Samurai Shodown/Shizumaru Hisame: Difference between revisions
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*'''Amazing air control:''' Shizu has some of the best jumping buttons in the game and it is very hard for most characters to contend with his j.C and j.B, but the icing on the cake is easily his j.8S "float" special. This move allows him to delay his jump arc an unlimited number of times and then cancel it into any of his jump normals. This makes his jumping offense very ambiguous as he can bait out pre-emptive anti-airs for big damage or condition opponents to block and then land and apply deep jump pressure. | *'''Amazing air control:''' Shizu has some of the best jumping buttons in the game and it is very hard for most characters to contend with his j.C and j.B, but the icing on the cake is easily his j.8S "float" special. This move allows him to delay his jump arc an unlimited number of times and then cancel it into any of his jump normals. This makes his jumping offense very ambiguous as he can bait out pre-emptive anti-airs for big damage or condition opponents to block and then land and apply deep jump pressure. | ||
*'''TAP: ''' Shizu's ''Crazy Downpour'' (or "TAP" if you prefer to ''fight on the streets'') is a fantastic and long-ranged invincible reversal that works as a threatening punish option against jumps, whiffed moves, backdashes and challenges against his recoil. At level 4 and 5 it does huge damage, cannot be bursted and can also be cancelled into from multiple normals. This forces costly early bursts out of fear of being killed outright by TAP and makes any defense against Shizu very risky. | *'''TAP: ''' Shizu's ''Crazy Downpour'' (or "TAP" if you prefer to ''fight on the streets'') is a fantastic and long-ranged invincible reversal that works as a threatening punish option against jumps, whiffed moves, backdashes and challenges against his recoil. At level 4 and 5 it does huge damage, cannot be bursted and can also be cancelled into from multiple normals. This forces costly early bursts out of fear of being killed outright by TAP and makes any defense against Shizu very risky. | ||
*'''Great recoil game:''' Shizu's TAP and 623S speak for themselves as strong recoil reversals but his 236D 236S are notable as far safer options. His fast and gigantic 5C is also great for leveraging his recoil game. | *'''Great recoil game:''' Shizu's TAP and 623S speak for themselves as strong recoil reversals but his 236D and 236S are notable as far safer options. His fast and gigantic 5C is also great for leveraging his recoil game. | ||
*''' | *'''High damage output:''' TAP, WFT, j.C and 623C among other options are great sources of damage for Shizu. | ||
*''' | *'''Projectile SSM:''' Shizu's unique projectile SSM travels almost full-screen and is great for long-distance punishes and fireball callouts and can also work as a throw escape punish against non-forward jumps and backdashes. | ||
|cons= | |cons= | ||
*'''Opportunity cost of TAP: ''' TAP requires giving up at least one slash button in order to build charge. This means you lose out on utility from at least one of your normals as well as universal mechanics such as throw and deflect depending on what button you hold. TAP is also SSM punishable on block by most characters, meaning you can die without bursting if you make a mistake. It may be better in some situations to give up your TAP and fight without it. | *'''Opportunity cost of TAP: ''' TAP requires giving up at least one slash button in order to build charge. This means you lose out on utility from at least one of your normals as well as universal mechanics such as throw and deflect depending on what button you hold. TAP is also SSM punishable on block by most characters, meaning you can die without bursting if you make a mistake. It may be better in some situations to give up your TAP and fight without it. | ||
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===Okizeme=== | ===Okizeme=== | ||
Shizumaru has quite a few tools for wake up mix up, including 2C as a cancellable low / BC / 44 8S 2A combos / 44 8S BC, and tick throw with 2D, making him very strong against wake up, especially against forward roll. | Shizumaru has quite a few tools for wake up mix up, including 2C as a cancellable low / BC / 44 8S 2A combos / 44 8S BC, and tick throw with 2D, making him very strong against wake up, especially against forward roll. | ||
Another good strategy is to use meaty jump attacks. An umbrella float can be used to set up a jump that will land in between two different wake up roll options. With correct spacing, this can be used to place a j.B that hits in the front on neutral rise and hits cross up on forward roll. | |||
===Charging KRZ (Crazy Downpour)=== | ===Charging KRZ (Crazy Downpour)=== |
Latest revision as of 14:34, 21 June 2023
緋雨 閑丸, Hisame Shizumaru |
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Introduction
Shizumaru is a well-rounded, technical fighter who can play offense and defense equally well. His range is slightly shorter than most of the other characters, but he makes it up with high damage, great mobility and strong defense. While Shizu can be played at any level and do well, he has arguably one of the highest skill ceilings out of any character in the game due to his instant overhead setup and Crazy Downpour special move, more commonly known as Kyourakuzan/KRZ or TAP, where he charges a very powerful attack by holding down any attack button. Managing inputs and switching button holds on the fly is a big part of Shizu’s execution requirement. The reward of landing KRZ however is massive, and it makes his damage potential some of the highest in the entire game, allowing him to win the game off of the smallest mistakes.
