Introduction
"Basara the Executioner" (首切り 破沙羅, Kubikiri Basara) is the 3rd DLC character added to SamSho. In the transition to SS7, he kept most of his gimmicks tools making him a very tricky character to play against.
Strengths |
Weaknesses
|
- Great mobility both in air and ground
- Puff (236D) is a great oki tool that can lead to unblockables
- 214D can avoid SSMs on reaction
|
- Low health
- A lot of his normals have very high recovery
- "Kagaribi" voice line is just as bad as Yoshi's "Nadeshiko" in this game
|
Data
- Damage Taken: 105%
- Rage Factor: 0.28
- Rage Duration: 20 seconds
- Jump: 46 frames (Average)
- Forward Walk Speed: 0.28 (Below Average)
- Back Walk Speed: 0.2 (Slow)
- Dash Speed: 1.3 (Fast, Unique)
- Back Dash: 32 frames (Cancelable from frame 9)
- Weapon Pickup / Drop: 40 / 32 frames
Gameplan
Neutral
Basara's neutral is very committal, as none of his far range normals recoil, they're typically pretty negative on block, and have high pushback on both block and hit. Generally, 5B and 2B are fairly good from the midrange, as they're pretty good disjoints, though they're not very rewarding. 5C is good from a longer range, as it'll catch people trying to run in for a good chunk of damage. All of these, however, are vulnerable to jump-ins, and playing Basara is a lesson in not overcommitting.
Much like his grounded buttons, his specials are all slow, but effective, with his 623S series being the slowest DP in the game, with no startup invincibility. C DP is your best friend against zoning characters, as it allows you to punish fireballs from fullscreen and start your pressure. His 236S series, on the other hand, is amazing at anti-airing approaches, being a big lingering hitbox. A useful tool for neutral is backdash into his aerial 236S (although C is the only useful one), being another way to cover people running, while retreating at the same time. It is, however, highly unsafe on block. It counts as an overhead though!
When it comes to approaching, Basara has a high, annoying jump arc, with two different command normals. j.2S does a surprising chunk of damage, and on hit or block, allows you to alter your momentum to potentially avoid a DP in retaliation, though the fact that it doesn't knock down leaves you potentially punishable on hit. j.1/3S is functionally just an aerial version of his UOH, being relatively unsafe on block, but knocking down, and leaving Basara point blank. 66B is also a good tool for opening up your opponent, as it's an overhead that knocks down, with a cancel window. It's vulnerable to being poked out, though. You'll want to either cancel into grab (623D) or puddle (214D), with the former being a command grab that leaves Basara at the perfect range to set up puffball (236D) pressure, and the latter being a relatively safe way to retreat.
Of course, the part that makes Basara annoying when it comes to neutral is his feint series (421S), each input relating to a different action. While feinting, Basara is invisible, but also locked in place, and totally vulnerable. The A version mimics a forward jump, which is a godsend for baiting anti-airs, and if you bait out a full DP, you can get a 5C, or even an SSM, both of which are good damage. A+D version mimics slowly walking forwards for a few steps, which can be good for baiting out a poke, but will require conditioning, since you'll need to occasionally walk forwards yourself. B+D is a slightly annoying input to do, but it feints a dash forward, which is useful for faking an approach, and baiting out a poke, which can be retaliated through your own poke, or even a 5C. Those are the most useful ones, and while the others have uses, they're more niche, and varies based on your opponent.
Overall, Basara's neutral is committal, but allows him to bait and punish, while keeping his opponents away, while leaving them standing to prevent any roll approach, and his pressure can be overwhelming. His feint series is integral to playing him to his peak efficiency, and combined with his C DP's ability to teleport to follow the opponent anywhere, and puffballs ability to block off the air space for a good few seconds, Basara can take a life lead early on and sit on it, waiting for his opponents to make mistakes, usually with a devastating counterattack.
