Samurai Shodown/Shiro Tokisada Amakusa

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Shiro Tokisada Amakusa
天草四郎時貞

Introduction

Short Amakusa intro, can be serious or a meme one, up to the editor. If you go for the latter, limit the jokes to this section only.

Strengths Weaknesses
  • Long range normals w/ good damage
  • No hurtboxes on far heavy normals
  • Strong zoning game
  • Long range high/low mixup
  • Damaging heavy punishes upclose
  • Slow normals
  • Weak antiairs
  • No recoil on almost all far normals
  • Far normals with deadzones upclose
  • Floaty jump

Data

  • Damage Taken: 105%
  • Rage Factor: 0.32
  • Rage Duration: 8 seconds
  • Jump: 61 frames (Extremely Slow)
  • Forward Walk Speed: 0.3 (Average)
  • Back Walk Speed: 0.23 (Average)
  • Dash Speed: 1.0 (Very Slow)
  • Back Dash: 27 frames
  • Weapon Pickup / Drop: 40 / 57 frames


Gameplan

Similar to the Strategy section of the 5sp wiki pages. List Amakusa's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
SS7 Amakusa 5A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 9 - - 25 -4 -7 5 No Yes Yes -
5B
5B
SS7 Amakusa 5B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 19~24 - - 50 -11~-6 -16~-11 10 No Yes Yes -

Extrememely long ranged button that can also hit high enough to antiair people from afar, and also hits on the way back.

It is also notable for having a huge extended hurtbox which makes it a huge risk to whiff this attack, specially against characters with fireballs or long ranged attacks without extended hurtboxes (eg: basara's far 5C)

5C
5C
SS7 Amakusa 5C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
240 Mid 25 - - 70 -6~-4 -16 25 No Yes Disarm -

His hardest hitting long range normal. No extended hurtbox and a very important button since Amakusa lacks a cancellable running normal to punish, yet its startup is just slow enough that he might not be able to punish certain moves on situations where other characters would be able to. Seems to be active enough to land it meaty without much trouble so you wont risk falling for a deflect on wakeup.

This also the only normal to give him safe recoil cancel options.

2A
2A
SS7 Amakusa 2A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Low 8~9 - - 29 -9~-8 -12~-11 5 No Yes No -
2B
2B
SS7 Amakusa 2B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 15~17 - - 43 -8~-6 -13~-11 10 No Yes Yes -

Another great attack for long pokes next to Far 5B. While it has a hurtbox just as big as Far 5B, its much harder to hit and also comes out faster which makes him his main B attack for punishes, however all this comes with the risk of being a crouching normal so if they get a good read and jump on you its going to hurt, so its best to not spam it mindlessly and use in conjuction with far 5B if you think they might try to jump.

2C
2C
S7S Amakusa 2C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Low 20~25 - - 59 KD(+86~+84) -16~-11 25 No No No -

Just like Far 5C it has no extended hurtboxes, but this one is a crouch normal, hits low and causes a knockdown. Good punish button for when far 5C is too slow for the job.

Near Slashes

n.5A
n.5A
SS7 Amakusa n5A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 19 -2 -5 5 Yes No No -
n.5B
n.5B
SS7 Amakusa n5B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 8 - - 29 -2~-1 -13 10 Yes Yes Yes -
n.5C
n.5C
SS7 Amakusa n5C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 Mid 15 - - 44 -2 -28 25 No Yes Disarm -

While its not his best antiair by far (slow and doesnt reach really high) it is the most damaging, which can deter opponents from jumping from too close. Best used against characters with jump attacks that dont cover alot of area below them.

n.2A
n.2A
SS7 Amakusa n2A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 18 -2~-1 -4 5 Yes No No -
n.2B
n.2B
SS7 Amakusa n2B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 7 - - 28 -1 -13 10 Yes Yes Yes -
n.2C
n.2C
SS7 Amakusa n2C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Mid 19 - - 51 -5 -28 25 Yes Yes Disarm -

quite slow but its a cancellable C button, which leads to extremely damaging punishes if you can land it.

Kicks

5D
5D
SS7 Amakusa 5D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 12 - - 29 -5 -8 5 No - - Yes

Great for crossing under opponents who are jumping at you, much faster than doing it by running and a decent button to check people running at you while you are backing away. Despite how it looks, Amakusa is not airborne during the attack.

