|
|
Line 31: |
Line 31: |
| *Damage taken: 100% | | *Damage taken: 100% |
| *Rage duration: 8 seconds | | *Rage duration: 8 seconds |
| *Amount to rage: 29 | | *<span style="color: purple; cursor:help" title="Number of hits from Haohmaru n.5A it takes to reach full rage">Amount to rage:</span> 29 |
| *Walk speed: 480 | | *Walk speed: 480 |
| *Backwalk speed: 448 | | *Backwalk speed: 448 |
Line 37: |
Line 37: |
| *Jump duration: 45 frames | | *Jump duration: 45 frames |
| *Width: 28 | | *Width: 28 |
| *Throw range: 16 | | *<span style="color: purple; cursor:help" title="Min. Range 8; Max Range 28">Throw range:</span> 16 |
| *Throw recovery: 46 frames | | *Throw recovery: 46 frames |
| | *<span style="color: purple; cursor:help" title="In latest aggregate tier list (see FAQ)">Tier placing:</span> D+ |
|
| |
|
| == Normals == | | == Normals == |
Revision as of 04:30, 7 July 2022
壬無月 斬紅郎, Minazuki Zankuro
Colors
Introduction
Big bad bossman has big bad problems.
Equipped with a humongous blade that may or may not be compensating for something, this incarnation of Zankuro is far from living up to his reputation as a fearsome slayer of hundreds. Low tier without a doubt, Zankuro struggles a bit thanks to a weak pressure game and the tendency to empty his entire sword gauge upon whiffing one of his big dick ABs. Of course, this is 5 Special and you can definitely make Zankuro do some work, but it will take some persistence and matchup knowledge.
Strengths |
Weaknesses
|
- Hugely damaging heavy slashes with great reach and good speed
- Good jabs and kicks
- Decently well-rounded punish game
- Universal sword catch counter
- Fast, almost full screen punish special
|
- All heavy slashes empty his sword gauge on whiff
- Big and slow target
- Subpar mixups and rushdown
- Perpetually empty sword gauge means he struggles to deal meaningful damage
|
Data
- Damage taken: 100%
- Rage duration: 8 seconds
- Amount to rage: 29
- Walk speed: 480
- Backwalk speed: 448
- Dash speed: 1328
- Jump duration: 45 frames
- Width: 28
- Throw range: 16
- Throw recovery: 46 frames
- Tier placing: D+
Normals
Far Slashes
5A
5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
7~14 (8)
|
-
|
-
|
Medium attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
8
|
12
|
-1
|
+7
|
-14
|
Quick punch with decent reach and frames. Combos with 236C for a decent damage midrange punish. Not that good on block though. Be careful with n.5A range, because that doesn't combo with anything.
|
|
5B
5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
9
|
Mid
|
1~2 (2)
|
-
|
Deflectable (Medium), Recoil Cancel, Weapon Clash 3~8 (6)
|
Medium attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
2
|
18
|
-1
|
+7
|
-9
|
Fast, decently damaging slash. A nice option during footsies, but unless you aim to hit them with the tip you'll frequently get n.5B instead.
|
|
5AB
5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
35
|
Mid
|
1~2 (2)
|
-
|
Deflectable (Heavy), Recoil cancel, Weapon Clash 15~18 (4)
|
Heavy attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
19
|
1
|
43
|
-6
|
+4
|
-29
|
The most damaging heavy slash in the game, that covers a huge amount of space in front, but doesn't hit above Zankuro at all. Huge recovery on whiff/block. Even though Zankuro have specials that cover various scenarios in case of recoil cancel, it is still very risky and gimmicky to throw 5AB randomly. Empties entire kenki gauge upon whiff.
|
|
2A
2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
-
|
-
|
-
|
Weak attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
3
|
10
|
-2
|
-2
|
-7
|
Another quick, low damage punch. This time while crouching! Better range than 2C.
|
|
2B
2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
9
|
Mid
|
1~4 (4)
|
-
|
Deflectable (Medium), Recoil cancel
|
Medium attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
2
|
18
|
-1
|
+7
|
-9
|
Crouching version of 5B.
