Samurai Shodown/Genjuro Kibagami: Difference between revisions
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|intro=<center>[[File:SS_Genjuro_Icon.png|40px]] '''Genjuro''' is a close-range rushdown character with a large arsenal of powerful mixup tools on the ground.</center> | |intro=<center>[[File:SS_Genjuro_Icon.png|40px]] '''Genjuro''' is a close-range rushdown character with a large arsenal of powerful mixup tools on the ground.</center> | ||
|pros= | |pros= | ||
*''' | *'''Strong mid-range game:''' Genjuro has an excellent suite of fast and well-ranged close and mid-range pokes, including a rare mid-screen low poke. His neutral jump C also has an enormous hitbox that is difficult to challenge, helping him control mid-screen space well. | ||
*''' | *'''Great C normals:''' Genjuro has some of the fastest and highest-damage heavy normals, making a poorly timed poke or high-recovery mistake very costly for opponents. | ||
*''' | *'''Strong mix-up game:''' Genjuro has one of the best B+Cs and numerous excellent lows in addition to a low-recovery command grab. His 236S (''Triple Death Hack'') rekka also affords him an excellent left-right mix-up game due to its crossup potential, made even scarier by the fact that he can cancel it into more rekkas up to two times on block. Get ready to guess! | ||
*'''Invincible DP:''' Genjuro has a rare invincible "dragon punch" move, allowing him a strong reversal against pressure and letting him easily anti-air on the ground. | *'''Invincible DP:''' Genjuro has a rare invincible "dragon punch" move, allowing him a strong reversal against pressure and letting him easily anti-air on the ground. | ||
*'''Strong | *'''Strong corner pressure:''' 214S (''Cherry Blossom Slice'') is a unique pressure-based projectile that bounces off opponents on block, making jump outs and counter-poke attempts risky. It is especially effective in the corner where opponents cannot backdash out of the card bounce, allowing Genjuro to apply a threatening and layered mix-up game. | ||
|cons= | |cons= | ||
*''' | *'''Poor long-range presence:''' Genjuro lacks any significant long-ranged neutral tools as his normals are suited for close-range engagements and his 214S (''Cherry Blossom Slice'') is too slow to keep opponents out meaningfully or engage in fireball wars. | ||
*'''Mediocre | *'''Mediocre air game:''' Excluding Neutral j.C, Genjuro's air normals are quite shallow and have poor coverage above his head, making jumping offense and air-to-air interactions unfavorable for him and forcing him to rely on grounded options like his DP. | ||
*'''Short | *'''Short rage timer:''' Genjuro has one of the shortest rage duration, so he needs to act very quickly in order to make use of his max rage state. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SS7_genjuro_5A.jpg | ||
|hitbox=SS_Genjuro_5A_hb.png | |||
|caption= | |caption= | ||
|name=5A | |name=5A | ||
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====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SS7_genjuro_5B.jpg | ||
|hitbox=SS_Genjuro_5B_hb.png | |||
|caption= | |caption= | ||
|name=5B | |name=5B | ||
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====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SS7_genjuro_5C.jpg | ||
|hitbox=SS_Genjuro_5C_hb.png | |||
|caption= | |caption= | ||
|name=5C | |name=5C | ||
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====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SS7_genjuro_2A.jpg | ||
|hitbox=SS_Genjuro_2A_hb.png | |||
|caption= | |caption= | ||
|name=2A | |name=2A | ||
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====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SS7_genjuro_2B.jpg | ||
|hitbox=SS_Genjuro_2B_hb.png | |||
|caption= | |caption= | ||
|name=2B | |name=2B | ||
