Samurai Shodown V Special/Ukyo Tachibana: Difference between revisions
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| width="" style="background:#f0f0f0;"| '''Tsubame Gaeshi - j.1236S:''' | | width="" style="background:#f0f0f0;"| '''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. | :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. | :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. | ||
: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. | :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, 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. | :Outside of anti-airing, air-to-airing, 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. |
Revision as of 17:20, 15 May 2019
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.
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:
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5B:
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5AB:
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2A:
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2B:
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2AB:
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Near Slashes
n.5A:
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n.5B:
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n.5AB:
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n.2A:
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n.2B:
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n.2AB:
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Overheads
5BC:
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u.5BC:
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Kicks
5C: |
6C:
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2C:
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3C:
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Jumping
j.A:
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j.B:
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j.8AB:
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j.7/9AB:
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j.C:
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Dashing
66A:
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66B:
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66AB:
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66C:
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Unarmed
u.5S: |
u.2S: |
ju.S: |
u.66S: |
System
Deflect - 216D: |
Weapon Pickup - 5A: |
Taunt Disarm - Start Start Start: |
Specials
Tsubame Gaeshi - j.1236S:
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Hiken Sasameyuki - 214S:
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'Hi'ken Sasameyuki - 214C: (can be used unarmed)
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Zanzou Fumikomi Giri - 236S:
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Tsubame Rokuren - 236CD - WFT:
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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
Time slow
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.
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. Also prone to be deflected too.
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.
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 |