Strengths | Weaknesses |
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Gameplan
Neutral
Shizumaru ground game is decent, with 5A as fast poke to stop opponent dashing, 66D as safe approaching tool, and far 5C as whiff punish tool. His anti-air options are not very strong, it's better to use jump C for air to air or 66D to dodge under jump attacks. He has more advantages in the air, jump C has a great hitbox, and jump B hits cross-up exceptionally well, combines with his floating ability to bait out anti-air, and floating BC for surprise attack. His projectile game is awesome too, 236S has great recovery time and 236D reflects most projectiles, and his SSM is deadly against anyone trying to play fireball game. He has a wake up invincible move, but it's fairly slow so don't use it against meaty jump attacks.
Approaches
The below game styles of Shizumaru can be used in combination or independently depending on the match up for a fun and effective game experience. It's not all about TAP.
Aerial
The most basic game style of Shizu. Can be both offensive and defensive. His float gives him great control over the timing of his landing. A key movement is to forward or neutral jump and use a float to briefly stop above the opponent. The opponent might make attempts to catch Shizu's landing by using an anti-air option, going down in front to contest with j.C will beat out most attempts (even DPs with invul) or trade in Shizu's favor. His float can create a small delay and the invul of DP will run out allowing his jump normal to hit them. His j.B doesn't have a good downward hitbox to be a front offense, but the horizontal hitbox is just crazy. It hits as a cross up, when he lands behind an opponent from float, this will beat out any AA attempt that does not cover the back, denying most of the AA options. One good set up after j.B hits as a cross up (not deep) or blocked as a cross up, using float instant overhead diving attack, the range is close enough to catch a crouching opponent, it connects quite often as the opponent struggled to quickly correct the direction they block and often they block low. One other thing, because the game doesn't auto correct air attacks, this move makes a great air to air even when the opponent jumps to Shizu's back. It will also catch an back dash or back jump opponent due to it's amazing range.
A more defensive approach is forward jump from some distance float and use j.B, abusing its range can make many AA options can't even reach. Neutral and back jumping float then use j.B is the most defensive approach of Shizu. It will punish mistimed long pokes from afar, this happens quite often with float messing with his landing timing. The cross up hitbox of his j.B can catch opponents trying to run under to attack from behind. From some distance, the j.B will make a great poke to stop a dash. It is extremely difficult for the opponent trying to hit him out of the air from this distance.
This approach is effective against characters that need to get in for damage but not against zoning characters. If the opponent decides to use air normals to hit him out of float, it's time to change things up a little by starting to air to air them or change to a different game approach.
Ground
The ground approach can be more defensive. The basic idea is to use small but fast buttons to slowly bring down the opponent's health. His 5A is one of the fastest poke with a great range, the goal of the pokes are not for damage but to prompt opponents to jump or to throw big buttons.
Anti-Airs
Shizumaru's AA options might not be seemly as good compared to other characters, every option only works at a certain spacing.
- 5D is the fastest option for standard jumps from the front with no knock down. It has a fast start up, long active frame, and decent range. It is good for short jumps, neutral jumps that require a fast response. It works as a keep-out tool like a poke, ruling out unexpected jumps on reaction.