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====== <font style="visibility:hidden" size="0">2C</font> ====== | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SS7_genjuro_2C.jpg | ||
|hitbox=SS_Genjuro_2C_hb.png | |||
|caption= | |caption= | ||
|name=2C | |name=2C | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro n5A.jpg | |image=SS7 genjuro n5A.jpg | ||
|hitbox=SS_Genjuro_n5A_hb.png | |||
|caption= | |caption= | ||
|name=n.5A | |name=n.5A | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro n5B.jpg | |image=SS7 genjuro n5B.jpg | ||
|hitbox=SS_Genjuro_n5B_hb.png | |||
|caption= | |caption= | ||
|name=n.5B | |name=n.5B | ||
Line 235: | Line 243: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro n5C.jpg | |image=SS7 genjuro n5C.jpg | ||
|hitbox=SS_Genjuro_n5C_hb.png | |||
|caption= | |caption= | ||
|name=n.5C | |name=n.5C | ||
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|deflect=Disarm | |deflect=Disarm | ||
|unarmed=No | |unarmed=No | ||
|description=Standard near heavy slash. | |description=Standard near heavy slash. Despite the similarities to n.2C, the primary use case for this normal would be to get damage up front in a situation where the opponent is expected to rage explode to escape a combo and there's no frame advantage or resources for a bigger punishment such as SSM or WFT. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro n2B.jpg | |image=SS7 genjuro n2B.jpg | ||
|hitbox=SS_Genjuro_n2B_hb.png | |||
|caption= | |caption= | ||
|name=n.2B | |name=n.2B | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro n2C.jpg | |image=SS7 genjuro n2C.jpg | ||
|hitbox=SS_Genjuro_n2C_1_hb.png | |||
|hitbox2=SS_Genjuro_n2C_2_hb.png | |||
|caption= | |caption= | ||
|name=n.2C | |name=n.2C | ||
Line 308: | Line 320: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro 5D.jpg | |image=SS7 genjuro 5D.jpg | ||
|hitbox=SS_Genjuro_5D_1_hb.png | |||
|hitbox2=SS_Genjuro_5D_3_hb.png | |||
|hitbox3=SS_Genjuro_5D_2_hb.png | |||
|caption= | |caption= | ||
|name=5D | |name=5D | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro 6D.jpg | |image=SS7 genjuro 6D.jpg | ||
|hitbox=SS_Genjuro_6D_hb.png | |||
|caption= | |caption= | ||
|name=6D | |name=6D | ||
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|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
|description=Low kick with long active frames. | |description=Low kick with long active frames. 6D can be used as a short ranged low poke or pressure tool that combos into 236A series or DP. The follow-ups to 236A may whiff if done from too far out. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro 2D.jpg | |image=SS7 genjuro 2D.jpg | ||
|hitbox=SS_Genjuro_2D_hb.png | |||
|caption= | |caption= | ||
|name=2D | |name=2D | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=0 | ||
|total=17 | |total=17 | ||
|blockAdv=-3 | |blockAdv=-3 | ||
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|deflect=No | |deflect=No | ||
|unarmed=Yes | |unarmed=Yes | ||
|description=Fast low kick that cancels into specials. | |description=Fast low kick that cancels into specials. A fast low to check your opponent's movement with as well as a low commit way to pressure. 2D can combo into 623A if canceled at the fastest timing but 2A covers fast special cancelable punish button better than 2D. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro 3D.jpg | |image=SS7 genjuro 3D.jpg | ||
|hitbox=SS_Genjuro_3D_hb.png | |||
|caption= | |caption= | ||
|name=3D | |name=3D | ||
Line 386: | Line 404: | ||
|damage=70 | |damage=70 | ||
|guard=Low | |guard=Low | ||
|startup=9 | |startup=9 | ||
|active=7 | |active=7 | ||
|recovery=17~11 | |recovery=17~11 | ||
|hitAdv=KD | |hitAdv=KD | ||
|total=32 | |total=32 | ||
|blockAdv=-6~ | |blockAdv=-6~0 | ||
|guardDmg=5 | |guardDmg=5 | ||
|cancel=Yes | |cancel=Yes | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro 66A.jpg | |image=SS7 genjuro 66A.jpg | ||