Okizeme
Basara's okizeme is among probably the best in the game, and it's all due to one move. 236D, also known as "Oreo" or "Puffball", depending on who you're talking to, is a slow projectile that travels through the air, rather mediocre against a grounded opponent, only giving a small amount of hitstun, blockstun, and damage. However, it's natural arc covers the airspace, all the way around, and curving around the opponents back to hit the ground near their feet at max range, which is vital to certain setups. Against an aerial opponent, however, the projectile will slowly track, and it knocks down on hit, creating a minor juggle state, though this is difficult to combo with outside of specific setups.
Generally, you'll always want to set up a puffball anytime you get a knockdown, outside of perhaps after a WFT (As you won't have enough time to throw out a puffball and still approach to pressure your opponent before they get their weapon back), as, even if you're too close to get the full benefit of the puffball, it can still act as a framekill without any downside. From a command grab, puffball will basically block your opponent from jumping. If the opponent tries to roll in to gain distance, you can go for a command grab, since their options at that point are to jump (which gets hit by the puffball), backdash (which limits their punish options), or dodge. And if they get hit, you can just set up another puffball. Outside of that, Basara has a quite good high/low mixup, between his UOH and backdash 236C for overheads (both of which knock down), and 2D, 3D, and 66D for lows, the latter two knock down. While negative, both options are relatively safe. 6D is also a possible overhead, but it's not an amazing option, as it's +0 on hit, but perfectly safe on block.
Other notes: j.2S can be useful for pressure, but not for okizeme itself, as the move is too slow, and will whiff if they don't wake up where you expect. Particularly useful against a cornered opponent without a good antiair right above their head, such as Haohmaru. 66B can be useful against a rising opponent, though it's effectiveness is somewhat limited if an opponent rises in place, as the grab will whiff and leave you vulnerable, meaning the only threat is the overhead, which is reactable if your opponent knows to look for it.
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
7
|
-
|
-
|
19
|
0
|
-3
|
5
|
Yes
|
-
|
No
|
-
|
Basara does a jabbing poke with his fingers jutting out. Can be used as quick button to interrupt slower actions from the opponent, though 2A is similar but faster. Despite having special cancel properties it does not combo into any specials.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20,20,60
|
Mid
|
12
|
-
|
-
|
51
|
-3
|
-13
|
10
|
No
|
-
|
Yes
|
-
|
Basara flings his shuriken straight out in front of him. This move hits a total of three times based on distance from the opponent, he gets more hits the closer he is. This is one of his primary mid ranged poking and spacing tools which can check people running at him or punish whiffed moves at mid screen. Also has slight potential as a far ranged anti-air since there's no hurtbox on the shuriken as it is going out.
5B will miss on the following characters if they are they are offensive crouching (2 or 3 input): Basara, Nakoruru, Tam Tam, Rimururu, Kazuki, Shizumaru
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
240
|
Mid
|
18
|
10
|
38
|
65
|
-8~+2
|
-22~-12
|
25
|
No
|
-
|
Disarm
|
-
|
Basara flings his shuriken along the ground and snatches it back up once it reaches about half screen. This is Basara's long range whiff punish tool due to its speed and reach. While it can function as a poke it is prey for deflect and counter moves due to its start-up and travel time, so caution is advised. The move is typically not going to be punished on block if it lands towards the end of the active frames.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
-
|
16
|
1
|
-2
|
5
|
Yes
|
-
|
-
|
-
|
Basara does a jabbing poke with his fingers jutting out. Very similar to 5A in purpose except two frames faster in startup. Use to interrupt or pressure opponent when up close. Like 5A, it has special cancel property but is unable to combo into any specials.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20,20,50
|
Low
|
15
|
-
|
-
|
58
|
-7
|
-17
|
10
|
No
|
-
|
No
|
-
|
Basara flings his shuriken straight out in front of him along the ground. This move hits a total of three times based on distance from the opponent, he gets more hits the closer he is. The primary differences between this and far 5B is that this move is much lower to the ground, has longer horizontal distance and must be blocked crouching. Although slower in startup than its standing counterpart, the low poke can be used to counter opponents who are walking back too much or putting out deflect looking for 5B.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
180
|
Mid
|
25
|
6
|
43
|
73
|
-10~-8
|
-20
|
25
|
No
|
-
|
Disarm
|
-
|
Basara flings his shuriken into the air. The hitbox is present as the shuriken is rising but not as it is being pulled back. This move can counter opponents who are in the air but to use as a direct anti-air it needs to be used preemptively rather than as a reaction due to its slow start-up time. The long recovery of the move makes Basara especially vulnerable to counter attack if it whiffs. If used as a raw poke, its slow start-up time makes it prey to deflects and counter specials.