- 3D works similar to 5D with knock down, it allows Shizu to low profile the hitboxes of an attack and hit the hurtbox on the opponent.
- 66C has good vertical range (a bit higher than 5D) to catch opponents earlier in air. Its start up is slow, hard to be done on reaction, can be beat out by air normals. It will hit the opponent in the back when started to dash earlier under the opponent.
- 66D is a dashing version of 3D with no knock down, it will hit opponents in the back like 66C. It is good for catching opponents' jumps with momentum to continue pressure after neutral air reset. Like 5D, it almost will never lose as an anti air, hard to miss with autocorrect and the sliding animation.
- DP has unique arcs making it a good AA for mid range neutral jumps and jump-ins. The medium version doesn't move forward that much on startup and its air invul makes it a decent AA for standard jump-ins. Good anticipations and reactions are needed for it to go without problem.
- BD Float B+C is doing the float diving attack out of a backdash. Getting into a habit of instant float in neutral and react to jumps using the diving attack is a great AA for jump-ins from above or cross up attempts with optimum damage. It requires good read, usually going into backdash float on reaction to an opponent leaving the ground is too late for opponents with standard to shorter jumps.
- WFT makes a good AA against any kind of jump (Neutral, back, forward, cross-up attempt). It can be done on reaction fairly easily with practice.
- TAP is also a great AA on standard jump-ins. Level 1 to 4 is prone to trade, level 5 with full invul would not be beaten by any air attacks. When Shizu has it, theoretically it's death sentence to any jumps that can be reacted or predicted. When the opponent neutral jumps in corner, releasing level 3 or above TAP before they fall from their jump, from mid range or closer, the TAP dash animation would last long enough to catch the opponent's landing.
This approach requires good reads and reactions to be played well. When the opponent has more domination in the air, Shizu's floaty jump wouldn't be the best option in the match up. When all AA options are used to its fullest, Shizu can deny any jumps from mid range to behind him. It can also makes the opponent respect him and allows him to take things into the air again.
Guard Crush
This is the newest game approach full of fun. It's extremely offensive with big buttons. His 2C being a real low is great for dealing guard meter damage without worrying about deflect. The key is to decide what to recoil cancel. The most basic being a deflect if the opponent likes to hit normals on recoils. The most safe recoil option will be 236S. His 214A is also good with the faster start up. It will interrupt the start up of many moves in close range, even SSMs. If the opponent tries to punish afterwards it's hard as it recovers very fast (can set up for deflect). Use the B or C version 1 out of 5 times to mess up the punish timing of your opponents. Don't recoil anything is another option, or even go for a heavy DP but if blocked it would be bad. When the opponent wake-up, delay for a little and then hit them with 2C. Use some 5C's if you suspect them to jump or move on wake up.
2C, j.C, 66C, or 5C, use them interchangeably to bring down a guard meter in 4 hits, now either to make a GC attempt or use the reverse feeling of the opponent to deal more damage. If the opponent recklessly runs away when they are in GC state, use Shizu's air buttons to chase them down. Do not aim for GC until the opponent is losing more health trying to run from GC, if patient enough, the opponent might lose the round just by running from GC. There isn't a 100% safe GC setup, but he can use kicks (2D, 6D) and his projectile to mask his 5C. E.g. when the opponent wakes up, throw a meaty projectile to beat out potential deflect or to bait out a button, Shizu might block the opponent's normal unarmed or get hit by a light, these are opportunity for an unexpected 5C (since if hitting the button too fast, a u.5S will come out).
When you get a GC, time to land a TAP or SSM, see combo section. This approach is risky but can work on any opponents, and it's a lot of fun. It requires a lot of practice if attempt to keep TAP and good prediction to choose the right deflect options. It's more of an approach for fun than being practical, use it with the other approaches to enhance its efficiency.
Okizeme
Shizumaru has quite a few tools for wake up mix up, including 2C as a cancellable low / BC / 44 8S 2A combos / 44 8S BC, and tick throw with 2D, making him very strong against wake up, especially against forward roll.