|
|
2AB
2AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
28
|
Mid
|
1~2 (2)
|
-
|
Deflectable (Heavy), Recoil Cancel, Weapon Clash 8~15 (8)
|
Heavy attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
16
|
4
|
37
|
-3
|
+7
|
-21
|
Zankuro does a giant upwards swing with his sword while sitting. Good anti-air from surprising distances as long as you use it early enough. This attack is prone to trading if you don't use it soon enough or if they have a strong downwards jumping slice, and if you get beaten out you'll take a deep hit for your trouble. Empties entire kenki gauge upon whiff.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
6~18 (13)
|
-
|
-
|
Weak attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
6
|
7
|
-2
|
-2
|
-7
|
Quick little punch. Tiny bit faster startup and two times safer on block than 5A. While cancelable, it won't combo with any of Zankuro specials.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2, 6
|
Mid
|
10~23 (14)
|
-
|
Deflectable (Medium), Recoil Cancel
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
1
|
22
|
-3
|
+5
|
-9
|
Zankuro hits twice with the butt of his sword, doing decent damage. Hit-confirmable, and has surprising range for a near attack. The second hit reaches above Zankuro and can anti-air or catch them trying to jump out.
|
|
n.5AB
n.5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
30
|
Mid
|
1~2 (2)
|
-
|
Deflectable (Heavy Attack), Recoil Cancel, Weapon Clash 9~14 (6)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
4
|
36
|
-2
|
+8
|
-29
|
Zankuro swings his sword upwards. Basically a standing version of 2AB, except slightly faster and stronger. A decent anti-air if anyone is in that range. Empties entire kenki gauge upon whiff.
|
|
n.2A
2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
-
|
-
|
-
|
Weak attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
3
|
10
|
-2
|
-2
|
-7
|
Same as far 2A
|
|
n.2B
n.2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2, 6
|
Mid
|
11~24 (14)
|
-
|
Deflectable (Medium), Recoil Cancel
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
2
|
22
|
-2
|
+5
|
-9
|
Crouching version of n.5B. For some reason during second hit Zankuro doesn't have hurtbox on his hands, so, potentially, it can used as AA. It's much more risky than n.5B because getting hit by a jumpin during this = you get deep hit.
|
|
n.2AB
2AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
28
|
Mid
|
1~2 (2)
|
-
|
Deflectable (Heavy), Recoil Cancel, Weapon Clash 8~15 (8)
|
Heavy attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
16
|
4
|
37
|
-3
|
+7
|
-21
|
Same as far 2AB.
|
|
Kicks
5C
5C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
1~2 (2)
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
10
|
11
|
-2
|
+6
|
-15
|
Zankuro knees the opponent. Fast, decent reach, long active period, but low damage. Quite negative on block unless used at distance or as meaty.
|
|
6C
6C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
11~26 (16)
|
-
|
-
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
6
|
30
|
+2
|
+12
|
-30
|
Awkward up angled kick that combos into any special Zankuro has, including WFT and Zetsumei Ougi. Low damage on its own and huge recovery. Will whiff on any crouched character (excluding Zankuro, Gedo and Gaira) rendering 6C's usability very limited.
|
|
2C
2C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2
|
Low
|
-
|
-
|
-
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
5
|
8
|
-2
|
-2
|
-7
|
Quick low foot poke. Minimal damage, but the range is good for a low kick. One of Zankuro's two lows.
|
|
3C
3C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
12
|
13
|
KD
|
KD
|
-19
|
Decently ranged kick that knocks down, it don't hit low for some reason. Low damage, but very fast startup and it significantly lowers Zankuro hurtbox. Lousy on block, but it can be negated by doing it at max range or as meaty, since it has a ton of active frames. You could abuse the active frames and stick this out as an anti-approach tool.
|
|
Jumping
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
High
|
-
|
-
|
-
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
10
|
4
|
-
|
-
|
-
|
Basically a jumping version of 5A. Slow, short range attack with low damage. This might outpoke attacks at midrange when you're falling from a jump but the slow startup really hampers it.
|
|
j.B
j.B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
11
|
High
|
-
|
-
|
Deep Deflectable (Medium)
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
4
|
26
|
-
|
-
|
-
|
Jumping version of 5B, but it comes out a bit slower. Best horizontal range. Works as an anti-air or air-to-air, however, it won't hit if they are at all below or above you.