|
|
Near Slashes
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80
|
Mid
|
10
|
-
|
-
|
34
|
-2
|
-12
|
10
|
Yes
|
-
|
Yes
|
-
|
Basara holds his shuriken while whipping his hand up to hit his opponent with the chain. This move can be used to punish moves up close. Despite having special cancel property it doesn't combo directly into any special moves, unless it's the resident big boi, Earthquake.
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
200
|
Mid
|
19
|
-
|
-
|
48
|
-2
|
-28
|
25
|
No
|
-
|
Disarm
|
-
|
Basara slashes the opponent with shuriken in hand. Can be used for a stronger punish on larger recovery moves and is typically the button you will combo into after a throw.
|
|
n.2B
n.2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
12
|
-
|
-
|
35
|
-7
|
-17
|
10
|
Yes
|
-
|
Yes
|
-
|
Basically the same as its standing counterpart except two frames slower and does more damage.
|
|
n.2C
n.2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
80,120
|
Mid
|
15
|
-
|
-
|
79
|
-11~-5
|
-29 [-16~-14]
|
25
|
No
|
-
|
Disarm
|
-
|
Basara flings his shuriken up and then drags it back down. This move does two hits, one when it is thrown out and another as the shuriken is returning back to him. The two hits will combo on hit and are true block string on block. However, there are some ranges, especially on smaller characters, where the second hit will whiff on opponent leaving Basara open to being counter attacked. Can be used as close range punish due to it's fairly fast startup for a C button.
Block advantage in brackets is if it is blocked on the way back.
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
9
|
-
|
-
|
32
|
-3
|
-6
|
5
|
No
|
-
|
No
|
-
|
Basara does a handstand with one arm and kicks straight up into the air. One of Basara's main anti-air tools, it's quick and can be done on reaction. Doesn't hit characters who are crouching with the exception of Genjuro and Earthquake.
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
26
|
-
|
-
|
46
|
0
|
-2
|
5
|
No
|
-
|
No
|
-
|
Basara leaps into an axe kick. This move is one of Basara's overheads. It can be used to go over moves low to the ground. While it is an overhead, the slow startup time makes it difficult to use in a mixup situation. It no longer knocks down since version 1.70, -2 on block make it good for a tick throw if not for the long startup.
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
6
|
-
|
-
|
19
|
-1
|
-4
|
5
|
No
|
-
|
No
|
-
|
A standard low kick. One of Basara's faster moves, use to interrupt slower moves or to check opponent walking back during pressure.
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
12
|
-
|
-
|
40
|
KD[+96]
|
-12
|
5
|
No
|
-
|
No
|
-
|
A standard roundhouse sweep. Low hitting poke that knocks down on hit.
|
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
5
|
5
|
18
|
27
|
-2~+3
|
-9~-4
|
5
|
No
|
-
|
No
|
-
|
Basara does a full body elbow thrust. A fast running poke that can interrupt and even clip people trying to jump away. If the move is spaced out then it cannot be punished, and Basara is given the opportunity of baiting with deflect.
66A will miss on the following characters if they are holding down or down-forward (2 or 3 input): Basara, Nakoruru, Tam Tam, Rimururu, Kazuki, Shizumaru
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
24
|
-
|
-
|
43
|
KD
|
-35
|
10
|
Yes
|
-
|
Disarm
|
-
|
Basara lifts his shuriken in the air and then slams it down. This move hits overhead. The interesting part of this move is that it can be special canceled as he is holding up the shuriken. This allows Basara to bait with the overhead animation and then immediately switch into command throw or 214D to retreat from the opponent for example.