Another good strategy is to use meaty jump attacks. An umbrella float can be used to set up a jump that will land in between two different wake up roll options. With correct spacing, this can be used to place a j.B that hits in the front on neutral rise and hits cross up on forward roll.
Charging KRZ (Crazy Downpour)
General
When playing as Shizumaru, you need to get into the habit of holding down 1 or 2 slash buttons (A, B or C) at all points during the match to charge KRZ. This move enables you to blow through most attacks and do a huge amount of damage. This gives you great comeback potential or a way to close out a round or match before the opponent can use their rage explosion. Because of the huge threat this move possesses, your opponent might hesitate to attack or even jump, giving you more opportunities to win.
To charge KRZ, you don't have to stick to a single button - you can switch around buttons and still keep the charge, as long as at least one slash button is held down at all times. There are two common strategies to charging KRZ: One Button Juggling and Two Button Hold. Experiment with both and see which you prefer. This decision can also be impacted by the type of controller that you use and the button layout that you use. Whichever decision you make, it's probably a good idea to practice common situations in training mode. These could be things like deflect then SSM, frequently used normal cancels, and recoil cancels.
One Button Juggling
One Button Juggling requires the player to hold one slash button at all times. Because of the nature of holding down a button, you won't have access to certain moves in the neutral game. Apart from the obvious normals and specials, these are:
- While holding A: No spot dodge and deflect.
- While holding B: No spot dodge, deflect, universal overhead and WFT.
- While holding C: No throw, universal overhead, WFT and SSM. Notable: No invincible 623C.
It helps to think of charging KRZ as a stance. Holding C is the defensive/neutral stance - you have access to quick normals to halt your opponent's approach, and you can deflect and spot dodge, but you lack the access to a quick whiff punish tool 5C and cannot use throw, as well as main combo part and reversal 623C, WFT and SSM. Holding A is the offensive stance - you can't do quick pokes or cannot deflect or spot dodge, but you can deal heavy damage with 5C and throw. Holding B has quite a few disadvantages, most notably you cannot use your main combo tool including near 5B / 66B / 2B and cross-up jump B.
A good habit to get into is to never press and let go of a button but instead always holding it down. Even if you do not intend to keep holding it down, it gives you the option to choose. So if you're holding A, and then pressed C to poke/punish with Heavy Slash, keep holding down both buttons until you made up your mind which button you want to free up.
Other good ways and spots to switch the button you're currently holding is during the recovery of any move (mostly specials such as DP after a punish) or by masking it with a 2D (eg hold A, whiff 2D, switch to holding C).
It's important to always have a plan as to why you're holding which button. For example, holding A or B keeps you from using deflect, so in situations where you're soon likely to be able to land one, you want to plan ahead and free it up in time.
Concrete example: You're holding A and attempt to hit the opponent with a 5C, but it was blocked. If you kept holding A here, you're not able to recoil cancel into deflect and are defenseless against attempts by the opponent to punish with a Slash of their own. Instead, you want to hold A, press 5C and keep holding C, and if it was blocked, you can attempt to deflect. In case you're deciding to deflect, always switch back to holding A after deflecting (ie doing 236[A]+B and holding A), because if the deflect was successful you want your C button to be free up for SSM.
Two Button Hold
Two Button Hold requires the player to hold down both A and C at all times. When you want to use a move that requires A or C, you release and press the button. This lets you charge KRZ and maintains access to all of Shizumaru's moveset except Rage Explosion and Lightning Blade. This works because KRZ is being charged when 1 or more slash buttons are held. And since you have no need to be press A and C together (except as noted previously), you will always be holding 1 or 2 buttons.
The downside of this approach is that this is an unusual way to play the game. You will likely require practice to adjust to playing this way. This can divert your focus from the gameplay to how you are physically doing inputs. Even when this approach is learned, it may slow down the speed at which you can react to things with A or C buttons. This can be an issue for A inputs where you will want do fast A inputs on reaction such as 5A, spot dodge, and deflect.
