Samurai Shodown V Special/Ukyo Tachibana: Difference between revisions
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Once he scores a single knockdown, he can start running his 2C firebird oki, which may as well be unblockable for how fast it is. If you're feeling fancy, you can go for 2C 2C firebird to throw off their block timing. However, don't abuse this if your opponent is good at fuzzy guarding or has a decent invulnerable move. Also the hitbox doesn't hit close to the ground so it can be ducked. Especially if the Tsubame is poorly timed. | Once he scores a single knockdown, he can start running his 2C firebird oki, which may as well be unblockable for how fast it is. If you're feeling fancy, you can go for 2C 2C firebird to throw off their block timing. However, don't abuse this if your opponent is good at fuzzy guarding or has a decent invulnerable move. Also the hitbox doesn't hit close to the ground so it can be ducked. Especially if the Tsubame is poorly timed. | ||
'''Meditate v. Rage''' | |||
Ukyo's meditation is very strong. He gets a lot of bang for his buck meditating and his time slow is supremely threatening thanks to dangerous mixups that cash out for immense damage with Issen. His damage is already pretty strong without rage as well, so it's not like he really wants to rage. Find spots during slow moments to meditate, usually when the foe is too far to do anything but throw fireballs and try to chip you a bit. | |||
With that in mind if you're in a very scramble-heavy match and you find yourself raging because you didn't have time to meditate don't fret. Ukyo rages for a long time (20 seconds) and his huge damage punishers and mixups all do some seriously beefy damage with extended sword gauge. His bad WFT is tacit encouragement to play out the rage and capitalize hard on his increased damage. Just play your usual Ukyo game and make them hurt a lot for making a mistake. | |||
== Matchups == | == Matchups == |
Revision as of 23:06, 18 June 2019
Introduction
Blue-haired Iaido master and poster boy for tuberculosis awareness.
Jokes aside, he is arguably one of the best characters in the game. He has quick and long reaching pokes, an instant overhead that can combo from a 2C, a fast dash, and hard-hitting punishers. Ukyo is just as good at fast harassment/mixups as he is at sitting on a lead. His high damage taken means he can suffer for a mistake but he will run circles around most opponents if given the opportunity.
Strengths | Weaknesses |
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Data
- Damage taken: 120%
- Rage duration: 20 seconds
- Amount to rage: 45
- Walk speed: 544
- Backwalk speed: 384
- Dash speed: 1792
- Jump duration: 59 frames
- Width: 16
- Throw range: 12
Normals
Far Slashes
5A:
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5B:
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5AB:
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2A:
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2B:
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2AB:
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Near Slashes
n.5A:
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n.5B:
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n.5AB:
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n.2A:
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n.2B:
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n.2AB:
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Overheads
5BC:
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u.5BC:
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Kicks
5C:
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6C:
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2C:
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3C:
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Jumping
j.A:
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j.B:
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j.8AB:
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j.7/9AB:
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j.C:
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Dashing
66A:
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66B:
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66AB:
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66C:
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Unarmed
u.5S:
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u.2S:
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ju.S:
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u.66S:
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System
Deflect - 216D:
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Weapon Pickup - 5A:
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Taunt Disarm - Start Start Start:
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Specials
Tsubame Gaeshi - j.1236S:
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Hiken Sasameyuki - 214S:
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'Hi'ken Sasameyuki - 214C: (can be used unarmed)
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Zanzou Fumikomi Giri - 236S:
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Tsubame Rokuren - 236CD - WFT:
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Combos
Normal
- (n.5B or n.2B) ...
- ... xx 236AB 2BC
- ... xx 214A
- ... xx 236CD
- 236A 8BC
- (236B or 236AB) 2BC
- 2C tk.1236B
- 2C is low, firebird is high. Have fun blocking!
- 66AB 2BC
- 66C 2BC
- 6C 2BC
- 3C 2BC
Weapon pickup throw combos
- u.4/6CD A weapon pickup ...
- ... 5AB
- ... 236CD
- ... 214CD
- lol
Time slow
- (j.9B or 2C)
- BCD
- 50/50 with instant overhead j.B and 2C. Both lead to Issen. 2C is harder to explode on reaction but hoping they won't is risky.
- j.1236AB BCD
- This one hurts a lot. Primarily used if you bait a big enough whiff while popping time slow. Use Tsubame before landing (don't tiger knee it), wait a little while for them to fall just around head height before using Issen. Lots of meditation and a full sword gauge for the Tsubame Gaeshi will lead to this easily shaving off ~75% of a lifebar.
Strategies
Poking and Punishing
Ukyo is mainly played as a poking character. He can harass the opponent with long reaching normals (far 5B, far 2A). Multiple characters have a hard time contesting his normals so they need to start taking risks to get in. Risks he can often punish.