|
|
j.AB
j.AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
27
|
High
|
-
|
-
|
Deep Deflectable (Heavy)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
17
|
2
|
23
|
-
|
-
|
-
|
Zankuro swings his sword downwards while jumping. Your main jump in and defensive neutral jump option. Does good damage, but doesn't hit in front, only below Zankuro, and extends his hurtbox a lot. Empties entire kenki gauge upon whiff. Deep hitting with this is going to be important, because a simple j.AB 5AB combo will deal about half a lifebar -- probably more.
|
|
j.C
j.C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
High
|
-
|
-
|
-
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
12
|
9
|
-
|
-
|
-
|
Zankuro does a diagonal kick. Fast, tons of active frames and can deep hit easily. This is your best quick air-to-air, because j.B is notably slower. Deep hitting with this will allow you a followup 5AB.
|
|
Dashing
66A
66A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
1~3
|
-
|
Deflectable (Heavy), Recoil Cancel
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
8
|
3
|
-1
|
-1
|
-29
|
Zankuro punches with the butt of his sword. Fast, but deflectable and incredibly punishable on block. It sometimes can be used to hit opponent out of the air, though 66C largely outclasses it in this use. It is a very risky running attack thanks to the recoil and losing to deflects, so avoid it unless you want a gamble on recoil cancel.
|
|
66B
66B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
16
|
High
|
6~7 (2)
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
21
|
7
|
26
|
KD
|
KD
|
-27
|
Overhead hopping slash that knocks down. Average speed for an overhead, good reach, jumps over a lot of stuff, and even can beat attempts to jump out, but it is punishable. At max range some characters can't punish it with strong attacks. The problem is that Zankuro has no running lows, so this isn't much of a high/low tool. Use it for the tech jump and not much else.
|
|
66AB
66AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
3, 17
|
Mid
|
1~5 (5)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
2
|
-
|
KD
|
KD
|
-46
|
First hit is an upwards hit with the butt of Zankuro's sword that launches the opponent, second hit is downwards slash with the sword that knocks the opponent down. Decently fast attack, nice hitbox, but it is astonishingly punishable on whiff/block. Sadly the second strike will not connect on backhit.
|
|
66C
66C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
2(1)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
5
|
12
|
11
|
KD
|
KD
|
-17
|
Basically 3C with the same low-profiling properties, but add on forward momentum and slightly better frame data. It still doesn't hit low. But unlike 3C, this doesn't count as a crouching attack, so losing to a jumpin with this doesn't result in you eating a deep hit. The autocorrect on running normals combined with other upsides makes this in almost all situations outright better than 3C. Overall an important if low-damaging option for punishing jumps, stuffing approaches, and a pretty okay meaty.
|
|
Overheads
5BC
5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
14
|
High
|
-
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
9
|
11
|
KD
|
KD
|
-13
|
Zankuro hops forward while doing what is basically his j.C, only stronger. In theory it is a pretty good move: it have good reach, almost twice than average active frames and one frame less than average block recovery. But in reality Zankuro don't have threatening low attacks, so 5BC can only be used to avoid lows and throws.
|
|
u.5BC
u.5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
14
|
High
|
-
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
9
|
11
|
KD
|
KD
|
-13
|
Exactly the same as his 5BC.
|
|
Unarmed
u.5S
u.5S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
-
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
8
|
12
|
-1
|
+7
|
-14
|
Same as 5A, except not cancellable.
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
-
|
-
|
-
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
3
|
10
|
-2
|
-2
|
-7
|
Same as n.2A.
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
High
|
-
|
-
|
-
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
10
|
4
|
-
|
-
|
-
|
Same as j.A but the hitbox is better.
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
1~2 (2)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
4
|
12
|
6
|
KD
|
KD
|
-12
|
A light punch that still somehow knocks down. It has a really long active period like 66C.
|
|
Pursuit
2BC
Pursuit 2BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
21
|
22
|
10
|
-
|
-
|
-
|
A fairly slow stomp with an unreasonable amount of active frames. You can tack this on after almost any combo in the corner, and after some midscreen knockdowns too. Zankuro struggles for damage most of the time, so this is important to get every bit you can.
|
|
8BC
Heavy Pursuit 8BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
15
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
39
|
2
|
39
|
-
|
-
|
-
|
Like his small pursuit, Zankuro can land this after all sorts of combo knockdowns, and the jump gives it extra range letting him use it even midscreen depending on the knockdown. The only problem is its short active period means you have to time it precisely, meaning it has a penchant to miss if you screw it up. He isn't left too vulnerable if it whiffs, however, so it's usually worth going for if you think you have it down.