Lv4 vs Lv5
Lv1, Lv2 and Lv3 KRZ are fairly useless, so focus on the two important ones: Lv4 and Lv5. These are probably the only ones you want to use. Let's compare these two: Lv5 takes four times as long to charge compared to Lv4 (54 Samsho timer ticks vs 14 Samsho timer ticks) while only adding a fraction of the damage, so Lv4 has a way better damage to charge time ratio. Lv5 however is of course completely invincible, whereas Lv4's invincibility runs out before the start up frames.
This means that if you can land Lv4 KRZ as soon as you get it, you will do a lot more damage over the course of a match than landing a single Lv5 KRZ. This makes his throw very potent, as KRZ can combo from it. However, reliably landing Lv4 every time after exactly 14 timer ticks is unrealistic, and every second you "waste" after you get Lv4 makes you lose on DPS, which makes waiting for access to Lv5 KRZ more attractive. After all, which version you prefer to use is up to your playstyle. With that being said, closing out the first round (or second if you lost the first one and whiffed a KRZ already) by using a guaranteed Lv4 is probably always worth it, so don't hesitate to use it this way.
Managing levels
As said above, only Lv4 and Lv5 are worth using. There are two magic numbers that you need to memorize - 14 and 54. These are the amounts of round timer ticks needed to charge to Lv4 and Lv5. ALWAYS keep track of the round timer to determine which level you are currently on. The onscreen SamSho round timer does not show fractional round timer ticks and starts at exactly 60. So, when calculating charge time from the start of the round via the round timer, subtract the current time from 59 to account for fractional ticks. In the first round, assuming nothing stops the timer (like Rage Explosion), you have Lv4 as soon as the timer reaches 45 and Lv5 as soon as it reaches 5.
If either of you dies when the timer shows 24, that means 35 round timer ticks have passed, so you'll have Lv5 in the next round when the timer hits 40. Utilizing the timer to determine your current charge level is a very simple but powerful technique, and nothing feels more satisfying than to go through a fireball right as you hit that Lv5. Get into this habit as soon as possible.
KRZ and Rage Explosion
Activating Rage Explosion requires the player to press all 3 slash buttons. This makes it impossible to maintain a KRZ charge when activating Rage Explosion. Due to this, you will need to make a decision if using Rage Explosion is worth giving up your KRZ charge. It might be best to abandon your charge and Rage Explode, or it might be best to take your shot with KRZ, then Rage Explode after.
Lightning Blade also introduces input problems with KRZ. Charging KRZ means that you cannot press all 3 slashes at once to use Lightning Blade. And you can't release and press because the release will cause KRZ to activate. In addition, your charge level will be low because you just released your charge to Rage Explode. For this reason, it is rarely a good idea to charge KRZ during Rage Explosion.
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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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
j.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
ju.S
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u.66S
u.66S
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Universal Mechanics
Guard Break
Guard Break (Throw)
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Surprise Attack
Surprise Attack (Overhead)
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 |
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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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Command Moves
Wall Jump
Wall Jump
(near wall)9 |
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Special Moves
Mist Blast
Mist Blast
236S |
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Cross Current Slicer
Cross Current Slicer
623S |
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Freezing Rain Repeller
Freezing Rain Repeller
236D |
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May Shower Slice
May Shower Slice
214S |
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Rains of Time
Rains of Time
j.2D |
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Dreadful Drizzle
Dreadful Drizzle
7/8/9 S while descending / during back dash |
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Lightning Rain
Lightning Rain
B+C during Dreadful Drizzle |
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Crazy Downpour
Crazy Downpour
S (Hold and Release) |
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Supers
Weapon Flipping Technique
Hurricane Shredder Slash
236B+C |
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Super Special Move
Demon Memory: Heaven's Tears
641236C+D |
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Combos
List combos, use numpad notation.
- n.5B xx 623C / WFT
Standard punish combo.
- 66B xx 623C / WFT
Far range punish combo, always connects after 66B hits.
- 2B xx 623C / WFT
Same as all his other mediums but short ranged.
- 2B (1 hit) xx KRZ
KRZ combo with 9 frame start up, only connects around throw range.
- 2C xx KRZ
KRZ combo, deals huge damage from low attack.
- 2C xx 623C / WFT
Standard combo from low attack.