6D
6D
SS7 Amakusa 6D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Low 7 - - 23 -4 -7 5 No - - Yes

good ranged low that creates alot of space between both players. For some reason it still pushes Amakusa away a little when using it near a knocked down opponent.

2D
2D
SS7 Amakusa 2D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 4 - - 17 0 -3 5 No - - Yes
3D
3D
SS7 Amakusa 3D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 12~19 - - 52 KD(+84) -18~-11 5 No - - Yes

Dash Normals

66A
66A
SS7 Amakusa 66A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 - - 28 -1 -8 5 No No No -

Very fast and hits extremely high in the air.

66B
66B
SS7 Amakusa 66B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 High 15 - - 45 KD(+71) -14 10 No No Disarm -

Running overhead that causes a knockdown, and spikes airborne opponents.

66C
66C
SS7 Amakusa 66C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 Mid 20 - - 57 KD(+90) -19 20 No No Disarm -

Really short range, but it can crossup if you do it right next to the opponent.

66D
66D
SS7 Amakusa 66D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 10~20 - - 41 -9~+1 -13~-3 5 No - - Yes

Air Normals

j.A
j8.A
SS7 Amakusa J8A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 10 - - - - - 5 - - - -
j.A
j7/9.A
SS7 Amakusa j79A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 8 - - - - - 5 - - - -

great button for when the opponent tries to jump on you from very close

j.B
j.B
SS7 Amakusa jB.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 11 - - - - - 10 - - - -

If you ever decide to jump in on the opponent from very close, this the the normal to use since j.C will never hit people right next to you.

j.C
j.C
SS7 Amakusa jC.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 High 15~18 - - - - - 20 - - - -

Huge range and good damage makes it a great button for catching people trying to close the distance from far away wethever it is by ground or air, however it wont hit the opponent when very close.

j.D
j.D
SS7 Amakusa jD.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 8 - - - - - 5 - - - -

Unarmed Normals

u.5S
u.5S
SS7 Amakusa u5S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50[25,25] Mid 6 - - 34 +2 -3 5[3,2] No - - Only
u.2S
u.2S
SS7 Amakusa u2S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50[25,25] Mid 6 - - 34 0 -6 5[3,2] No - - Only
ju.S
ju.S
SS7 Amakusa ujS.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 5 - - - - - 5 - - - Only
u.66S
u.66S
SS7 Amakusa u66S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 5 - - - KD(+104) -8 5 No - - Only

Universal Mechanics

Guard Break
Guard Break (Throw)
5/6C+D / 4C+D
SS7 Amakusa 5CD.jpg
Neutral / Forward Throw
Neutral / Forward Throw
SS7 Amakusa 4CD.jpg
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 N/A No No No Yes

Universal throw. Can be followed up with an attack.

Back 0 Throw 5 - 69 74 +25 N/A N/A No No No Yes

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS7 Amakusa 5BC.jpg
Armed
Armed
SS7 Amakusa u5BC.jpg
Unarmed
Unarmed
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 70 High 21 - - 45 +1 -12 10 - - - No

Universal overhead.

Unarmed 70 High 21 - - 40 KD(+104) -7 10 - - - Only

Universal overhead.

Dodge
Dodge
5A+B
SS7 Amakusa 5AB.jpg
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 Yes

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

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

Stance Break
Stance Break
A+B during Just Defense
SS7 Amakusa gAB.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - No - - Yes

Universal Stance Break. Very short range

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS7 Amakusa Deflect.jpg
Counter
Counter
SS7 Amakusa bladecatch1.jpg
SS7 Amakusa bladecatch2.jpg
Blade Catch
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 46 +35~+59 N/A 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 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
SS7 Amakusa RE.jpg
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
SS7 Amakusa Issen.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 - - - KD -44 - No No No No

Has full invincibility and can anti-air. Damage scales up based on remaining health.

Command Moves

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

Special Moves

Holy Spirit Slicer
Holy Spirit Slicer
236S
SS7 Amakusa 236S.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 60 Mid 15 - - 62 KD(+84) -19 5 - - - No
B 60 Mid 18 - - 62 KD(+87) -16 5 - - - No
C 60 Mid 26 - - 62 KD(+95) -8 5 - - - No
Rage 102[119](12[14]*6, 30[35]) Mid 27 - - 62 KD(+120) -18 8 Yes* - - No

Can link to WFT and Issen. Bracketed is Rage Explosion.