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Mid
|
12
|
-
|
-
|
53
|
KD
|
-19
|
20
|
No
|
-
|
Disarm
|
-
|
Basara hops then does a large slash while holding shuriken. Running whiff punish for a decent amount of damage.
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
12
|
-
|
-
|
39
|
KD[+97]
|
-11
|
5
|
No
|
-
|
No
|
-
|
Basically the same move as 3D with the forward momentum from running.
|
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
7
|
-
|
-
|
-
|
-
|
-
|
5
|
-
|
-
|
-
|
-
|
Basara's crossup. Has light hitstun/blockstun which enables tic throws.
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
13
|
-
|
-
|
-
|
-
|
-
|
10
|
-
|
-
|
-
|
-
|
Basara's air to air attack as well as a far ranged jump-in attack for when you want to bait anti-airs.
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
High
|
14
|
-
|
-
|
-
|
-
|
-
|
20
|
-
|
-
|
-
|
-
|
A large downward slash that functions as Basara's standard deep jump-in attack. Now has an extended horizantal hitbox, can cross up (ver.2.10).
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
11
|
-
|
-
|
-
|
-
|
-
|
5
|
-
|
-
|
-
|
-
|
Fairly standard jumping kick attack, nothing particularly special about it.
|
|
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
|
-
|
-
|
19
|
0
|
-3
|
5
|
No
|
-
|
No
|
Yes
|
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
-
|
16
|
1
|
-2
|
5
|
No
|
-
|
No
|
Yes
|
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
5
|
-
|
-
|
-
|
Yes
|
Jumping chop attack that doesn't have much range.
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
5
|
-
|
-
|
27
|
KD
|
-9~-4
|
5
|
No
|
-
|
No
|
Yes
|
|
|
Universal Mechanics
Guard Break
Guard Break (Throw) 5/6C+D / 4C+D Neutral / Forward Throw Neutral / Forward Throw Back Throw Back Throw
|
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
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
Back
|
0
|
Throw
|
5
|
-
|
69
|
74
|
+25
|
N/A
|
-
|
No
|
No
|
No
|
Yes
|
Universal throw. Can be followed up with an attack.
|
|
Surprise Attack
Surprise Attack (Overhead) 5B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
High
|
21
|
-
|
-
|
44
|
KD
|
-11
|
10
|
-
|
-
|
-
|
Yes
|
Basara does a front flip kick as his universal overhead. Moves Basara forward and can go over fireballs that are low to the ground as well as lows. Knocks down on hit and it's the same while unarmed.
|
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
N/A
|
1
|
16
|
22
|
38
|
N/A
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
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
|
-
|
No
|
-
|
-
|
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
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
No
|
Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.
|
Disarmed
|
0
|
N/A
|
2
|
12
|
9
|
22
|
KD
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
Yes
|
Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.
|
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
Unblockable pushback attack.
|
|
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
|
No
|
No
|
No
|
Has projectile invulnerability and anti-airs. Damage scales up based on remaining health.
|
|
Command Moves
Wall Jump
Wall Jump (near wall) j.9
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Standard wall jump for added mobility.
|
|
Special Moves
Ground Slash
Ground Slash 236S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
110
|
Mid
|
35~50 [12]
|
-
|
-
|
77
|
KD
|
-12~-10
|
5
|
-
|
-
|
-
|
No
|
Basara twirls his shuriken in a circular pattern. The hitbox is active throughout most of the animation but disappears right as he's retrieving the shuriken. It hits opponents in the air much sooner than it would hit them on the ground (the sole exception is Earthquake, who is tall enough to get hit on the ground early). Once the attacks makes contact with the opponent or a projectile, Basara immediately ends the attack and retrieves his shuriken no matter where he was in the attack animation. In the case of a projectile clash, the projectile will be nullified unless it is a special projectile (Rimu WFT, Shizu SSM).
Its range will extend one character length away Basara before returning. Due to the range it takes up in the air as well as the speed, this move makes for an excellent anti-air.
To differentiate it from normal attacks, the shuriken gains a purple and orange glow during the attack.