- 2C xx 214C
A little bit more damage than 623C, it combos if the first hit of 2C hits.
- 5CD / 4CD...
- 66B xx WFT
Standard WFT combo. - 66B xx 623C
Standard forward throw combo. - 5C
The optimal basic follow up, can be difficult to combo from forward throw. - 2C xx KRZ
KRZ combo, can be difficult to combo from forward throw, only the 2nd hit of 2C connects. - 66B xx KRZ
Tap combo only for lvl 4 and 5, medium needs to deep hit, works best in corner. WARNING: Hanzo and Galford can teleport out of it! This combo is prone to be punished by burst due to the invul it has!
- 66B xx WFT
- jump B / C (Deep hit)...
- n.5B xx 623C / WFT
Standard combo. - 66B xx 623C / WFT
Optimal combo. - 2C xx 623C / WFT / KRZ
KRZ combo after jump in. - 2B xx 623C / WFT / KRZ
KRZ is difficult to connect. - KRZ
Only connects after jump C deep hit. - 5C / n.5C
Universal combo after jump C deep hit. - Lighting Blade
Issen combo.
- n.5B xx 623C / WFT
- 44 8S BC
Instant overhead which deals heavy damage (190), only work at point-blank range and punishable on block, also works as cross-up against wake up.
- 44 8S 2A...
- 5A / 5B / 66D / 3D
Instant overhead which is safe on block, 5B is extremely difficult to connect, 66D is very difficult to block. Since now 66D can't knock down, 3D works as an alternative but only on forward roll. - n.5B xx 623C / WFT
Instant overhead with huge damage, but only works against forward roll. - 66B xx 623C / WFT
Instant overhead with huge damage, but it's extremely difficult to connect (zero frame link), works within throw range. Worth a try because 66B is perfect for auto confirm. - Lightning Blade
Instant overhead Issen, high risk and high reward.
- 5A / 5B / 66D / 3D
- (2A / 5D / 6D) xx 623A / 623B / 214A
Combos from light attacks, 5D is fast with decent range, and 6D hits low. 623B and 214A frame trap on block.
- Meaty jump 2D (n.5B / 2B) xx 623C / WFT
Meaty combo with big damage, jump 2D is plus on block, but it's not safe jump, loses to fast anti-air attacks. Jump 2D combos if +48F while jumping.- 623C 2B
Setup #1, works against forward roll or stationary wake up, it's the same for rage 623C. - 66C 2D 2B
Setup #2, works against stationary wake up mid screen or corner. - 66D 236A
Setup #3, works against stationary wake up in corner.
- 623C 2B
Guard Crush
- n.5C...
After recovery...- 66B xx 623C / WFT
Standard follow up. - 66B xx KRZ
Tap combo only for lvl 4 and 5, medium needs to deep hit. WARNING: Hanzo and Galford can teleport out of it! This combo is prone to be punished by burst due to the invul it has! - 2C(2) xx KRZ
For the above reason use this one instead if that sounds too risky, only 20 less damage. - SSM
SSM follow up. (Be careful with opponent bursting to avoid it)
- 66B xx 623C / WFT
- 5C...
After recovery...- 66B xx 623C / WFT
Standard follow up. - 66B xx KRZ
Tap combo only for lvl 4 and 5, medium needs to deep hit. WARNING: Hanzo and Galford can teleport out of it! This combo is prone to be punished by burst due to the invul it has! - 2C(2) xx KRZ
For the above reason use this one instead if that sounds too risky, only 20 less damage.
- 66B xx 623C / WFT
- n.5C / 5C...
Cancel recovery...- Lightning Blade
Universal Issen combo.
- Lightning Blade
Videos
- Shizumaru Tutorial, Tech, and Combos by LegendaryWolf Shirou (2019)
- Learning a bit more with Shizumaru (IOH and other float applications) by LegendaryWolf Shirou (2019)
- Didimokof vs Laggia At Hyper Drive 2020
- Mjima vs Score at Evo Japan 2020
- Robertt vs HellaPlus at WNF Online Edition
Colors
External Links
- Twitter hashtag: #SS_SZ