Samurai Shodown/Kazuki Kazama: Difference between revisions

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Revision as of 07:24, 5 January 2023

Kazuki Kazama
風間 火月, Kazama Kazuki

Introduction

In spirit, Kazuki hearkens back to his incarnation in Samurai Shodown V Special, having good movement speed, a fairly decent poking game, high damage with the right resources, and a powerful air game, as well as a few funny tricks in his back pocket. His transition over to this game has given him some improved ground normals, a very fast and semi-flexible WFT, and a great boost to his damage potential in Rage, making him a great character for fighting up close or even a little bit at midrange if you counterpoke well.

However, Kazuki still has a lot of the same weaknesses from VSP, too. If he's kept out of close range and doesn't have fireball charges, he has a fairly weak fireball game, and he's still a relatively close-range character. Though he can still do great damage without having fireball charges stocked, he's still dependent on them for some of his best damage, and almost all his special moves, while powerful, tend to be unsafe on block.


Strengths Weaknesses
  • Good mobility
  • Good pokes, counterpokes, and air normals
  • High damage with Rage and or stocked up fireballs for combos
  • WFT has decent range and is fairly fast for its reach
  • Lacks range and can struggle to get in against characters with better buttons
  • Specials highly punishable if misused, especially fireball charge
  • Loses out on some of his best damage if he doesn't have resources
  • Needs good spacing to confirm into combos or certain special moves

Data

  • Damage Taken: 100%
  • Rage Factor: 0.36 (Fastest Rage Gain)
  • Rage Duration: 6 seconds (Shortest Duration)
  • Jump: 46 frames (Average)
  • Forward Walk Speed: 0.35 (Fast)
  • Back Walk Speed: 0.3 (Fast)
  • Dash Speed: 1.4 (Extremely Fast)
  • Back Dash: 28 frames
  • Weapon Pickup / Drop: 40 / 56 frames


Gameplan

Kazuki tends to play a sort of in-and-out game, but mostly prefers close range. When he's up close, n.5A, n.2A, and n.5B are all relatively oppressive tools that convert into 623S on hit, giving him a knockdown and time to charge a fireball with 214D. Since it moves him forward, his 5D can be used to annoy people much like Charlotte's can, but can also be canceled into special moves; a classic Kazuki gimmick is going into 421S after 5D in order to catch an opponent trying to mash out on you. He can also get a charge off of his 6D, though it being a bit slower makes this somewhat rare.

Kazuki also has excellent conversion options from throw; when at midscreen or even if he pushes the opponent to the corner, he can get a 66B and convert into 623S, or even into a longer combo provided he has two meatballs.

Neutral

His 5B and 2B are excellent poking tools and good checks for opponents that are trying to dash in, though against longer ranged opponents he'll have to be careful. His 66C is probably the next best move for distance closing and punishes if you don't need a combo from it, due to its reach, and it has some use as an anti-air if used carefully, albeit a risky one. He can also use fireballs as a zoning tool, though this is generally less helpful unless he has at least 1 meatball to boost his fireball with. For anti-airing, he can use 2C, 623S (which has invul against air attacks as of version 2.10), or more rarely 421S if you need to force distance from the opponent.

Okizeme

Generally speaking, when Kazuki gets a knockdown he wants to charge up a fireball, so oftentimes his oki focuses on that. When opponents roll, though, he can use his run speed for crossups or ambiguous side swaps, as his normals have great speeds and his dash is extremely fast.

Normal Moves

Far Slashes

5A
5A
SS7 kazuki 5A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 16 +1 -2 5 Yes No No No

Fast elbow attack and cancellable.

5B
5B
SS7 kazuki 5B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 11 - - 34 -3 -12 10 Yes Yes Yes No

Fast poke with decent reach and cancellable.

5C
5C
SS7 kazuki 5C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
260 Mid 18 - - 60 -3 -16 25 No Yes(+11) Disarm No

Very fast heavy slash with below average reach.

2A
2A
SS7 kazuki 2A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 7 - - 18 +1 -2 5 Yes No No No

Fast karate chop and cancellable.

2B
2B
SS7 kazuki 2B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 13 - - 36 -3 -12 10 Yes Yes Yes No

Similar to 5B with a little extra range.

2C
2C
SS7 kazuki 2C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 Mid 12 - - 43 -4 -28 25 No Yes Disarm No

Kazuki's signature anti-air with fast start-up and great hit-box.

Near Slashes

n.5B
n.5B
SS7 kazuki n5B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 8 - - 31 -3 -12 10 Yes Yes Yes No

His main punish combo tool.

n.5C
n.5C
SS7 kazuki n5C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
220 Mid 15 - - 45 -3 -28 25 No Yes Disarm No

Fast heavy slash with above average damage.