|
|
System
Deflect
Deflect 216D
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
Average deflect. (You'd think with such a huge sword, his deflect would be bigger)
|
|
Taunt Disarm
Taunt Disarm Start x 3
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
Zankuro lodges his sword into the ground and crosses his arms, taunting his opponent.
|
|
Weapon Pickup
Weapon Pickup 5A near weapon
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
Pretty quick pickup.
|
|
Special Moves
Specials
236S
Mugen-ryuu Shippuuzan 236S
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
14
|
Low
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
19
|
-
|
36
|
+2
|
KD
|
-23
|
B/AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
14
|
Low
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
19
|
-
|
37
|
+1
|
KD
|
-24
|
A low-hitting Reppuken style fireball attack. Zankuro's strongest low attack, though it's punishable on block at closer ranges. Because of the somewhat fast startup and its inconspicuous animation it can sneak under the vision of careless players. Does alright damage, and will trade with any other projectile with low enough collision box.
This move has a big problem, where the animation will stay onscreen even if it trades with a fireball. As long as the sprite is onscreen, you will not be able to throw another one until it leaves, leaving Zankuro at a disadvantage in fireball wars against characters with similar projectiles.
|
|
623S
Mugen-ryuu Tenhouzan 623S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
1, 24
|
Mid
|
-
|
1-14f and during rush: feet invincible
|
-
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
-
|
-
|
KD
|
KD
|
-28
|
Zankuro does a shoulder charge, and slashes if he reaches the enemy. Lower body invuln, knocks down, can combo from various normals. The low invuln means he can run right through Reppuken-style projectiles (like his own 236S) and even crush throws with this. Zankuro will not slash if his run exceeds certain (max) distance, which depends on version used, and this sometimes happens on hit if he connects with the shoulder from too far.
|
|
236C
Mugen-ryuu Muhouken 236C (Unarmed OK)
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
18
|
Mid
|
-
|
16-30f throw invincible
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
16
|
15
|
19
|
KD
|
KD
|
-28
|
Rushpunch. Knocks down, moves Zankuro across the screen rather fast, potentially safe-ish on block if it connects near the end of the rush. Good vs anyone who whiffs a long recovery move when you aren't in range for 5AB, or if you block a non-recoil cancelable move with a long enough recovery. This is surprisingly threatening even near fullscreen, because it can catch people by surprise and hit them for good damage if they're trying to approach. Also makes a nice mid-range anti air option if used preemptively. Will whiff on short, crouched characters!
|
|
214C
Mugen-ryuu Fudou 214C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
30
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
1
|
19
|
46
|
KD
|
KD
|
-
|
Catches any grounded slash attack (including lows/highs/specials) at the start of the animation. Airborne/jumping slashes beat it clean. Active on first frame, so it can be used as reversal. Strong damage, but very punishable. This move can go a long way to making matchups with characters like Charlotte more manageable, by catching moves like her 214S with it.
|
|
Weapon Flipping Technique
Mugen-ryuu Mugen Hou 236CD
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
30
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
33
|
-
|
86
|
KD
|
KD
|
-65
|
Screen-filling shockwave. Primarily used as a psychic anti-air, though some floaty jumps can be sniped on reaction with it. Takes forever to startup and even longer to recover. Deals a lot of chip damage on block, but the huge recovery means even if they somehow can't punish you, they have enough time to run up to you and start pressuring from there. Initial hitbox is displaced from his body, so it can whiff entirely against some characters standing right next to him. Can be combo'd into from 6C and deep j.C/j.AB.
|
|
Combos
Normal
If you're worried you'll whiff, nearly every 8BC listed below can be replaced with 2BC for much greater stability.
- Fastest, medium range punish with nice damage, but be careful not to get n.5A instead.
- Fast, hit-confirmable punish with good damage. Using 623A will frequently result in the last hit not coming out and you being left punishable.
- At max n.5B\n.2B range second hit will not connect and 623S will be blocked. Use 236C to prevent this.
- The reliable combo from 6C, as 623S won't fully connect.
- Shy of a deep hit, this is your only actual combo into WFT.
- Swag match ender. Good luck landing it.
