Samurai Shodown V Special/Ukyo Tachibana: Difference between revisions
m (turns out you can recoil cancel 66A. fixed) |
(filled out the rest of ukyo's normals, some strategies, time slow combos) |
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Blue-haired Iaido master and poster boy for tuberculosis awareness. | 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. | 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. His high damage taken means he can suffer for a mistake but he can run circles around most opponents if given the opportunity. | ||
Though he has good jumping normals along with his Tsubame Gaeshi, he also has the second-longest jump time in the game. | Though he has good jumping normals along with his Tsubame Gaeshi, he also has the second-longest jump time in the game. | ||
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| width="" style="background:#f0f0f0;"| '''5A:''' | | width="" style="background:#f0f0f0;"| '''5A:''' | ||
:Properties: Recoil cancel on block. Cancelable. Deflectable. | :Properties: Recoil cancel on block. Cancelable. Deflectable. | ||
:Worse 5B. | :Worse 5B. Half the damage, 1f slower startup. Not worth using. | ||
|- | |- | ||
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| width="" style="background:#f0f0f0;"| '''2B:''' | | width="" style="background:#f0f0f0;"| '''2B:''' | ||
:Properties: Recoil cancel on block. Deflectable. | :Properties: Recoil cancel on block. Deflectable. | ||
:Funny little sitting anti-air that starts above Ukyo's head before hitting in front of him. | :Funny little sitting anti-air that starts above Ukyo's head before hitting in front of him. Can possibly be used to preemptively snipe jumps from midrange. Comes out as fast as 5B and still covers a good distance so it can cover both angles in exchange for less overall range. Tsubame is more catch-all for anti-airing. | ||
|- | |- | ||
| width="" | '''2AB:''' | | width="" | '''2AB:''' | ||
:Properties: Deflectable. | :Properties: Deflectable. | ||
:Another main punisher, is 1 frame faster than 5AB but does 2 points less damage. The hitbox of this move is very low to the ground so it can punish some moves such as Kazuki's WFT (you have to press it immediately after the block). | :Another main punisher, is 1 frame faster than 5AB but does 2 points less damage. The hitbox of this move is very low to the ground so it can punish some moves such as Kazuki's WFT if you aren't confident with 5AB punish (you have to press it immediately after the block). | ||
:Pretty plus on backhit and leaves you closer to the opponent than other options. Link a Tsubame after for swag. | |||
|} | |} | ||
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| width="" | '''n.2AB:''' | | width="" | '''n.2AB:''' | ||
:Properties: Recoil cancel on block. Cancelable. Deflectable. | :Properties: Recoil cancel on block. Cancelable. Deflectable. | ||
:Really awkward attack in general. Does more damage than n.5AB but starts up 2 frames slower. You're probably okay not really bothering with this one. | |||
|} | |} | ||
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| width="" style="background:#f0f0f0;"| '''5BC:''' | | width="" style="background:#f0f0f0;"| '''5BC:''' | ||
:Properties: Hits high. Knockdown. | :Properties: Hits high. Knockdown. | ||
:Weird hopping overhead that goes backwards. Not used much thanks to Tsubame Gaeshi just being that much better. | :Weird hopping overhead that goes backwards. The hitbox goes backwards thru the animation like with Mina so it can possibly hit rollers. Not used much thanks to Tsubame Gaeshi just being that much better. | ||
|- | |- | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#f0f0f0;"| '''5C:''' | | width="" style="background:#f0f0f0;"| '''5C:''' | ||
:Surprisingly okay keepout move if you really don't want to be deflected I guess. Active for a few frames and sticks out a decent distance. He's got better kicks but this isn't bad to have. | |||
|- | |- | ||
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| width="" | '''j.7/9AB:''' | | width="" | '''j.7/9AB:''' | ||
:Properties: Hits high. | :Properties: Hits high. | ||
:General air-to-air button if you don't want to commit to a Tsubame. Ukyo doesn't jump much, but this is a strong button regardless. | :General air-to-air button that covers horizontally in front if you don't want to commit to a Tsubame. Ukyo doesn't jump much, but this is a strong button regardless. | ||
|- | |- | ||
| width="" style="background:#f0f0f0;"| '''j.C:''' | | width="" style="background:#f0f0f0;"| '''j.C:''' | ||
:Properties: Hits high. | :Properties: Hits high. | ||
:Hits twice, really active, covers slightly below in front of him. Not too bad but as usual be cautious when jumping as Ukyo. Might mess with throw mashers when landing with it. | |||
|} | |} | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#f0f0f0;"| '''u.5S:''' | | width="" style="background:#f0f0f0;"| '''u.5S:''' | ||
:Dinky little slap. Frames aren't awful but Ukyo's kicks are pretty good so you don't need this much. | |||
|- | |- | ||
| width="" | '''u.2S:''' | | width="" | '''u.2S:''' | ||
:Crouching version of the above. His kicks are better. | |||
|- | |- | ||
