Samurai Shodown/Shizumaru Hisame

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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
SS Shizumaru 5A.png
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
SS Shizumaru 5B.png
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
SS Shizumaru 5C.png
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
SS Shizumaru 2A.png
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
SS Shizumaru 2B.png
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
SS Shizumaru 2C.png
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
SS Shizumaru n5A.png
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
SS Shizumaru n5B.png
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
SS Shizumaru n5C.png
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
SS Shizumaru 5D.png
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
SS Shizumaru 6D.png
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
SS Shizumaru 2D.png
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

Standard low kick.

3D
3D
SS Shizumaru 3D.png
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
SS Shizumaru 66A.png
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
SS Shizumaru 66B.png
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
SS Shizumaru 66C.png
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
SS Shizumaru 66D.png
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
SS Shizumaru jA.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 5 - - - - - - No No No No

Fast air to air attack.

j.B
j.B
SS Shizumaru jB.png
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
SS Shizumaru jC.png
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
SS Shizumaru jD.png
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
SS Shizumaru u5S.png
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

Fast chop attack.

u.2S
u.2S
SS Shizumaru u2S.png
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
SS Shizumaru juS.png
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
SS Shizumaru u66S.png
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)
SS Shizumaru 5CD.png
5C+D / 6C+D
5C+D / 6C+D
SS Shizumaru 4CD.png
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
SS Shizumaru 5BC.png
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
SS Shizumaru 5AB.png
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
SS Shizumaru gAB.png
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 / Blade Catch
Counter / Blade Catch
236A+B
SS Shizumaru 236AB.png
Counter
Counter
SS Shizumaru u236AB.png
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
SS Shizumaru 5ABC.png
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. It's basically same as max rage with more damage buff (Rage Explosion 140% vs Max Rage 120%), and allow access to Lighting Blade.
The less amount of health remaining, the more amount of rage explosion gauge when it activates. The rage gauge will be completely gone after rage explosion runs out / WFT connects / Lighting Blade.
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 attack recovery.
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
SS Shizumaru Issen.png
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
SS Shizumaru w9.png
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
SS Shizumaru 236S.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Light - - - - - - - - - No - No No

Quickest startup but shortest range. Unsafe on block unless spaced perfectly. Very hard to utilize this correctly compared to the other two version.

Medium - - - - - - - - - No - No No

Medium startup and range.

Heavy - - - - - - - - - No - No No

Slowest startup but longest range. Recovers very quickly, if an opponent tried to jump over it on reaction you can most of the time still antiair them. Keep in mind that you are in a disarmed state for a short while after you have thrown the umbrella, which means you won't have access to a DP to antiair with. However you can still use a heavily disjointed u.5S as an antiair.

Cross Current Slicer
Cross Current Slicer
623S
SS Shizumaru 623S.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Light - - - - - - - - - No - No No
Medium - - - - - - - - - No - No No

Has invincibilty against air-attacks, making this a useful antiair move.

Heavy - - - - - - - - - No - No No

Full startup invincibility, can use this as a reversal or to yolo after a blocked slash. Say goodbye to your lifebar if any of these are blocked though.

Rage - - - - - - - - - No - No No
Freezing Rain Repeller
Freezing Rain Repeller
236D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - No No

A projectile reflector which also deals a physical hit up close. Does little damage but comes out very quick. Can sometimes be cute with this during recoil cancel situations but you should mostly stick to its intended purpose as an anti-fireball tool.

May Shower Slice
May Shower Slice
214S
SS Shizumaru 214S.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Light - - - - - - - - - No - No No
Medium - - - - - - - - - No - No No
Heavy - - - - - - - - - No - No No
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
- - - - - - - - - - - No No
Dreadful Drizzle
Dreadful Drizzle
j.8S
SS Shizumaru j8S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - No No

Shizumaru opens up his umbrella, halts his momentum if done from a diagonal jump and slowly floats down to the ground. Can be cancelled at any point by hitting 1,2 or 3. After cancelling it this way, you can reopen the umbrella by doing 7S, 8S or 9S again. This can be repeated as often as you want/can. You can also steer left and right, but this has a noticeable amount of delay. A very good move to annoy the opponent and bait them into doing something stupid.

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
- - - - - - - - - - - No No

A very good attack out of float to whiffpunish with. Crazy unsafe on block so make sure this will hit. Does little damage on an aerial opponent.

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
Lvl1 - - - - - - - - - No - No No
Lvl2 - - - - - - - - - No - No No
Lvl3 - - - - - - - - - No - No No
Lvl4 - - - - - - - - - No - No No

First version which has startup invincibility, however it doesn't last until the active frames so this cannot be used against projectiles and might still get stuffed by the opponent's buttons. Takes 20 real seconds or ~13 Samsho seconds to charge.

Lvl5 - - - - - - - - - No - No No

Full startup invincibility and a whopping 500 damage, this is basically a slower Issen that you can use anytime, provided you got it locked and loaded. Very scary for the opponent and enables you to blow through a variety of attacks, including projectiles. Can also be used as an antiair. Takes 80 real seconds or 50 Samsho seconds to charge.

Supers

Weapon Flipping Technique

Hurricane Shredder Slash
236B+C
SS Shizumaru WFT.png
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
SS Shizumaru SSM.png
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
  • 2C > 214S
  • 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.

Corner

Videos

Colors

SS Shizumaru 1.png
SS Shizumaru 2.png
SS Shizumaru 3.png
SS Shizumaru 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