- At specific spacing just shy of fullscreen, after 236A hits the opponent you will recover in time for 236C to combo.
- Corner only. It possible to do it midscreen after 66C, but opponent must land very close, so don't bother.
- Only works if you hit at the end of the active period, like during a meaty situation.
Backhit
- ... xx 623A (one hit) n.5B xx 623A n.5B xx 623A etc 8BC
- Backhit loop. Number of reps depends on closeness to corner and enemy width. The 623A finisher will knock the opponent through you, so if you corner them and use this to finish the combo you'll end up in the corner instead of them.
- By itself, 623A loop is way better. But using this to finish the loop will keep them in the corner rather than knocking them back out, and the pursuit is much harder to mistime.
- You won't see opportunity for it to land that often, and this doesn't combo from max distance. Very satisfying to pull off though.
- On backhit 66AB opponent will be launched high, so it is your only option.
- Instant j.9AB will hit standing tall characters, on backhit this will give enough advantage to start 623A loop or simply a 5AB upon landing. It's most useful if you hop behind Gaira or Gedo when they attempt to use their command grabs.
- There are categories in the cast regarding this move. It hits standing and during hitstun, it only hits standing during hitstun (i.e. after a back throw weapon pickup cancel), it hits standing but not during hitstun, or it doesn't hit at all.
- Works on: Haohmaru, Hanzo, Galford, Kyoshiro, Gaira, Amakusa, Jubei, Zankuro, Charlotte, Tam Tam, Rasetsumaru, Suija, Yunfei, Kusaregedo, Gaoh, Mizuki.
- Only during hitstun: Ukyo, Kazuki, Sogetsu, Enja.
- Not during hitstun: Genjuro, Basara, Rera, Yoshitora.
- Doesn't work: Nakoruru, Rimururu, Shizumaru, Mina.
- These categories ultimately don't mean much, because it can still be inconsistent depending on your distance from the opponent, or if their animation while recovering from an attack shrinks their hurtbox, even if it is supposed to hit them consistently while standing. But landing this backhit starter where you can results in a huge damage increase, so whether it's worth the risk of dropping is up to the player's discretion.
Timeslow
- Since Zankuro j.C is fast and has very downward hitbox and it can be mixed up with his empty jump 2C for Issen setup.
- Best scenario is to catch opponent mid air so you can issen them on landing or 2AB\n.5AB them to death. Be careful opponent will try to kick you out of concentration with j.C since Zankuro hurtbox on most attacks is bad.
Strategies
- 236C can catch people off guard since it's so fast.
Frame Data
Move
|
Damage
|
Startup
|
Active
|
Total
|
Cancel
|
Weapon Clash
|
Hit Adv.
|
Backhit Adv.
|
Block Adv.
|
Guard
|
Notes
|
5A |
6 |
7 |
8 |
26 |
7~14(8) |
- |
-1 |
+7 |
-14 |
Mid |
Medium attack
|
5B |
9 |
9 |
2 |
28 |
1~2(2) |
3~8(6) |
-1 |
+7 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
5AB |
35 |
19 |
1 |
62 |
1~2(2) |
15~18(4) |
-6 |
+4 |
-29 |
Mid |
Heavy attack, Deflectable(heavy)
|
2A |
5 |
6 |
3 |
18 |
x |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
|
2B |
9 |
9 |
2 |
28 |
1~4(4) |
- |
-1 |
+7 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
2AB |
28 |
16 |
4 |
56 |
1~2(2) |
8~15(8) |