Kicks

5D
5D
SS7 kazuki 5D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 9 5 - 26 -2~+2 -5~-1 5 Yes No No Yes

Knee attack which moves forward and cacellable. It dodges lows from frame 9 to 17 (but it's not airborne).

6D
6D
SS7 kazuki 6D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Low 13 - - 36 +1 -8 5 Yes No No Yes

Low kick with slow start up but cancellable for combo. (since version 1.70)

2D
2D
SS7 kazuki 2D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 5 - - 19 -2 -5 5 No No No Yes

Standard low kick.

3D
3D
SS7 kazuki 3D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 12 - - 41 KD(+95) -13 5 No No No Yes

Slow sweep kick and quite punishable.

Dash Normals

66A
66A
SS7 kazuki 66A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 7 - - 30 -3 -8 5 No No No No

Fast elbow attack.

66B
66B
SS7 kazuki 66B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 9 - - 32 -3 -35 10 Yes Yes Disarm No

His main combo starter for long range punishing and throws follow up.

66C
66C
SS7 kazuki 66C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 Mid 9 - - 49 KD(+95) -18 20 No No Disarm No

Fast running heavy slash, one of his best moves.

66D
66D
SS7 kazuki 66D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 11 4 - 40 KD(+95) -11~-8 5 No No No Yes

Standard slide kick.

Air Normals

j8.A
j8.A
SS7 kazuki j8A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 High 5 - - - - - 5 No No No No

Neutral jump light slash.

j7/9.A
j7/9.A
SS7 kazuki j9A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 5 - - - - - 5 No No No No

Air karate chop, fast air to air attack.

j.B
j.B
SS7 kazuki JB.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 8 - - - - - 10 No No No No

Great air to air slash, since version 1.70 it can be used during straight up jump.

j.C
j.C
SS7 kazuki JC.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 High 9 - - - - - 20 No No No No

Fast heavy slash in the air with limited range.

j.D
j.D
SS7 kazuki JD.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 8 - - - - - 5 No No No Yes

Air to air horizontal kick.

Unarmed Normals

u.5S
u.5S
SS7 kazuki u5S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 - - 16 +1 -1 5 No No No Only

Fast elbow attack and safe on block.

u.2S
u.2S
SS7 kazuki u2S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 18 +1 -1 5 No No No Only

Crouching karate chop and safe on block.

ju.S
ju.S
SS7 kazuki ujS.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 5 - - - - - 5 No No No Only

Starndard unarmed jump attack.

u.66S
u.66S
SS7 kazuki u66S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 29 KD -7 5 No No No Only

Starndard unarmed dash attack that knocks down.

Universal Mechanics

Guard Break
Guard Break (Throw)
SS7 kazuki 5CD.jpg
5C+D / 6C+D
5C+D / 6C+D
SS7 kazuki 4CD.jpg
4C+D
4C+D
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral / Forward 0 Throw 3 - 71 74 +20 - - - - - Yes
Back 0 Throw 5 - 69 74 +25 - - - - - Yes

Universal throw, can follow up with combos. Back throw has slower start up but better frame advantage. There is no throw tech, but throws are very punishable on whiff.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS7 kazuki UOH.jpg
Armed
Armed
SS7 kazuki uUOH.jpg
Unarmed
Unarmed
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 60 High 21 - - 45 +1 -12 10 No No No No

Universal overhead, dodges low attacks and throws. No longer knocks down the opponent since version 1.70.

Unarmed 60 High 21 - - 45 KD -12 10 No No No Only

Universal unarmed overhead. Knocks down the opponent.

Dodge
Dodge
5A+B
SS7 kazuki Dodge.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
N/A - 1 16 22 38 - - - - - - Yes

Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.

Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.

Stance Break
Stance Break
A+B during Just Defense
SS7 kazuki StanceBreak.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - - - - Yes

Universal Stance Break.

Counter (Deflect) / Blade Catch
Counter (Deflect) / Blade Catch
236A+B
SS7 kazuki BladeCatch1.jpg
Weapon Deflect
Weapon Deflect
SS7 kazuki BladeCatch2.jpg
Blade Catch
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 46 +35~+59 - - - - - No

Universal counter that works against mid-guard normal slashes. Upon successful counter, you can follow up with any attack except throws.
The amount of time to follow up depends on timing and the strength of slash, and deflecting medium slashes staggering the opponent for longest amount of time.
Additionally, if you deflect a heavy slash or running medium slash, the opponent will be disarmed.

Unarmed 0 N/A 2 12 9 22 KD - - - - - Only

Universal unarmed counter, works against the same slashes as counter.
Upon successful blade catch, your will disarm your opponent and knock down the opponent to the corner, regardless of the strength of slash.