| width="" style="background:#f0f0f0;"| '''ju.S:''' | | width="" style="background:#f0f0f0;"| '''ju.S:''' | ||
:Properties: Hits high. | |||
:Jumping slap. Ukyo's moonjumping and j.C means this doesn't see use. | |||
|- | |- | ||
| width="" | '''u.66S:''' | | width="" | '''u.66S:''' | ||
:Properties: Knockdown. | |||
:Dash slap that knocks down. Safer up close than 66C but not a low. | |||
|} | |} | ||
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{| border="0" cellspacing="5" width="100%" | {| border="0" cellspacing="5" width="100%" | ||
| width="" style="background:#f0f0f0;"| '''Deflect - 216D:''' | | width="" style="background:#f0f0f0;"| '''Deflect - 216D:''' | ||
:Standard deflect. Use like you would other deflects (recoil cancels, baiting pokes, etc). | |||
|- | |- | ||
| width="" | '''Weapon Pickup - 5A:''' | | width="" | '''Weapon Pickup - 5A:''' | ||
:Surprisingly fast weapon pickup. Cancelling throw animation into weapon pickup leaves you plus enough to do all sorts of fun stuff. | |||
|- | |- | ||
| width="" style="background:#f0f0f0;"| '''Taunt Disarm - Start Start Start:''' | | width="" style="background:#f0f0f0;"| '''Taunt Disarm - Start Start Start:''' | ||
:Just kinda sticks his sword in the ground. Not terribly slow. | |||
|} | |} | ||
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=== Weapon pickup throw combos === | === Weapon pickup throw combos === | ||
*''' | *'''u.4/6CD A weapon pickup ...''' | ||
:*'''... 5AB''' | :*'''... 5AB''' | ||
:*'''... 236CD''' | :*'''... 236CD''' | ||
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=== Time slow === | === Time slow === | ||
*'''(j.9B or 2C)''' | |||
:*'''BCD | |||
:50/50 with instant overhead j.B and 2C. Both lead to Issen. 2C is harder to explode on reaction but hoping they won't is risky. | |||
*'''j.1236AB BCD''' | |||
:This one hurts a lot. Primarily used if you bait a big enough whiff while popping time slow. Wait a little while for them to fall just around head height before using Issen. Lots of meditation and a full sword gauge for the Tsubame Gaeshi will lead to this easily shaving off ~75% of a lifebar. | |||
== Strategies == | == Strategies == | ||
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'''Hit and Run''' | '''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. | 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. Good normals that cover important angles means he can also happily sit on a lead and down/back in their face. | ||
'''2C TSUBAME GAESHI''' | '''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. | 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. Especially if the Tsubame is poorly timed. | ||
== Matchups == | == Matchups == | ||
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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. | 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. | ||
Haohmaru: Similar to Yoshitora in that a well-timed 2C meaty can whiff and recover in time for you to block and punish if he does 623S on his wakeup. 623AB is really fast so it might blow you up for a poorly timed one but has no invincibility. | |||
Revision as of 23:20, 16 June 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. His high damage taken means he can suffer for a mistake but he can run circles around most opponents if given the opportunity.
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:
|
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:
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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:
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u.2S:
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ju.S:
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u.66S:
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System
Deflect - 216D:
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Weapon Pickup - 5A:
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Taunt Disarm - Start Start Start:
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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:
|
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
Weapon pickup throw combos
- u.4/6CD A weapon pickup ...
- ... 5AB
- ... 236CD
- ... 214CD
- lol
Time slow
- (j.9B or 2C)
- BCD
- 50/50 with instant overhead j.B and 2C. Both lead to Issen. 2C is harder to explode on reaction but hoping they won't is risky.
- j.1236AB BCD
- This one hurts a lot. Primarily used if you bait a big enough whiff while popping time slow. Wait a little while for them to fall just around head height before using Issen. Lots of meditation and a full sword gauge for the Tsubame Gaeshi will lead to this easily shaving off ~75% of a lifebar.
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. Good normals that cover important angles means he can also happily sit on a lead and down/back in their face.
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. Especially if the Tsubame is poorly timed.
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.
Haohmaru: Similar to Yoshitora in that a well-timed 2C meaty can whiff and recover in time for you to block and punish if he does 623S on his wakeup. 623AB is really fast so it might blow you up for a poorly timed one but has no invincibility.
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 |