|hitbox=SS_Genjuro_66A_hb.png | |||
|caption= | |caption= | ||
|name=66A | |name=66A | ||
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|deflect=Yes | |deflect=Yes | ||
|unarmed=No | |unarmed=No | ||
|description= | |description=A dashing poke with fast startup. The fast startup allows Genjuro to pester his opponents a bit from mid range which will often interrupt slower pokes or opponent movement preemptively. This move combos into DP and WFT, but can be difficult to land consistently due to minimal hitstun as well as the lack of range for WFT which forces Genjuro to hit 66A very deep for the combo. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro 66B.jpg|thumb | |image=SS7 genjuro 66B.jpg|thumb | ||
|hitbox=SS_Genjuro_66B_1_hb.png | |||
|hitbox2=SS_Genjuro_66B_2_hb.png | |||
|caption= | |caption= | ||
|name=66B | |name=66B | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro 66C.jpg | |image=SS7 genjuro 66C.jpg | ||
|hitbox=SS_Genjuro_66C_hb.png | |||
|caption= | |caption= | ||
|name=66C | |name=66C | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro 66D.jpg | |image=SS7 genjuro 66D.jpg | ||
|hitbox=SS_Genjuro_66D_hb.png | |||
|caption= | |caption= | ||
|name=66D | |name=66D | ||
Line 502: | Line 525: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro jA.jpg | |image=SS7 genjuro jA.jpg | ||
|hitbox=SS_Genjuro_jA_hb.png | |||
|caption= | |caption= | ||
|name=j.A | |name=j.A | ||
Line 526: | Line 550: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro jB.jpg | |image=SS7 genjuro jB.jpg | ||
|hitbox=SS_Genjuro_jB_hb.png | |||
|caption= | |caption= | ||
|name=j.B | |name=j.B | ||
Line 550: | Line 575: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro j8C.jpg | |image=SS7 genjuro j8C.jpg | ||
|hitbox=SS_Genjuro_8jC_1_hb.png | |||
|hitbox2=SS_Genjuro_j8C_2_hb.png | |||
|caption= | |caption= | ||
|name=8j.C | |name=8j.C | ||
Line 574: | Line 601: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro j9C.jpg | |image=SS7 genjuro j9C.jpg | ||
|hitbox=SS_Genjuro_j79C_hb.png | |||
|caption= | |caption= | ||
|name=7 or 9j.C | |name=7 or 9j.C | ||
Line 598: | Line 626: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro jD.jpg | |image=SS7 genjuro jD.jpg | ||
|hitbox=SS_Genjuro_jD_hb.png | |||
|caption= | |caption= | ||
|name=j.D | |name=j.D | ||
Line 623: | Line 652: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro u5A.jpg | |image=SS7 genjuro u5A.jpg | ||
|hitbox=SS_Genjuro_u5S_hb.png | |||
|caption= | |caption= | ||
|name=u.5S | |name=u.5S | ||
Line 647: | Line 677: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro u2A.jpg | |image=SS7 genjuro u2A.jpg | ||
|hitbox=SS_Genjuro_u2S_hb.png | |||
|caption= | |caption= | ||
|name=u.2S | |name=u.2S | ||
Line 671: | Line 702: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro ujA.jpg | |image=SS7 genjuro ujA.jpg | ||
|hitbox=SS_Genjuro_ujS_hb.png | |||
|caption= | |caption= | ||
|name=uj.S | |name=uj.S | ||
Line 695: | Line 727: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro u66A.jpg | |image=SS7 genjuro u66A.jpg | ||
|hitbox=SS_Genjuro_u66S_hb.png | |||
|caption= | |caption= | ||
|name=u.66S | |name=u.66S | ||
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====== <font style="visibility:hidden" size="0">Guard Break</font> ====== | ====== <font style="visibility:hidden" size="0">Guard Break</font> ====== | ||
{{MoveData | {{MoveData | ||
| | |image=SS7 genjuro 5CD.jpg | ||
| | |hitbox=SS_Genjuro_5CD_hb.png | ||
| | |caption=Forward Throw | ||
| | |image2=SS7 genjuro 4CD.jpg | ||
|hitbox2=SS_Genjuro_4CD_hb.png | |||
|caption2=Back Throw | |||
|name=Guard Break (Throw) | |name=Guard Break (Throw) | ||
|input=4/5/6C+D | |input=4/5/6C+D | ||
Line 764: | Line 799: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro 5BC.jpg | |image=SS7 genjuro 5BC.jpg | ||