Rage Explosion
Rage Explosion
5A+B+C
SS7 kazuki RE.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Unblockable 21 1 - 58 0 - - - - - No

Activate the rage explosion gauge and push back the opponent, available once per match. In order to activate, the character must be on the ground with the weapon on hand.
It can be activated during hit stun / throw staggering / weapon deflected / recoil cancel / normal cancel / blocking, but not during action recovery.
It's nearly the same as max rage with extra damage buff (140% vs 120%), and it pauses the timer count down, also allows access to Lighting Blade.
The less amount of health remaining when activates, the more amount of rage explosion gauge it begins with.
Rage explosion ends if the gauge runs out, WFT connects, Lighting Blade used, or the round ended. Then the rage gauge disappears for the rest of match.
The activation push back is unblockable, and its hit-box extends all the way up to top of the screen.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS7 kazuki issen.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 - - - KD -44 - - - - No

Dashes full screen and slash across the opponent in classic style. It has full invincibility and can anti-air. Damage scales based on remaining rage explosion gauge.

Command Moves

Wall Jump
Wall Jump
(near wall)9
SS7 kazuki Walljump.jpg
Burning Ninja Training
Burning Ninja Training
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - Yes

Kazuki can jump off walls. Doing so will increase jump height and change the landing trajectory, making it difficult for the opponent to position and time an anti-air.

Blazing Fang
Blazing Fang
j.2B
SS7 kazuki j2B.jpg
Blazing Fang
Blazing Fang
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
120 High 13 - - - - - - No No No No

Since version 1.70, the neutral jump B becomes a command normal, which is good for jump in attack.

Special Moves

As a general note: all of Kazuki's special moves, aside from 421S/D, 214D, and A+D, consume different amounts of charge. The breakdown is as follows:

  • A: Level 0 (no charges consumed)
  • B: Level 1 (1 charge consumed)
  • D: Level 2 (2 charges consumed)
  • C: Level 3 (3 charges consumed)

If Kazuki uses a move stronger than the number of charges he has available (e.g., 236D with a level 1 charge), the move used will go downward to the next closest level. Moves as listed below assume that for the matching level you have the correct number of charges.

Soul Burner
Soul Burner
236S/D
SS7 kazuki 236A.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 40 Mid 18 - - 57 -7 -23 5 No No No No

Kazuki shoots a fireball. The worst version in terms of speed and damage, but has some use for zoning.

B 50 (40, 10) Mid 18 - - 50 +12 -12 6 No No No No

Hits twice and is the chunkier version of his fireball. It moves relatively fast and strikes a decent balance between doing damage and spending fireball charges. It's also really good in the corner for combos due to the increased hitstun.

C 220 Mid 16 - - 128 KD(+27) KD(-95) 15 No No No No

Kazuki fires a huge fireball and is knocked back from the recoil. It knocks down on hit and is exceedingly powerful, but has no real followups after it's used.

D 70 (40, 20, 10) Mid 18 - - 46 +24 ±0 9 No No No No

Hits three times and is even better than level 1 fireball. Its increase in hitstun from 236B makes it a potent tool for midscreen combos.

Exploding Death
Exploding Death
623S/D
SS7 kazuki 623A.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 110 (10,100) Mid 10 - - 57 KD(+82) 32 0 No No No No

A hitgrab and Kazuki's standard combo ender--*it is blockable*, so be careful when using it. Gives enough knockdown time to charge a fireball.

B 150 (10,50,90) Mid 10 - - 57 KD(+86) 32 0 No No No No

Adds another explosion for extra damage. Much like 236B, it's a decent economy ender if you don't want to spend too many charges.

C 260 (10, 50x5) Mid 10 - - 57 KD(+110) 32 0 No No No No

Adds even more explosions for extra damage. Good to cash in during shorter combos so that scaling doesn't kick in too hard.

D 200 (10, 50, 70x2) Mid 10 - - 57 KD(+94) 32 0 No No No No

Adds two explosions for extra damage.

Rage 168 (A), 216 (B), 264 (D), 336 (C) Mid 10 - - 57 KD(+77) 32 0 No No No No

When in doubt, use this to end your combos in Rage mode. Powerful.

Annihilating Flames
Annihilating Flames
421S/D
SS7 kazuki 421A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Mid 27 - - 70 KD -20 10 No No No No

Kazuki creates an exploding doppelganger and leaves his pants behind. It has strike invincibility from frame 9 to 47, making it a great anti-air and recoil cancel tool, but the opponent can still grab him since the start-up is slow. It's difficult to punish, but is less safe when Kazuki explodes in a position where he doesn't have the space to maneuver away (e.g., at midscreen, when he's in the corner, or if the opponent blocks a cross-up explosion).