Startup in brackets is against airborne opponents.
|
B
|
110
|
Mid
|
40~55 [14]
|
-
|
-
|
89
|
KD
|
-21~-17
|
5
|
-
|
-
|
-
|
No
|
This version goes about 3/4s of the screen before returning. All other aspects the same as the light version.
Startup in brackets is against airborne opponents.
|
C
|
110
|
Mid
|
44~59 [16]
|
-
|
-
|
100
|
KD
|
-23~-18
|
5
|
-
|
-
|
-
|
No
|
This version goes almost full screen. All other aspects the same as the light version.
Startup in brackets is against airborne opponents.
|
|
Aerial Jab
Aerial Jab j.236S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
30
|
High
|
8
|
-
|
-
|
22
|
KD
|
~-40
|
5
|
-
|
-
|
-
|
No
|
Basara tosses out his shuriken at an angle slightly in front of and below him. The move has falling and landing recovery which makes the move very punishable on block or whiff, can even be punished by SSM by an aware opponent. Opponent must block standing.
Once the attacks makes contact with the opponent or a projectile, Basara immediately ends the attack and retrieves his shuriken no matter where he was in the attack animation. In the case of a projectile clash, the projectile will be nullified unless it is a special projectile (Rimu WFT, Shizu SSM).
Can be used to bait out anti-airs due to the timing change to his jump. Also can whiff punish any moves that come out while Basara is jumping.
To differentiate it from normal attacks, the shuriken gains a purple and orange glow during the attack.
Can be done from backdash but due to the angle it comes out at, it isn't likely to hit opponent from that height.
|
B
|
130
|
High
|
8
|
-
|
-
|
21
|
KD
|
~41
|
5
|
-
|
-
|
-
|
No
|
Similar to the A version except the move hits at a 45 degree angle downward instead.
|
C
|
130
|
High
|
8
|
-
|
-
|
21
|
KD
|
~41
|
5
|
-
|
-
|
-
|
No
|
Similar to the above versions except it goes straight out in a horizontal line. This version is the most useful for the backdash version due to its range and attack angle. Very punishable on block like the other versions even when done from backdash. This attack can also function as an air to air for further out opponents.
|
|
Shadow Exit
Shadow Exit 623S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
20,120
|
Mid
|
27
|
-
|
-
|
82
|
KD[+87]
|
-37
|
22
|
-
|
-
|
-
|
No
|
Stays in place. Has throw invincibility on startup.
|
B
|
20,120
|
Mid
|
27
|
-
|
-
|
89
|
KD[+79]
|
-44
|
22
|
-
|
-
|
-
|
No
|
Moves Basara forward a bit. Goes behind the opponent if done from too close. Sometimes it can crossup this way but it seems rather buggy/unreliable. Has throw invincibility on startup.
|
C
|
20,120
|
Mid
|
27
|
-
|
-
|
93
|
KD[+76]
|
-48
|
22
|
-
|
-
|
-
|
No
|
Always tracks where the opponent is. Amazing move to whiffpunish just about anything. Always be ready to trigger this. Has throw invincibility on startup.
|
Rage
|
190 total
|
Mid
|
27
|
-
|
-
|
93
|
KD[+99]
|
-44
|
25
|
-
|
-
|
-
|
No
|
Raged version of C DP adds some damage and gives a better knockdown, other than that it's the same as C DP.
|
|
Soul of The Beast
Soul of The Beast 236D OREO OREO
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
25
|
Mid
|
35~122
|
-
|
-
|
54
|
+13~
|
0~
|
5
|
-
|
-
|
-
|
No
|
Great move to use after a knockdown, goes up and behind the opponent and then starts to track a bit. Enables combos that are otherwise impossible and forces the opponent to respect you. Try to get this out as often as possible.
|
|
Shadow Sucker
Shadow Sucker 214D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Basara sinks into his shadow and is able to move left or right afterwards, and he will reemerge after a set period of time. Capable of crossing up opponent. It is throw invincible on startup.