|hitbox=SS_Genjuro_5BC_hb.png | |||
|caption= | |caption= | ||
|name=Surprise Attack (Overhead) | |name=Surprise Attack (Overhead) | ||
Line 789: | Line 825: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro u5BC.jpg | |image=SS7 genjuro u5BC.jpg | ||
|hitbox=SS_Genjuro_u5BC_hb.png | |||
|caption= | |caption= | ||
|name=Unarmed Surprise Attack (Overhead) | |name=Unarmed Surprise Attack (Overhead) | ||
Line 815: | Line 852: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro dodge.jpg | |image=SS7 genjuro dodge.jpg | ||
|hitbox=SS_Genjuro_5AB_hb.png | |||
|caption= | |caption= | ||
|name=Dodge | |name=Dodge | ||
Line 840: | Line 878: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro gAB.jpg | |image=SS7 genjuro gAB.jpg | ||
|hitbox=SS_Genjuro_gAB_hb.png | |||
|caption= | |caption= | ||
|name=Stance Break | |name=Stance Break | ||
Line 868: | Line 907: | ||
|image2=SS7 genjuro blade catch one.jpg | |image2=SS7 genjuro blade catch one.jpg | ||
|image3=SS7 genjuro blade catch two.jpg | |image3=SS7 genjuro blade catch two.jpg | ||
|hitbox=SS_Genjuro_236AB_hb.png | |||
|caption3=Blade Catch | |caption3=Blade Catch | ||
|name=Counter (Deflect) / Blade Catch | |name=Counter (Deflect) / Blade Catch | ||
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{{MoveData | {{MoveData | ||
|image=SS7 gennjuro RE.jpg | |image=SS7 gennjuro RE.jpg | ||
|hitbox=SS_Genjuro_5ABC_hb.png | |||
|caption= | |caption= | ||
|name=Rage Explosion | |name=Rage Explosion | ||
Line 935: | Line 976: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro Issen.jpg | |image=SS7 genjuro Issen.jpg | ||
|hitbox=SS_Genjuro_Issen_hb.png | |||
|caption= | |caption= | ||
|name=Lightning Blade (Issen) | |name=Lightning Blade (Issen) | ||
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{{MoveData | {{MoveData | ||
|image=SS7 genjuro rekka1.jpg | |image=SS7 genjuro rekka1.jpg | ||
|caption= | |hitbox2=SS_Genjuro_236S_1_hb.png | ||
|hitbox=SS_Genjuro_236BorC_1_hb.png | |||
|caption=B and C versions have back proximity box | |||
|name=Triple Death Hack: Fang | |name=Triple Death Hack: Fang | ||
|input=236S | |input=236S | ||
Line 1,023: | Line 1,067: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro rekka2.jpg | |image=SS7 genjuro rekka2.jpg | ||
|hitbox=SS_Genjuro_236S_2_hb.png | |||
|caption= | |caption= | ||
|name=Triple Death Hack: Horn | |name=Triple Death Hack: Horn | ||
Line 1,086: | Line 1,131: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro rekka3.jpg | |image=SS7 genjuro rekka3.jpg | ||
|hitbox=SS_Genjuro_236S_3_hb.png | |||
|caption= | |caption= | ||
|name=Triple Death Hack: Element | |name=Triple Death Hack: Element | ||
Line 1,112: | Line 1,158: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro DP.jpg | |image=SS7 genjuro DP.jpg | ||
|caption= | |hitbox=SS_Genjuro_623A_hb.png | ||
|hitbox2=SS_Genjuro_623B_hb.png | |||
|hitbox3=SS_Genjuro_623C_hb.png | |||
|caption=A version | |||
|caption2=B version (hitbox) | |||
|caption3=C version (hitbox) | |||
|name=Lightning Wings | |name=Lightning Wings | ||
|input=623S | |input=623S | ||
Line 1,195: | Line 1,246: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro 623K.jpg | |image=SS7 genjuro 623K.jpg | ||
|hitbox=SS_Genjuro_623D_hb.png | |||
|caption= | |caption= | ||
|name=Zen Blade | |name=Zen Blade | ||
Line 1,221: | Line 1,273: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro fireball1.jpg | |image=SS7 genjuro fireball1.jpg | ||
|hitbox=SS_Genjuro_214S_hb.png | |||
|caption= | |caption= | ||
|name=Cherry Blossom Slice | |name=Cherry Blossom Slice | ||
Line 1,283: | Line 1,336: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro fireball2.jpg | |image=SS7 genjuro fireball2.jpg | ||
|hitbox=SS_Genjuro_214S_hb.png | |||
|caption= | |caption= | ||
|name=Cherry Blossom Slice (Hold) | |name=Cherry Blossom Slice (Hold) | ||