His punish game is exceptionally good: Far reaching 13-frame 5AB, and if it is too far, you can do the 4-frame 66AB. Buffering a TK Tsubame Gaeshi during hitstun/blockstun can also work up close if you don't want them to rage explode or if nothing else is fast enough. This also leads to 2C oki on hit.
Hit and Run
His poking and punishing game is complemented by Ukyo's quick dashing and backdash speed. Quick dashing allows 66AB for punish, 66B for cross up, 66C for low, and 66CD for grab. Good normals that cover important angles means he can also happily sit on a lead and down/back at a distance and hit them for trying to get in.
2C TSUBAME GAESHI
Once he scores a single knockdown, he can start running his 2C firebird oki, which may as well be unblockable for how fast it is. If you're feeling fancy, you can go for 2C 2C firebird to throw off their block timing. However, don't abuse this if your opponent is good at fuzzy guarding or has a decent invulnerable move. Also the hitbox doesn't hit close to the ground so it can be ducked. Especially if the Tsubame is poorly timed.
Meditate v. Rage
Ukyo's meditation is very strong. He gets a lot of bang for his buck meditating and his time slow is supremely threatening thanks to dangerous mixups that cash out for immense damage with Issen. His damage is already pretty strong without rage as well, so it's not like he really wants to rage. Find spots during slow moments to meditate, usually when the foe is too far to do anything but throw fireballs and try to chip you a bit.
With that in mind if you're in a very scramble-heavy match and you find yourself raging because you didn't have time to meditate don't fret. Ukyo rages for a long time (20 seconds) and his huge damage punishers and mixups all do some seriously beefy damage with extended sword gauge. His bad WFT is tacit encouragement to play out the rage and capitalize hard on his increased damage. Just play your usual Ukyo game and make them hurt a lot for making a mistake.
Matchups
Some characters have dangerous counters to Ukyo's mixup. Watch out for:
Rasetsumaru: A reversal super will go clean through anything you try on wakeup, and he rages really fast. His rage doesn't last very long though and his super is mega unsafe.
Jubei: If you get too predictable, a good Jubei player can buffer a high counter off of a blocked 2C and catch a followup Tsubame Gaeshi. A reversal 623 will beat your 2C.
Yoshitora: His AB uppercut takes a while to get out but is invincible until the first active frame. If your 2C is early enough you can actually recover before his uppercut's first active frame, then block and punish.
Haohmaru: Similar to Yoshitora in that a well-timed 2C meaty can whiff and recover in time for you to block and punish if he does 623S on his wakeup. 623AB is really fast so it might blow you up for a poorly timed one but has no invincibility.
Frame Data
Move | Damage | Startup | Active | Total | Cancel | Weapon Clash |
Hit Adv. |
Backhit Adv. |
Block Adv. |
Guard | Notes |
5A | 6 | 9 | 2 | 25 | 1~2(2) / 9~14(6) | 8(1) | -6 | -6 | -12 | Mid | Weak attack, Deflectable(weak) |
5B | 12 | 8 | 2 | 34 | 11~15(5) | 7(1) | -8 | +0 | -18 | Mid | Medium attack, Deflectable(med) |
5AB | 31 | 13 | 2 | 52 | x | - | -2 | +8 | -34 | Mid | Heavy attack, Deflectable(heavy) |
2A | 5 | 5 | 2 | 20 | 1(1) / 7~11(5) | - | -5 | -5 | -6 | Mid | Weak attack, Deflectable(weak) |
2B | 11 | 8 | 3 | 40 | 1~4(4) | - | -9 | -1 | -18 | Mid | Medium attack, Deflectable(med) |
2AB | 29 | 12 | 1 | 49 | 1~6(6) | - | +0 | +10 | -32 | Mid | Heavy attack, Deflectable(heavy) |
n.5A | 5 | 5 | 3 | 16 | 1~4(4) / 5~13(9) | - | -1 | -1 | -6 | Mid | Weak attack, Deflectable(weak) |
n.5B | 8 | 8 | 1 | 40 | 8~11(4) | 6~7(2) | -14 | -6 | -18 | Mid | Medium attack, Deflectable(med) |
n.5AB | 5, 23 | 12 | 2 | 63 | 1~7(7) | 9~11(3) / 14(1) / 19(1) | -6 | +4 | -26 | Mid | Weak attack, Deflectable(heavy) |
n.2A | 4 | 5 | 5 | 16 | 1~2(2) / 5~12(8) | - | -1 | -1 | -6 | Mid | Weak attack, Deflectable(weak) |
n.2B | 6 | 6 | 6 | 23 | 6~15(10) | - | +1 | +9 | -12 | Mid | Medium attack, Deflectable(med) |
n.2AB | 5, 25 | 14 | 3 | 62 | 1~5(5) | - | -2 | +8 | -21 | Mid | Weak attack, Deflectable(heavy) |
5C | 5 | 8 | 4 | 35 | 1~4(4) | - | -9 | -1 | -22 | Mid | Medium attack |
6C | 7 | 5 | 11 | 34 | 1~2(2) | - | KD | KD | -24 | Low | Knockdown attack |
2C | 2 | 6 | 4 | 11 | x | - | +5 | +5 | +0 | Low | Weak attack |
3C | 6 | 5 | 10 | 28 | x | - | KD | KD | -24 | Mid | Knockdown attack 5-14f throw invincible |
j.A | 5 | 7 | 16 | 30 | 1~3(3) | - | -- | -- | -- | High | Weak attack, Deflectable(weak) |
j.B | 9 | 5 | 4 | 29 | 1~2(2) | - | -- | -- | -- | High | Medium attack, Deflectable(med) |
j8.AB | 26 | 10 | 3 | 33 | 1~5(5) | - | -- | -- | -- | High | Heavy attack, Deflectable(heavy) |
j7/9.AB | 25 | 12 | 5 | 27 | 1~5(5) | - | -- | -- | -- | High | Heavy attack, Deflectable(heavy) |
j.C | 3, 3 | 5 | 5 | 30 | x | - | -- | -- | -- | High | Heavy attack |
ju.C | 3, 3 | 5 | 5 | 30 | x | - | -- | -- | -- | High | Heavy attack |
5BC | 16 | 20 | 2 | 45 | x | - | KD | KD | -19 | High | Medium attack Knockdown attack |
u.5BC | 6 | 31 | 9 | 44 | x | - | KD | KD | -19 | High | Medium attack Knockdown attack |
66A | 5 | 11 | 8 | 33 | 1~3(3) | - | -4 | +4 | -26 | Mid | Medium attack, Deflectable(heavy) |
66B | 12 | 22 | 1 | 66 | x | - | KD | KD | -39 | Mid | Knockdown attack |
66AB | 15 | 4 | 2 | 38 | 1~2(2) | - | KD | KD | -29 | Mid | Knockdown attack 1-13f throw invincible |
66C | 4 | 6 | 12 | 32 | 1~3(3) | - | KD | KD | -21 | Low | Knockdown attack 1-17f throw invincible |
u.5S | 4 | 5 | 1 | 18 | 1(1) | - | -3 | -3 | -8 | Mid | Weak attack |
u.2S | 4 | 6 | 1 | 20 | x | - | -4 | -4 | -9 | Mid | Weak attack |
ju.S | 4 | 9 | 8 | 25 | x | - | -- | -- | -- | High | Medium attack |
u.66S | 4 | 6 | 1 | 24 | 1~2(2) | - | KD | KD | -13 | Mid | Knockdown attack 1-14f throw invincible |
u.66C | 4 | 6 | 12 | 32 | 1~3(3) | - | KD | KD | -21 | Low | Knockdown attack 1-17f throw invincible |
2BC | 6 | 21 | 7 | 68 | x | - | -- | -- | -- | Mid | |
u.2BC | 8 | 7 | 24 | 35 | x | - | -- | -- | -- | Mid | |
8BC | 13 | 40 | 38 | 101 | x | - | -- | -- | -- | Mid | |
u.8BC | 8 | 25 | 18 | 79 | x | - | -- | -- | -- | Mid | |
Tsubame Gaeshi - j.1236A | 18 | 3 | 6 | x | x | - | KD | KD | -41 | High | Medium attack Knockdown attack 16f landing recovery |
Tsubame Gaeshi - j.1236B | 21 | 3 | 6 | x | x | - | KD | KD | -48 | High | Medium attack Knockdown attack 23f landing recovery |
Tsubame Gaeshi - j.1236AB | 2x6, 24 | 10 | 7 | x | x | - | ?? | ?? | -75 | High | Medium attack Knockdown attack 45f landing recovery |
'Hi'ken Sasameyuki - 214C | x | x | x | 17 | x | - | -- | -- | -- | Mid | |
Hiken Sasameyuki - 214A | 5x5 | 19 | 2 | 61 | x | - | -4 | -4 | -17 | Mid | Medium attack |
Hiken Sasameyuki - 214B | 6x8 | 18 | 2 | 76 | x | - | -5 | -5 | -17 | Mid | Medium attack |
Hiken Sasameyuki - 214AB | 7x11 | 22 | 2 | 102 | x | - | -12 | -12 | -25 | Mid | Medium attack 1-12f throw invincible |
Zanzou Fumikomi Giri - 236A | 16 | 15 | 2 | x | x | - | KD | KD | -27 | Mid | Knockdown attack |
Zanzou Fumikomi Giri - 236B | 5, 18 | 15 | 2 | x | x | - | KD | KD | -36 | Mid | Medium attack Knockdown attack |
Zanzou Fumikomi Giri - 236AB | 5, 5, 10 | 15 | 2 | x | x | - | KD | KD | -34 | Mid | Heavy attack Knockdown attack |
Tsubame Rokuren - 236CD | 30 | 19 | 29 | 69 | x | - | KD | KD | -59 | High | Medium attack 14-47f above ground 22f landing recovery |