This move can be good for avoiding attacks or possibly mixing opponents up on knockdown. Basara has some slight recovery frames after coming back up from the shadow.
|
|
Flaying Feet
Flaying Feet j.2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
120
|
High
|
3
|
-
|
-
|
-
|
-
|
-
|
5
|
-
|
-
|
-
|
Yes
|
Basara stomps on his opponent while in the air. If the attack lands on the opponent, hit or block, he will automatically bounce back up again. He has all of his air actions available again after he bounces back up. He cannot steer himself while bouncing. Can be done while unarmed.
|
|
Friendly Rip
Friendly Rip 623D KAGARIBI! KAGARIBI!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Throw
|
6
|
-
|
-
|
54
|
KD
|
-
|
-
|
-
|
-
|
-
|
No
|
Like every command grab in this game, this has less whiff recovery than normals grabs so it's a bit safer to attempt this. Knockdown is perfect for certain puffball setups. A valuable tool, even in punishment situations.
|
|
Shadow Feint
Shadow Feint 421S or 421S+D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
-
|
-
|
-
|
-
|
-
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Basara becomes invisible and then sends out a fake to mimic an action. This attack is used to bait opponent into flinching at movement that isn't really there. There are two ways to tell that the movement is fake; the camera only moves if the real Basara is moving and the fake Basara will not have any bloodstains that the real one has. While the fake Basara is committing the fake action, the real Basara is invisible and in a recovery state where he can be hit.
A version mimics forward jump.
|
B
|
-
|
-
|
-
|
-
|
-
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
B version mimics neutral jump.
|
C
|
-
|
-
|
-
|
-
|
-
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
C version mimics back jump.
|
A+D
|
-
|
-
|
-
|
-
|
-
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A+D version mimics walking forward.
|
B+D
|
-
|
-
|
-
|
-
|
-
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
B+D version mimics dashing forward
|
C+D
|
-
|
-
|
-
|
-
|
-
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
C+D version mimics Shadow Sucker special and moves straight forward.
|
|
Skull Cleaver
Skull Cleaver j.1D or j.3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
60
|
High
|
11
|
-
|
-
|
-
|
KD
|
-
|
5
|
-
|
-
|
-
|
-
|
Basara does a falling flip kick that knocks opponents down on hit. Can cross up.
|
|
Supers
Weapon Flipping Technique
Shadow Dance Dream Pull 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
384(448)
|
Mid
|
1+23~39
|
16
|
-
|
62
|
KD
|
-62
|
-
|
No
|
No
|
No
|
No
|
Basara disappears and reappears a moment later to dash straight at the opponent. Upon hitting the opponent, he goes into an animation to finish the attack. This WFT actually has invincibility after the 1st frame, allowing this WFT to be used to punish projectiles or other long recovery moves.
Complete invincibility from frames 2-19.
|
|
Super Special Move
Shadow Dance Deep Abyss 641236C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Guard Dmg
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
650[100,0,540]
|
Mid
|
10+19
|
-
|
-
|
115
|
KD
|
-54
|
-
|
No
|
No
|
No
|
No
|
Basic SSM, has stationary activation and decent horizontal range. Surprisingly large range for an SSM, allowing punishes from moves that normally wouldn't be punishable.
|
|
Combos
List combos, use numpad notation.
(No real combos other than follow ups. Potential setups with his 236D)
Midscreen
- 5CD
Forward throw...
- 5C
Max damage follow up no knock down.
- 66C
Less damage but grants a knock down.
- 4CD
Back throw...
- 5C
Precise micro walk back to get the far one for max damage.
- 2C
Easy follow up that puts opponent at mid range.
- 66C
Less damage but grants a knock down.
Corner
Grab combo mostly the same.
- 5CD / 4CD
Throw into the corner...
- n5C
Can't really get the far one.
Universal
- jump C (Deep hit)...
- 5C / n5C
Universal combo after jump C deep hit.
- Lighting Blade
Issen combo.
Guard Crush
- n5C / 5C...
After recovery...
- n5C / 5C
Easy follow up that's damaging enough.
- SSM
Only after near 5C, SSM follow up. (Be careful with opponent bursting to avoid it)
- n.5C / 5C...
Cancel recovery...
- Lighting Blade
Universal Issen combo.
Videos
Colors
External Links