Line 1,309: | Line 1,363: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro 412S.jpg | |image=SS7 genjuro 412S.jpg | ||
|hitbox=SS_Genjuro_421S_hb.png | |||
|caption= | |caption= | ||
|name=Slash of a Hundred Demons | |name=Slash of a Hundred Demons | ||
Line 1,372: | Line 1,427: | ||
{{MoveData | {{MoveData | ||
|image=SS7 genjuro WFT.jpg | |image=SS7 genjuro WFT.jpg | ||
|hitbox=SS_Genjuro_236BC_1_hb.png | |||
|hitbox2=SS_Genjuro_236BC_2_hb.png | |||
|caption= | |caption= | ||
|name=Five Flash Rip | |name=Five Flash Rip | ||
Line 1,398: | Line 1,455: | ||
|image=SS7 genjuro SSM1.jpg | |image=SS7 genjuro SSM1.jpg | ||
|image2=SS7 genjuro SSM2.jpg | |image2=SS7 genjuro SSM2.jpg | ||
|hitbox=SS_Genjuro_641236CD_hb.png | |||
|hitbox2=SS_Genjuro_641236CD_2_hb.png | |||
|hitbox3=SS_Genjuro_641236CD_3_hb.png | |||
|caption= | |caption= | ||
|name=Reverse Five Flash Rip | |name=Reverse Five Flash Rip | ||
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==Videos== | ==Videos== | ||
*[https://www.youtube.com/watch?v=zPepDxt0fkU Genjuro Guide - Move Overview and Combo Guide] (by cupui) | |||
*[https://www.youtube.com/watch?v=JhaGN-NSHX8 Genjuro tutorial and combos] by LegendaryWolf Shirou | *[https://www.youtube.com/watch?v=JhaGN-NSHX8 Genjuro tutorial and combos] by LegendaryWolf Shirou | ||
*[https://www.youtube.com/watch?v=48jwGdF1cN0 How to play Genjuro] by SonicSol | *[https://www.youtube.com/watch?v=48jwGdF1cN0 How to play Genjuro] by SonicSol | ||
Line 1,524: | Line 1,585: | ||
}} | }} | ||
===Puzzle & Dragons Costume (Japan Only)=== | |||
{{Colors-SS2019 | |||
|Character=SS_Genjuro_PD | |||
}} | |||
==External Links== | ==External Links== |
Latest revision as of 17:05, 12 June 2024
牙神 幻十郎, Kibagami Genjūrō |
|
Introduction
Haohmaru’s eternal rival and fan-favourite redhead Hitokiri, Genjuro is all about getting up-close and personal, forcing you into one of his numerous lethal mixups. While his range might be slightly below average, once he gets in, Genjuro has all the tools he needs to positively ruin your day. His Hanafuda ("Flower Card") projectile can put you in prolonged blockstun, allowing Genjuro to move in for a free mixup. His rekka strings can also hit from the front or from behind. On top of this, he has a command grab which he can use once the opponent freezes up.
Defensively, he is no slouch either, as his DP has pretty good invincibility and a large hitbox to boot. Genjuro players need to establish themselves in the neutral game against overly aggressive opponents since all of Genjuro's mixups require the enemy to more or less stand still. Genjuro also struggles against heavy zoners, as he lacks a good anti-zoning tool. Genjuro is for those who are looking for an equivalent to Street Fighter’s Ken Masters in Samurai Shodown.
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Strengths | Weaknesses |
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Gameplan
Due to the lack of range, Genjuro is an "in-your-face" type of character, and mostly is on the offense. He has good mix-ups to make up his loss of damage on long range. When he gets in, he can easily mix-up with his rekka. When he gets a knockdown, especially in corner, it's time for his card set-ups.
Neutral
On neutral, Genjuro has to be at max range of his 5B. In this range, he can neutral j.C to air to air jump-ins. Or be ready to anti-air with his DP, which is one of the best AA DPs in the game. His A rekka can be confirmed from a normal, pretty easy to confirm the rest of the hits on reaction, if the first one is blocked you may go for a cross up on the second one. His rekka is also good for catching air-borne opponents off guard when they land if he cross up on them. His 66D is also a good button as an approach tool and it still knocks down. When Genjuro gets a knock down, his major damages are on the table.