Phoenix Flash
Phoenix Flash
214S
SS7 Amakusa 214A.jpg
SS7 Amakusa 214B.jpg
SS7 Amakusa 214C.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 110[10,100] High 24 - - 56 KD(+91) -14 5 - - - No
B 110[10,100] High 24 - - 56 KD(+91) -14 5 - - - No
C 130[30,100] Low 17 - - 56 KD(+91) -21 5 - - - No
Evil Hornet Gouger
Evil Hornet Gouger
236D/214D
SS7 Amakusa 236D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - 58 - - - - - - Yes

Only upper body invulnerable during the dashing part.

Judgement Blow
Judgement Blow
623D
SS7 Amakusa 623D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
170[10,5*20,60] Mid 10 - - 70 KD(+93) -15 8[2*4] - - - Yes
Dark Destroyer
Dark Destroyer
623S
SS7 Amakusa 623S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 - 24 - - - KD - - - - - No

Different slashes determine the position. Light goes straight up, medium goes a quarter of the screen, heavy goes half screen. Can attack by pressing slash or cancel by pressing kick. Pressing nothing it will go for attack to where the opponent is.

The hitbox is smaller that it looks and can be hit out of the air if you react fast enough.

Judgement Blow (Attack)
Judgement Blow (Attack)
During 623S, S
SS7 Amakusa S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 9 - 39(landing) - KD(+85) -17 10 - - - No

Different slashes determine the distance traveled. Light goes diagonally down a quarter of the screen, medium goes diagonally down half of the screen, heavy goes to where the opponent is. You can also crossup with it.

This move also deals a decent amount of chip damage, making it ideal for closing the round if the opponent is within chip kill range.

Judgement Blow (Descent)
Judgement Blow (Descent)
During 623S, D
SS7 Amakusa D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - 14(landing) 40 - - - - - - -

Falling straight down without attacking.

Supers

Weapon Flipping Technique

Repent for your sins! But Ask Me Not For Forgiveness
236B+C
SS7 Amakusa WFT1.jpg
SS7 Amakusa WFT2.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
350(420,470) Mid 1+15 - - 70 KD(+41) -24 - - - - -

Available only during Max Rage or Rage Explosion. Disarms on hit. Not half bad at antiairing opponents trying to jump away, and has no extended hurtbox.

Super Special Move

Atonement for your sins! But Ask Me Not For Forgiveness
641236C+D
SS7 Amakusa SSM1.jpg
SS7 Amakusa SSM2.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
650 Low 10+18 - - 103 KD(+88) -43 - - - - -

Available only once per match.

Combos

List combos, use numpad notation.

Midscreen

  • (n.5A / n.2A) xx 623D
    Quick close range combo.
  • (n.5B / n.2B) xx 236S / 214C / 623D / WFT
    Has to be very close or 623D will whiff.
  • n.2C xx 236S / 214C / 623D / WFT
    Close range combo.
  • 5CD...
    • (n.5B / n.2B) xx 236S / 214C / WFT
      Microwalk in order to get the close version.
    • 2C
      Easy follow up for knock down.
  • 4CD...
    • (n.5B / n.2B) xx 236S / 214C / 623D / WFT
      Has to walk quite a bit for 623D to connect..
    • 2C
      Easy follow up for knock down.

Corner

  • (5CD/4CD)...
    • n.2C xx 236S / 214C / 623D / WFT
      Corner throw combo for the most damage.

Guard Crush

  • n.5C...
    After recovery...
    • SSM
      SSM follow up. (Be careful with opponent bursting to avoid it)
    • (n.5B / n.2B) xx 236S / 214C / 623D / WFT
      Has to be very close or 623D will whiff.
  • 5C...
    After recovery...
    • 2C
      Basic follow up.
  • n.5C / 5C...
    Cancel recovery...
    • Lighting Blade
      Universal Issen combo.

Videos

Link to Amakusa videos and specify year it was produced or patch version in brackets.

Example: Amakusa combo video by "name of content creator" (2019).

Colors

SS Amakusa 1.png
SS Amakusa 2.png
SS Amakusa 3.png
SS Amakusa 4.png


External Links

Link to docs hosted in other sites.


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