The clown got many stuff in his set to force some panic punish reaction to get frogged. But as I said, it's high rewards but also high risks, so don't use these strategies as they were normals strategies, the goal isn't to play yolo and to do random move!

These strats works on people when you usually play normaly. The empty throw will works only if you did before only normals throws on the same opponent, the change will make him fell for that nearly only in that case, and only once. So use them wisely.

Time Slow vs. Rage

Kyoshiro will almost never use the time slow, the sword gauge boost and the anti-air/chip damages capacity of the WFT are more consistents strengths than the time slow. Anyway if your opponent jump you can j.AB and finish with 2S/another j.AB.

Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 6 7 3 26 1~4(4) / 10~15(6) - -9 -9 -12 Mid Weak attack, Deflectable(weak)
5B 11 13 3 33 1~7(7) 11~12(2) / 16~18(3) -2 +6 -18 Mid Medium attack, Deflectable(med)
5AB 5, 24 15 3 45 1~2(2) 6~14(9) / 18~20(3) +8 +18 -26 Mid Weak attack, Deflectable(heavy)
2A 6 8 3 21 1~7(7) - -3 -3 -12 Mid Weak attack, Deflectable(weak)
2B 11 12 2 36 1~4(4) 10~12(3) -6 +2 -18 Low Medium attack
2AB 27 13 9 47 1~2(2) / 36~39(4) - -3 +13 -26 Mid Heavy attack, Deflectable(heavy)
n.5A 4 5 3 18 1~4(4) / 8~18(11) - -3 -3 -8 Mid Weak attack
n.5B 7 11 5 34 x - -5 +3 -18 Mid Medium attack
n.5AB 29 14 3 58 1~3(3) 12~13(2) -7 +3 -26 Mid Heavy attack, Deflectable(heavy)
n.2A 4 5 2 10 1~2(2) / 5~10(6) - +5 +5 +0 Mid Weak attack
n.2B 7 10 2 29 x - -1 +7 -14 Mid Medium attack
n.2AB 27 13 9 47 1~2(2) / 36~39(4) - -3 +13 -26 Mid Heavy attack, Deflectable(heavy)
5C 6 9 10 33 1~5(5) - -6 +2 -19 Mid Medium attack
6C 6 8 10 35 1~3(3) - -17 -17 -22 Low Weak attack
2C 2 5 4 21 1~4(4) - -6 -6 -11 Low Weak attack
3C 6 14 5 36 1~4(4) - KD KD -17 Low Knockdown attack
u.3C 6 16 4 36 1~4(4) - KD KD -17 Low Knockdown attack
j.A 4 6 23 32 1~3(3) - -- -- -- High Weak attack
j.B 9 12 8 43 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 25 10 3 40 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 5 8 6 17 x - -- -- -- High Medium attack
ju.C 5 8 6 17 x - -- -- -- High Medium attack
5BC 16 20 5 x 1~2(2) - KD KD -13 High Medium attack Knockdown attack
u.5BC 6 20 8 x 1~3(3) - KD KD -23 High Medium attack Knockdown attack
66A 4 14 5 37 x - -5 +3 -18 Mid Medium attack
66B 11 20 2 48 9~10(2) / 34~35(2) - KD KD -23 High Medium attack Knockdown attack
66AB 15 15 3 44 1~14(14) - KD KD -24 Mid Knockdown attack
66C 4 3 6 32 x - KD KD -24 Low Knockdown attack
u.5S 4 11 5 34 1~3(3) - -5 +3 -18 Mid Medium attack
u.2S 3 7 2 24 1~2(2) - -7 -7 -12 Mid Weak attack
ju.S 5 6 21 30 x - -- -- -- High Weak attack
u.66S 4 10 7 30 1~9(9) - KD KD -15 Mid Knockdown attack
u.66C 4 3 6 32 x - KD KD -24 Low Knockdown attack
2BC 5 18 2 42 x - -- -- -- Mid
u.2BC 4 3 3 11 x - -- -- -- Mid
8BC 13 39 3 113 x - -- -- -- Mid
u.8BC 8 39 1 74 x - -- -- -- Mid
Ootsunami - 236A 9 17 x 60 x - -6 KD -31 Mid Medium attack
7-9f throw invincible
Ootsunami - 236B 9 19 x 68 x - -12 KD -37 Mid Medium attack
Ootsunami - 236AB 9 22 x 71 x - -12 KD -37 Mid Medium attack
Chikemuri Kuruwa - j.2S 22 1 x x x - KD KD -67 Mid Knockdown attack
Gama Jigoku - 214C 22 17 5 117 x - KD KD -73 Low Knockdown attack
fixed damage
Kaen Kyokubu - 421A 17 35 35 87 x - KD KD -9 Mid Knockdown attack
Kaen Kyokubu - 421B 17 36 52 109 x - KD KD -13 Mid Knockdown attack
Kaen Kyokubu - 421AB 17 38 84 153 x - KD KD -21 Mid Knockdown attack
Kaiten Kyokubu - 623A 18 9 18 62 x - KD KD -47 Mid Knockdown attack
1-8f knees-head invincible
9-26f throw invincible
Kaiten Kyokubu - 623B 18 9 24 71 x - KD KD -56 Mid Knockdown attack
1-8f knees-head invincible
9-32f throw invincible
Kaiten Kyokubu - 623AB 18 9 26 128 x - KD KD -113 Mid Knockdown attack
1-8f knees-head invincible
9-34f throw invincible
Choubi Jishi - 214A 17 17 12 88 x - KD KD -56 Mid Knockdown attack
1-7f upper body invincible
14-16f fully invincible
4 hits on guard
Choubi Jishi - 214B 18 20 19 100 x - KD KD -57 Mid Knockdown attack
1-10f upper body invincible
7 hits on guard
Choubi Jishi - Ranshin - 214AB 23 31 28 143 x - KD KD -83 Mid Knockdown attack
1-20f fully invincible
7 hits on guard
Ketsuniku no Mai - 236CD 30 20 35 95 x - KD KD -29 Mid Knockdown attack.
20-54f throw invincible
14 hits on guard
Samurai Shodown V Special
General

FAQControlsHUD

Characters

AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro

Mechanics

MechanicsTablesHitboxesHidden Moves