Okizeme
The most basic mid screen Oki is his rekka cross up (B or C) version. Or he can 5D to beat a dodge, a deflect, and combo into rekka from the second hit. Another way to apply pressure is to neutral jump on wake up if the opponent do not have a DP/Reversal-like attack. If the opponent is in corner it's time for his card set-ups. (Easy to get if the opponent wants to avoid the rekka mix and sit in corner)
Most of the time you will want to use the A version of the card, and always hold it. When the card comes back down from falling it's an overhead. In the process, you may use 2B, 2D, 66B for a low mix-up, or combo from 6D which is now a cancellable low. The opponent has to do well to block the mix, and it's virtually unblockable as both a high and a low. When the card falls on them and has connected, you can hit them with a 5C, A rekkas, or some other option see in the Combo section.
Normal Moves
Far Slashes
5A
5A
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5B
5B
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5C
5C
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2A
2A
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2B
2B
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2C
2C
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Near Slashes
n.5A
n.5A
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n.5B
n.5B
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n.5C
n.5C
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n.2B
n.2B
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n.2C
n.2C
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Kicks
5D
5D
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6D
6D
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2D
2D
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3D
3D
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Dash Normals
66A
66A
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66B
66B
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66C
66C
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66D
66D
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Air Normals
j.A
j.A
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j.B
j.B
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j.C
8j.C
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j.C
7 or 9j.C
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j.D
j.D
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Unarmed Normals
u.5S
u.5S
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u.2S
u.2S
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ju.S
uj.S
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u.66S
u.66S
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Universal Mechanics
Guard Break
Guard Break (Throw) 4/5/6C+D Forward Throw Forward Throw Back Throw Back Throw
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Surprise Attack
Surprise Attack (Overhead)
5B+C |
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Unarmed Surprise Attack (Overhead)
u.5B+C |
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Dodge
Dodge
5A+B |
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Stance Break
Stance Break
A+B during Just Defense |
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Counter (Deflect) / Blade Catch
Counter (Deflect) / Blade Catch 236A+B Weapon Deflect Weapon Deflect Blade Catch Blade Catch
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Rage Explosion
Rage Explosion
5A+B+C |
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Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion |
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Special Moves
Triple Death Hack: Fang
Triple Death Hack: Fang 236S B and C versions have back proximity box B and C versions have back proximity box
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Triple Death Hack: Horn
Triple Death Hack: Horn
236S (the 2nd time) |
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Triple Death Hack: Element
Triple Death Hack: Element
236S (the 3rd time) |
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Lightning Wings
Lightning Wings 623S A version A version B version (hitbox) B version (hitbox) C version (hitbox) C version (hitbox)
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Zen Blade
Zen Blade
(close)623D |
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Cherry Blossom Slice
Cherry Blossom Slice
214S |
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Cherry Blossom Slice (Hold)
Cherry Blossom Slice (Hold)
214[S] |
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Slash of a Hundred Demons
Slash of a Hundred Demons
421S |
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Supers
Weapon Flipping Technique
Five Flash Rip
236B+C |
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Super Special Move
Reverse Five Flash Rip
641236C+D |
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Combos
Combos as of version 2.10 (added 6D combos), use Numpad notation.
Midscreen
- n.5A...
- 623C
The most damaging light basic punish combo. - WFT
The most damaging light WFT punish combo. - 236A x 3
Quick punish combo.
- 623C
- 5A / 2A...
- 623C
Would be blocked at far range. - WFT
Whiffs at far range. - 236A x 3
The 2nd & 3rd rekka whiffs at far range.
- 623C
- 66A...
- 623C / WFT
The most damaging chasing down punish combo.
- 623C / WFT
- n.5B / n.2B...
- 623C / WFT
The most damaging basic / WFT punish combo. - 421S
Light version whiffs at far range, medium version is preferred. - 236A x 3
Easier to confirm than above combos.
- 623C / WFT
- 6D xx 236A x 3 / 421S / 623C / WFT
Preferred over 5D, decent range and damage, confirm from a low, new combo from version 2.10.
- 5D xx 236A x 3 / 421S / 623C / WFT
Quick combo starter that beats weapon deflect. The 1st hit of 5D can cancel into special move but 2nd hit cancel is preferred.
- 8C / 9C (Deep hit)...