-3 |
+7 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
n.5A |
5 |
6 |
6 |
18 |
6~18(13) |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
|
n.5B |
2, 6 |
9 |
1 |
31 |
10~23(14) |
- |
-3 |
+5 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
n.5AB |
30 |
15 |
4 |
54 |
1~2(2) |
9~14(6) |
-2 |
+8 |
-29 |
Mid |
Heavy attack, Deflectable(heavy)
|
n.2A |
5 |
6 |
3 |
18 |
x |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
|
n.2B |
2, 6 |
9 |
2 |
32 |
11~24(14) |
- |
-3 |
+5 |
-9 |
Mid |
Medium attack, Deflectable(med)
|
n.2AB |
28 |
16 |
4 |
56 |
1~2(2) |
8~15(8) |
-3 |
+7 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
5C |
5 |
10 |
10 |
30 |
1~2(2) |
- |
-2 |
+6 |
-15 |
Mid |
Medium attack
|
6C |
6 |
11 |
6 |
46 |
11~26(16) |
- |
+2 |
+12 |
-30 |
Mid |
Heavy attack
|
2C |
2 |
5 |
5 |
17 |
1~2(2) |
- |
-2 |
-2 |
-7 |
Low |
Weak attack
|
3C |
6 |
6 |
12 |
30 |
x |
- |
KD |
KD |
-19 |
Mid |
Knockdown attack
|
j.A |
6 |
13 |
10 |
26 |
x |
- |
-- |
-- |
-- |
High |
Weak attack
|
j.B |
11 |
13 |
4 |
42 |
x |
- |
-- |
-- |
-- |
High |
Medium attack, Deflectable(med)
|
j.AB |
27 |
17 |
2 |
41 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack, Deflectable(heavy)
|
j.C |
6 |
7 |
12 |
27 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
|
ju.C |
6 |
7 |
12 |
27 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
|
5BC |
14 |
20 |
9 |
39 |
x |
- |
KD |
KD |
-13 |
High |
Medium attack Knockdown attack
|
u.5BC |
14 |
20 |
9 |
39 |
x |
- |
KD |
KD |
-13 |
High |
Medium attack Knockdown attack
|
66A |
5 |
6 |
8 |
17 |
1~3(3) |
- |
-1 |
-1 |
-29 |
Mid |
Weak attack, Deflectable(heavy)
|
66B |
16 |
21 |
7 |
53 |
6~7(2) |
- |
KD |
KD |
-27 |
High |
Medium attack Knockdown attack
|
66AB |
3, 17 |
13 |
2 |
83 |
1~5(5) |
- |
KD |
KD |
-46 |
Mid |
Knockdown attack
|
66C |
6 |
5 |
12 |
27 |
2(1) |
- |
KD |
KD |
-17 |
Mid |
Knockdown attack
|
u.5S |
6 |
7 |
8 |
26 |
x |
- |
-1 |
+7 |
-14 |
Mid |
Medium attack
|
u.2S |
5 |
6 |
3 |
18 |
x |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
|
ju.S |
6 |
13 |
10 |
26 |
x |
- |
-- |
-- |
-- |
High |
Weak attack
|
u.66S |
6 |
4 |
12 |
21 |
1~2(2) |
- |
KD |
KD |
-12 |
Mid |
Knockdown attack
|
u.66C |
6 |
5 |
12 |
27 |
2(1) |
- |
KD |
KD |
-17 |
Mid |
Knockdown attack
|
2BC |
8 |
21 |
22 |
54 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.2BC |
8 |
21 |
22 |
54 |
x |
- |
-- |
-- |
-- |
Mid |
|
8BC |
15 |
39 |
2 |
79 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.8BC |
5 |
39 |
3 |
78 |
x |
- |
-- |
-- |
-- |
Mid |
|
Mugen-ryuu Muhouken - 236C |
18 |
16 |
15 |
49 |
x |
- |
KD |
KD |
-28 |
Mid |
Knockdown attack 16-30f throw invincible
|
Mugen-ryuu Fudou - 214C |
30 |
x |
x |
65 |
x |
- |
-- |
-- |
-- |
Mid |
1-19f catch
|
Mugen-ryuu Shippuuzan - 236A |
14 |
19 |
x |
54 |
x |
- |
+2 |
KD |
-23 |
Low |
Medium attack
|
Mugen-ryuu Shippuuzan - 236B |
14 |
19 |
x |
55 |
x |
- |
+1 |
KD |
-24 |
Low |
Medium attack
|
Mugen-ryuu Shippuuzan - 236AB |
14 |
19 |
x |
55 |
x |
- |
+1 |
KD |
-24 |
Low |
Medium attack
|
Mugen-ryuu Tenhouzan - 623S |
1, 24 |
15 |
x |
x |
x |
- |
KD |
KD |
-28 |
Mid |
Heavy attack Knockdown attack 1-14f and during rush: feet fully invincible
|
Mugen-ryuu Mugen Hou - 236CD |
30 |
33 |
x |
118 |
x |
- |
KD |
KD |
-65 |
Mid |
Knockdown attack
|