Flames of Disaster
Flames of Disaster
214D
SS7 kazuki 214D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
N/A - - - - 51 / 108 - - 0 No No No No

Meatball charge. This gives Kazuki a charge stock for his special moves, and charged fireball levels carry over between rounds. However, if he's already at maximum charge, he's briefly puzzled, increasing the recovery time.
This move is very important to Kazuki's gameplan, but it's only safe to charge when the opponent is knocked down or far away.
The recovery frames were reduced in version 2.10, enabling him to recover even faster from it.

Flaming Backdraft
Flaming Backdraft
A+D when knocked down
SS7 kazuki AD.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Level 1 20 Mid - - - - +15 +9 0 No No No Yes

While knocked down, Kazuki can choose to spend ALL his charges to send his charges toward his opponent to explode. It can be done at any time from when he touches the ground until he wakes up or tech rolls. Although the fireball is slow and easy to block, it's a great interruption toward an opponent's meaty attacks.

Level 2 40 Mid - - - - +15 +9 0 No No No Yes
Level 3 60 Mid - - - - KD +15 0 No No No Yes

The Level 3 fireball knocks down the opponent and allows follow up attack for a brief moment.

Supers

Weapon Flipping Technique

Exploding Flames
236B+C
SS7 kazuki WFT.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
396 (462) Mid 20 - - - KD -43 - No No No No

Available only during Max Rage or Rage Explosion. Disarms on hit. Kazuki dashes full screen until he hits the opponent or reaches the corner, and destroys the opponent with huge explosion. Although he falls down like level 3 fireball, it's super unsafe and SSM punishable on block or whiff. It dodges lows from frame 10 while dashing (but it's not airborne).

Super Special Move

Eternal Inferno
641236C+D
SS7 kazuki SSM1.jpg
SS7 kazuki SSM2.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
690 Mid 10+20 - - - KD -46 - No No No No

Available only once per match. Full invincible during frames 1~10. Standard SSM with decent reach.

Combos

List combos, use numpad notation.

General

  • 5A / 2A xx 623S
    Fastest close range punish combo.
  • 5B / n.5B / 2B / 66B xx 623S / 236S / WFT
    Will mostly combo in close range. Note: All the meatball specific combos can work with a 2B start up instead of a 5B, n.5B, or 66B, but only in close range (midscreen throw will not work).

No Meatball

  • 66C
    Long range punish for a knock down.
  • 66B xx 623A
    Long range max damage punish for a knock down.
  • 5C / n.5C
    Short to mid range punish with more damage but no knock down.
  • 5CD / 4CD...
    Throw...
    • 66B xx 623A / WFT
      Standard throw combo.
    • 5B xx 623A / WFT
      Microwalk to connect, a little more damage than 66B.
    • n.5B xx 623A / WFT
      Same as 66B, you will get this in corner.
    • 66C
      Less damage but can get a knock down.
    • 5C
      Max damage but no knock down.

1 Meatball

  • 66B / n.5B xx 236B xx 66C / Issen
    Works only in the corner.

Can choose to do 5B / n.5B / 2B / 66B xx 623B but don't recommend, damage is far less.

2 Meatballs

  • 66B / n.5B xx 236D xx 66C / Issen
    Easier with level two fireball than one, can be done midscreen.
  • 66B / n.5B xx 236B xx 66B xx 236B xx 66C / Issen
    Advanced corner only combo.

Can choose to do 5B / n.5B / 2B / 66B xx 623D but don't recommend, damage is far less.

3 Meatballs

  • 66B / n.5B xx 236D (/ Issen) xx 66B xx 623A / 623B / WFT
    The fast charge now makes using the last fireball more appealing. Works after throw, second medium has to be in range for 623S or WFT to connect.
  • 66B / n.5B xx 236D xx 66B xx 236B xx 66C / Issen
    Corner only combo with insane damage.

Can choose to do 5B / n.5B / 2B / 66B xx 623C / 236C but don't recommend, damage is far less.

Universal

  • jump C (Deep hit)...
    • 5C / n.5C
      Universal combo after jump C deep hit.
    • Lighting Blade
      Issen combo.

Depends on the amount of meatballs can go for different 66B / n.5B combos.

Guard Crush

  • n.5C / 5C...
    After recovery...
    • SSM
      SSM follow up. (Be careful with opponent bursting to avoid it)
    • Basically anything would work as long as it's in range and fast enough to connect.
  • n.5C / 5C...
    Cancel recovery...
    • Lighting Blade
      Universal Issen combo.

Videos

Colors

SS Kazuki 1.png
SS Kazuki 2.png
SS Kazuki 3.png
SS Kazuki 4.png


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora