Shizumaru
緋雨 閑丸, Hisame Shizumaru
Introduction
Shizumaru is a well-rounded, technical fighter who can play offense and defense equally well. His range is slightly shorter than most other characters but he makes up for it with big 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 (also called Kyourakuzan or KRZ, or TAP as a reference to the signature move from Boxer from the Street Fighter Series, the Turn-Around Punch). Holding down any slash (A, B, C) will charge the attack, with the strongest version taking a full 80 seconds to charge up. Experienced players will switch which button is held down regularly. Reading the situation correctly and changing your buttons on the fly is a big part of Shizu’s executional demand as a character.
The reward, however, is massive, and makes his damage potential some of the highest in the entire game come round 2. He may feel a little outmatched on the ground sometimes but slip up once, and Shizumaru might just take the round from a single mistake.
Strengths |
Weaknesses
|
- Strong tools for any situation
- Insanely high burst damage potential
- Great mobility and short hurtbox
|
- Below average range
- Predictable ground game
- Requires decent execution and/or situational awareness to play optimally.
|
Data
- Damage Taken: 105%
- Rage Factor: 0.26
- Rage Duration: 9 seconds
- Jump: 50 frames (Very Slow)
- Forward Walk Speed: 0.3 (Average)
- Back Walk Speed: 0.23 (Average)
- Dash Speed: Average
- Back Dash: 27 frames (Cancelable from frame 11)
- Weapon Pickup / Drop: 40 / 61 frames
Gameplan
Similar to the Strategy section of the 5sp wiki pages. List Shizumaru's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.
Neutral
Okizeme
Charging KRZ/TAP
General
When playing as Shizumaru, you need to get into the habit of holding down any Slash button (A, B or C) at all points during the match to charge KRZ. This move is your biggest joker and enables you to blow through anything the opponent does, doing a huge amount of unburstable 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 poses, your opponent might also hesitate a bit more, giving you more opportunities to hit them before they hit you.
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 a Slash button is held down at all times.
Because of the nature of holding down a button, you won't have access to certain moves in neutral game. Apart from the obvious normals and specials, these are:
- While holding A: No spotdodge or deflect.
- While holding B: No spotdodge, deflect or universal overhead. Notable: No antiair 623B.
- While holding C: No throw, universal overhead or SSM. Notable: No invincible 623C.
It helps to think of charging TAP 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 spotdodge, but you lack the access to a quick whiffpunish in 5C and cannot use throws or SSM. You also have no invincible attack while holding C. Holding A is the offensive stance - you can't do quick pokes and cannot deflect or spotdodge, but you can deal heavy damage with 5C and can throw. B is sort of a mixture of these two, but most noteably you cannot do your best grounded antiair attack (623B) so this leaves you only with low reward antiairs like j.A and such.
Switching charge
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'd up for a SSM.
Think of different situations where you want to juggle buttons around like this and incorporate these drills into your practice sessions!
Lv4 vs Lv5
Lv1, Lv2 and Lv3 KRZ are fairly useless, which is good because it lets us 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 (80s vs 20s, or 50 Samsho seconds vs ~13 Samsho seconds) while only adding a fraction of the damage, so Lv4 has a way better damage-to-chargetime ratio. Lv5 however is of course completely invincible, whereas Lv4's invincibility runs out before the active frames.
What this basically 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 especially makes Shizu's throw very potent, as KRZ can be easily comboed from it. However, reliably landing Lv4 every time after exactly 20s is unrealistic, and every second you "waste" after you get Lv4 makes you lose on DPS, which makes waiting for access to a horizontal shoryuken more attractive. In the end, 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 - 13 and 50. This is the amount of in-game time needed to charge to Lv4 resp. Lv5. ALWAYS keep track of the round timer to determine which level you are currently on. In the first round, assuming nothing stops the timer (like RE), you hit Lv4 as soon as the timer reaches 47 and Lv5 as soon as it reaches 10. If either of you die when the timer shows 24, that means 36 Samsho seconds have passed, so you'll have Lv5 in the second round when the timer hits 46. 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.
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
9
|
-
|
-
|
23
|
-2
|
-5
|
-
|
No
|
Yes
|
Yes
|
No
|
Fast poke with great range and very safe on block.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
11
|
-
|
-
|
35
|
-4
|
-12
|
-
|
No
|
Yes
|
Yes
|
No
|
Swats away at the opponent with his umbrella. Slightly slower but better reach and damage than far 5A, but more disadvantage on block.
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
270
|
Mid
|
19
|
-
|
-
|
65
|
-7
|
-16
|
-
|
No
|
Yes
|
Disarm
|
No
|
As one might expect from a student of Haohmaru, Shizu borrows heavily from Haohmaru's most iconic button. Covers decent range but much faster than Haoh's far 5C. Very good button for whiff punish.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
4
|
-
|
16
|
+1~+5
|
-5~-1
|
-
|
Yes
|
Yes
|
Yes
|
No
|
Fast hilt attack with long active frames.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20,60
|
Mid
|
9
|
-
|
-
|
32
|
-2
|
-12
|
-
|
Yes,Yes
|
Yes
|
Yes
|
No
|
A fast 2-hit umbrella attack which both hits are cancellable. The 1st hit has long hit-stun and almost no push back.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30,30,100
|
Low
|
18,19,20
|
-
|
-
|
50
|
-3
|
-28
|
-
|
Yes,Yes,No
|
Yes
|
No
|
No
|
This 3-hit heavy slash which hits low and the first two hits are cancellable. Depending on the range the first hit might whiff, so be aware of your spacing.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
4
|
-
|
-
|
16
|
±0
|
-5
|
-
|
No
|
Yes
|
Yes
|
No
|
A hilt attack, whichi is the fastest normal in the game, but it's not cancellable.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
9
|
-
|
-
|
49
|
-3
|
-12
|
-
|
Yes
|
Yes
|
Yes
|
No
|
His main combo tool, similar motion like far 5B but with his sword.
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
200
|
Mid
|
19
|
-
|
-
|
49
|
-3
|
-28
|
-
|
No
|
Yes
|
Disarm
|
No
|
Standard near 5C with slower startup.
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
-
|
22
|
-4
|
-7
|
-
|
Yes
|
No
|
No
|
Yes
|
Very fast kick which is cancellable.
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Low
|
9
|
8
|
-
|
35
|
-4~+3
|
-7~±0
|
-
|
Yes
|
No
|
No
|
Yes
|
Fast low kick that which is cancellable.
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
5
|
4
|
-
|
17
|
±0~+3
|
-3~±0
|
-
|
No
|
No
|
No
|
Yes
|
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
8
|
4
|
-
|
30
|
KD(+102)
|
-14~-11
|
-
|
Yes
|
No
|
No
|
Yes
|
Fast low kick which knocks down the opponent and it's cancellable.
|
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
Mid
|
7
|
-
|
-
|
22
|
±0
|
-19
|
-
|
No
|
Yes
|
Yes
|
No
|
Running hilt attack which is deflectable and not cancellable, also very punishable, his 66D is way better option than this.
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
10
|
-
|
-
|
33
|
-3
|
-35
|
-
|
Yes
|
Yes
|
Disarm
|
No
|
Another main combo tool, similar motion like near 5B, also cancellable but very minus on block.
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
140
|
Mid
|
12
|
3
|
-
|
50
|
KD(+97)
|
-16
|
-
|
No
|
Yes
|
Disarm
|
No
|
Standard 66C which knocks down the opponent.
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
7
|
9
|
-
|
29
|
KD(+102)
|
-13~-5
|
-
|
No
|
No
|
No
|
Yes
|
Low sliding kick with very long active frames and great upwards hit-box, very safe on block when space correctly.
|
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
5
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
Amazing aerial, can be used both as an air-to-air and as a jumpin. Can also cross up, which is especially useful because float gives you a lot of control over your jump-in angle.
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
High
|
11(12)
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
Jump heavy slash with very good downwards hit-box, startup is 11 frames for horizontal hit and 12 frames for downwards hit.
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
Yes
|
Jump kick with horizontal hit-box.
|
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
7
|
-
|
-
|
27
|
±0
|
-5
|
-
|
No
|
No
|
No
|
Only
|
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
6
|
-
|
-
|
24
|
+2
|
-3
|
-
|
No
|
No
|
No
|
Only
|
Fast chop attack which is safe on block.
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
5
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
Only
|
Jump back fist with small hit-box.
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
10
|
-
|
-
|
29
|
KD(+109)
|
-4
|
-
|
No
|
No
|
No
|
Only
|
Same motion like unarmed 2S but knocks down, startup is slow but safe on block.
|
|
Universal Mechanics
Guard Break
Guard Break (Throw) 5C+D / 6C+D 5C+D / 6C+D 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
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
60
|
High
|
20
|
-
|
-
|
46
|
+2
|
-14
|
-
|
No
|
No
|
No
|
No
|
Universal overhead. No longer knocks down the opponent since version 1.70.
|
Unarmed
|
60
|
High
|
20
|
-
|
-
|
44
|
KD(+78)
|
-12
|
-
|
No
|
No
|
No
|
Only
|
Universal unarmed overhead. Knocks down the opponent.
|
|
Dodge
Dodge 5A+B
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
52
|
KD
|
-24
|
-
|
-
|
-
|
-
|
Yes
|
|
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter 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
|
10
|
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
|
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 is over if the gauge runs out, WFT connects, Lighting Blade used, or round ended. Afterwards the rage gauge disappears for the rest of match. The rage explosion 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
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Shizumaru can jump off walls.
|
|
Special Moves
Mist Blast
Mist Blast 236S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
50
|
Mid
|
21
|
-
|
-
|
54
|
KD
|
-20
|
-
|
-
|
-
|
-
|
No
|
B
|
50
|
Mid
|
26
|
-
|
-
|
52
|
KD
|
-13
|
-
|
-
|
-
|
-
|
No
|
C
|
50
|
Mid
|
31
|
-
|
-
|
50
|
KD
|
-6
|
-
|
-
|
-
|
-
|
No
|
Throws his umbrella as a projectile. Light version has the quickest startup but the shortest range. It's unsafe on block unless spaced perfectly. Very hard to utilize compared to the other two versions.
Medium version has better range and much safer on block, will be in the unarmed state until the umbrella returns.
Heavy version has the slowest startup with the longest range. Recovers very quickly, most of the time you can anti-air on reaction, but keep in mind that you are in the unarmed state, which means DP is not available.
|
|
Cross Current Slicer
Cross Current Slicer 623S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
100 (10x4,60)
|
Mid
|
8
|
-
|
-
|
71
|
KD(+90)
|
-35
|
-
|
-
|
-
|
-
|
No
|
B
|
120 (10x5,70)
|
Mid
|
12
|
-
|
-
|
87
|
KD(+81)
|
-47
|
-
|
-
|
-
|
-
|
No
|
C
|
150 (10x6,90)
|
Mid
|
16
|
-
|
-
|
107
|
KD(+80)
|
-61
|
-
|
-
|
-
|
-
|
No
|
Rage
|
216 (12x10,96)
|
Mid
|
16
|
-
|
-
|
107
|
KD(+80)
|
-61
|
-
|
-
|
-
|
-
|
No
|
His DP type move and main combo tool. Light version is fast but has no invincibility.
Medium version has anti-air invincibility from frame 1~13, but it moves forward quite a bit, making it very situational anti-air.
Heavy / Rage version travels even further, and has full invincibility from frame 1~16, can be used as wake up reversal or recoil cancel tool, although the start up is slow. All versions are very unsafe on block and SSM punishable.
|
|
Freezing Rain Repeller
Freezing Rain Repeller 236D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
6
|
-
|
-
|
46
|
KD(+83)
|
-28
|
-
|
-
|
-
|
-
|
No
|
A projectile reflector which also deals a little damage at point blank range. Start up is very quick but recovery is slow and very punishable on block.
|
|
May Shower Slice
May Shower Slice 214S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
90 (10,80)
|
Mid
|
14
|
-
|
-
|
61
|
KD(+65)
|
-18
|
-
|
-
|
-
|
-
|
No
|
B
|
130 (10,120)
|
Mid
|
14
|
-
|
-
|
91
|
KD(+61)
|
-25
|
-
|
-
|
-
|
-
|
No
|
C
|
160 (10,150)
|
Mid
|
14
|
-
|
-
|
135
|
KD(+68)
|
-36
|
-
|
-
|
-
|
-
|
No
|
Spins his umbrella to attack. If the opponent get caught before the last hit, he would still take full damage.
It deals a lot of chip damage, however it doesn't hit airborne opponent except the last hit.
Therefore the opponent can just jump on wake up to avoid the chip damage, and jump attack to punish it on whiff.
|
|
Rains of Time
Rains of Time j.2D Pogo Attack Pogo Attack
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30 (20)
|
High
|
2
|
-
|
-
|
-
|
(Jumps again)
|
±0 (+4)
|
-
|
-
|
-
|
-
|
No
|
Shizumaru lands on the umbrella tip, if it hits the opponent, he will bounce up again and fall with the same motion, you can hold left or right to change direction.
The succeeding hits deals a less damage and it's more plus on blocked. It deals very little chip damage.
|
|
Dreadful Drizzle
Dreadful Drizzle 8S during jump falling / back dash
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
N/A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
Shizumaru opens up his umbrella, halts the momentum and slowly floats down to the ground. You can steer left and right while floating, but it has a noticeable amount of delay.
It can be canceled and lands normally at any point by inputting down direction, combines with his jump B to create deadly cross-up combos.
If you didn't attack, you can reopen the umbrella by inputting up slash again, for example repeating 28S while floating to deceive your opponent.
It can also be performed during back dash to create instant overhead combos.
|
|
Lightning Rain
Lightning Rain B+C during Dreadful Drizzle
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
180~220 (10x4,180)
|
High,Mid
|
4
|
-
|
-
|
-
|
KD
|
-24
|
-
|
-
|
-
|
-
|
No
|
A fast attack out of the float, also a good way to chip out the opponent, but very punishable on block.
Backdash cancel into float BC is an instant overhead, but it can be blocked low from distance outside of throw range, because the last hit is not an overhead.
It only deals a little damage to airborne opponents and cross up hit in most cases.
|
|
Crazy Downpour
Crazy Downpour S (Hold and Release) "Ikuzo! Amanagare Kyourakuzan!" "Ikuzo! Amanagare Kyourakuzan!"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
LV1 (1.6 seconds)
|
100
|
Mid
|
20
|
-
|
-
|
-
|
KD
|
-38
|
-
|
-
|
-
|
-
|
No
|
LV2 (3 seconds)
|
150
|
Mid
|
20
|
-
|
-
|
-
|
KD
|
-38
|
-
|
-
|
-
|
-
|
No
|
LV3 (6 seconds)
|
230
|
Mid
|
20
|
-
|
-
|
-
|
KD
|
-38
|
-
|
-
|
-
|
-
|
No
|
LV4 (20 seconds)
|
350
|
Mid
|
20
|
-
|
-
|
-
|
KD
|
-38
|
-
|
-
|
-
|
-
|
No
|
LV5 (80 seconds)
|
500 (60, 110x4)
|
Mid
|
20
|
-
|
-
|
-
|
KD
|
-38
|
-
|
-
|
-
|
-
|
No
|
Shizumaru's turn around punch type move. Holding any slash button for a period of time and then release it, and he will toss his umbrella to the air and charge with this sword.
It's an important technique to switch between slash buttons while keeping the charge level, since version 1.30 it's impossible to rage explosion / issen and keep the charge level.
The level carries to the next round, and you can release the button before the next round starts.
Level 1 travels half of the screen, level 2 covers 80% of the screen, level 3 runs full screen, level 4 has startup invincibility from frame 1~16, and level 5 has full invincibility all the way, making it very scary for anti-air.
All versions are unsafe on blocked and punishable by some SSM, but sometimes the opponent is late for punish and you can perform blade catch, since Shizumaru is unarmed until the umbrella returns.
|
|
Supers
Weapon Flipping Technique
Hurricane Shredder Slash 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50, 300
|
-
|
1+12~27
|
-
|
-
|
-
|
-
|
-38
|
-
|
-
|
-
|
No
|
No
|
Available only during Max Rage or Rage Explosion. Disarms on hit.
|
|
Super Special Move
Demon Memory: Heaven's Tears 641236C+D Slayer - Raining Blood Slayer - Raining Blood
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100, 600
|
-
|
10+20~38
|
-
|
-
|
-
|
-
|
-47~-29
|
-
|
-
|
-
|
No
|
No
|
Invincibility on frames 1~10. Available only once per match. One of the best SSMs in the game because it goes fullscreen and blasts through any projectile, including moves like Yashamaru's or Jubei's WFT.
|
|
Combos
List combos, use numpad notation.
Midscreen
- Throw, 66B > 623C/WFT
- Throw, 2C(2nd hit only) > KRZ
- The first hit of 2C will whiff here, so only the second and third hit will hit. You want to cancel on the 2nd hit of 2C, aka when the 2C hits the first time in this combo.
- j.B or j.C, 2B(1) > KRZ
- j.B or j.C, n.5B > 623C/WFT
- 2A > 623A/B
- 5D > 623A/B
- These are your punishers for minimally unsafe moves, like spaced slides and such. 5D is only 1f slower than 2A but has more range and does more damage.
- 66B > 623C/WFT
- Go-to punish for farther ranges
- backdash j.8S~2~j.L, land, 66B, 623C
- backdash j.8S~2~j.L, land, Issen
- The famous instant overhead setup which you have probably seen in a Twitter clip at some point. The easiest way to input this is by doing 4471L~L, because you don't actually have to hold up to activate float, you simply need to have hit up recently. The link into 66B is incredibly tight. The link into Issen is more forgiving, but against a knowledgeable player the activated Rage Explosion is a pretty big tell so they'll probably block high a lot more if you're close enough. You can somewhat mix up the overhead by doing a 2C for a low, but it's pretty slow and heavily unsafe on block so keep that in mind.
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