- 5C/2C
Far 5C is the most damaging basic follow up if opponent is far. Near 5C whiffs beyond point-blank range, Near/Far 2C connects at all ranges. - 5B / 2B / 3D / (5D combos)
Less risky follow up, Far 2B and kicks beats weapon deflect. - 6D xx 236A x 3 / 421S / 623C / WFT
New combo from 2.10. - n.5B/n.2B xx 623C
The most damaging basic combo, but 623C sometimes whiff at further range because deep hit has extra push back. - n.5B/n.2B xx WFT
The most damaging WTF combo, but 5B only connects WFT at point-blank range. - n.5B/n.2B xx 421B/C
421B doesn't whiff at further range. - 66A xx 623C / WFT
More consistent than Near 5B and works at all range. 66A needs to hit at point-blank range.
- 5C/2C
- 2D xx 623A
One of the few low attack combos. Simple input by 632D 3A
- CD...
- 6D xx 236A x 3 / 421S / 623C / WFT
Combo into DP from both grab, a little less damage than 2C but knocks down. New combo from version 2.10. - 2C
The most damaging basic follow up after forward throw, but the input timing is tight (only 2 frames).
- 6D xx 236A x 3 / 421S / 623C / WFT
- 4CD...
- n.5B xx 623C / WFT
The best basic / WFT combo after back throw. Walk forward a little and then press 5B. - (walk backward) 5C
Far 5C is the most damaging follow up after back throw. Micro walk backward then input Far 5C, but the timing is very precise. - (CD follow up combos above)
- n.5B xx 623C / WFT
- (Light falling card hits) 5C / 66A xx 623C / WFT
Hit trade combo. Run towards the opponent after a light card is blocked, if opponent pokes with a medium slash he will get hit by the card, and Genjuro can follow up with Far 5C or 66A combo. Genjuro can also deflect the poke and perform the same combo.
- (Light falling card hits) 6D xx 236A x 3 / 421S / 623C / WFT
Virtually unblockable as both high and low.
- (Medium falling card hits) j.C
Can follow up with deep hit combos if Jump C hits low enough. Weapon deflect is not recommended because no follow up combo.
- j.C (Light falling card hits) (n.5B Combos)
Jump C doesn't need to be deep hit because the falling card has extra hit stun.
- Rage Explosion (Light falling card hits)
Unblockable hit or counter attack during hit stun. (Only follow up with lighting blade in very rare cases.)
- uj.S ...
- 66S
Unarmed combo, knocks down the opponent. - 3D
Hits low and knocks down the opponent.
- 66S
Corner
- 236A (Light falling card hits) 236A/B/C x 2
Rekka is quick enough to beat most pokes. The falling card needs to connect before the 2nd rekka because the card's hit stun is short. The C version of 2nd rekka deals the most damage.
- 236A (Light falling card hits) 66A xx 623C / WFT
Power up version of the above combo, 66A needs good timing to connect.
- 2B > (Light falling card hits) 236A x 3
If the opponent is afraid of the rekka combo and blocks high, far 2B become dangerous.
- (Light falling card hits) 6D xx 236A x 3 / 421S / 623C / WFT
Virtually unblockable as both high and low.
- BC (Light falling card hits) 5A xx 236A x 3
If the opponent is afraid of the rekka combo and blocks low. Far 5A is optional to deal a little more damage.
- BC (Light falling card hits) 66A xx 623C / WFT
Power up version of the above combo.
- CD / 4CD...
- n.5B xx 623C / WFT
The most damaging basic / WFT combo after throw into the corner.
- n.5B xx 623C / WFT
Guard Crush
- n.5C...
After recovery...- n.5B/n.2B xx 623C / WFT
Standard follow up. - SSM
SSM follow up. (Be careful with opponent bursting to avoid it)
- n.5B/n.2B xx 623C / WFT
- 5C...
After recovery...- 66A xx 623C / WFT
Standard follow up.
- 66A xx 623C / WFT
- n.5C / 5C...
Cancel recovery...- Lighting Blade
Universal Issen combo.
- Lighting Blade
Videos
- Genjuro Guide - Move Overview and Combo Guide (by cupui)
- Genjuro tutorial and combos by LegendaryWolf Shirou
- How to play Genjuro by SonicSol
- BigBates vs ViolentKain at CEO 2022
Colors
Default
3D Retro Costume
Puzzle & Dragons Costume (Japan Only)
External Links
- Twitter hashtag: #SS_GE