Samurai Shodown/Wu-Ruixiang

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Wu-Ruixiang
呉瑞香, Wú-Ruìxiāng

Introduction

Wu-Ruixiang’s most defining feature is without a doubt her ground traps, which makes her a character for lab monsters who like to find crazy setups and stylish juggles. Though she can also be played as a more traditional zoner, of which she has arguably the best projectile game out of the entire cast, with high, medium and low fireballs that become active very early in their animation. Her shield counter can also reflect projectiles, in addition to being a strong anti-aggression tool. Ruixiang’s WFT is fast and covers a huge area, making it risky for the opponent to challenge her zoning.

However, these traits come at the cost of surprisingly stubby and quite laggy normals. Her defense isn’t spotless either as she somewhat struggles with anti-airing and her damage is way below average without setups. Combined with slow movement and floaty jump, she has a hard time positioning herself properly. So it's crucial for Ruixiang to keep the opponent far away, or else she crumbles very easily.


Playstyle
SS Wu Icon.png Wu-Ruixiang is a trap-based zoner who lays mines on the ground to create opportunities for herself.
Strengths Weaknesses
  • Oppressive traps: Wu's 623S ground trap makes her neutral risky to maneuver around. Missteps into traps can be juggled off of on hit for huge damage (including SSM from close enough distance). Blocked traps can lead to unblockable setups, 50/50 mixups, and solid guard crush pressure.
  • Strong zoning: Wu's projectiles cover a lot of air space and knockdown on hit, allowing her to set up more traps.
  • Great WFT: Wu has one of the best anti-air WFTs in the game. She can also cancel into her WFT and juggle it off of trap easily.
  • Guard points: The guard points on her forward run, 66A and n.2B allow Wu unique opportunities to reverse pressure.
  • Good anti-airs: Using 2B, n.2B, 22A, and her counter, Wu can keep antsy opponents out of the air and gets good oki for doing so.
  • Bad pokes: Wu's grounded pokes have poor range, slow startup, and high recovery, making it hard to compete with other characters on the ground if she can't get her zoning game going.
  • Poor air game: Wu's jump is floaty and her short air normals make it hard for her to air-to-air or control space when off the ground.
  • Poor SSM: Wu's SSM has slow startup and short range, making SSM punishes harder for her than other characters.
  • High recovery: Wu's projectile and trap placement both have very high recovery and she can take a lot of damage off a bad read while zoning.
  • Terrible when Disarmed: She literally loses all of her specials when disarmed, which is an integral part of her whole zoning toolkit.

Data

  • Damage Taken: 105%
  • Rage Factor: 0.20
  • Rage Duration: 16 seconds
  • Jump: 50 frames (Very Slow)
  • Forward Walk Speed: 0.3 (Average)
  • Back Walk Speed: 0.23 (Average)
  • Dash Speed: 1.0 (Very Slow)
  • Back Dash: 28 frames
  • Weapon Pickup / Drop: 40 / 31 frames


Gameplan

Neutral

Her neutral is mostly zone and AA opponents (22A, 236C) if they try to jump for it.

Okizeme

22C
If Wu gets a knockdown in the corner she can use 22C to be +10 to +5 depending on if they roll or not and will catch all tech rolls. If they take the hit Wu can easily convert because of how meaty the special hits. Sample idea of this would be 66D > microwalk back 22C.

  • If they get hit you can follow up with many different options
  • normal(restand) > 623A
  • 214C
  • WFT
  • Issen (it will also sometimes hit a mid screen opponent as well but you need to run)

623S

  • On hit
  • SSM
  • normal(restand) > 623A or B
  • WFT
  • 66C
  • Issen
  • Close range 623S options on block
  • B+C(overhead) is good
  • 6D, if your opponent blocks a 6D you have enough time for a free tick grab (with this setup you need to time the 6D properly because the spikes have thrown invul for a certain period. Practice this in training mode for consistency).
  • 6D if hits you can frame trap into 2A
  • Far Range 623s
  • 66D/f.2C(safer option due to pushback)
  • 661/6643 B+C for an instant running overhead

Normal Moves

Far Slashes

5A
5A
Ss wu 5A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 7 - - 22 -3 -5 5 Yes Yes Yes No

A quick swat with the shield. Cancellable, but no real combo potential.

5B
5B
Ss wu 5B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 [80,20] Mid 12 - - 46 -8 -12 10 Yes Yes Yes No

2-hit medium slash with okay range (little less than half screen). Can be cancelled after the 1st hit, but not after the 2nd.

5C
5C
Ss wu 5C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
240 Mid 24 - - 69 -5 -16 25 No Yes Disarm No

Kind of a baby hard slash with slow startup, short range and no special cancelling. Be ready to recoil cancel if you do go for this.

2A
2A
Ss wu 2A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 8 - - 24 -4 -5 5 Yes Yes Yes No

Like 5A but lower to the ground and 1 frame slower.

2B
2B
Ss wu 2B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 10 - - 36 -2 -12 10 Yes Yes Yes No

Ruixiang's main anti-air, being decently quick and reaches far up. Can cancel into WFT in any range, 214S would whiff at far ranges.

2C
2C
Ss wu 2C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 Low 18 - - 56 KD -15 25 No No No No

This is her farthest-reaching low. Startup is slow, but it knocks down. Although pretty minus, the pushback makes this okay.

Near Slashes

n.5A
n.5A
Ss wu n5A.JPG
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 6 - - 15 +3 0 5 Yes No No No

"Talk-to-the-hand" smack.

n.5B
n.5B
Ss wu n5B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 10 - - 31 +3 -12 10 Yes Yes Yes No

Quick shield bash that combos into any 214S and WFT.

n.5C
n.5C
Ss wu n5C.JPG
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 Mid 15 - - 48 +5 -28 25 No Yes Disarm No

Another slow-ish hard slash.

n.2A
n.2A
Ss wu n2A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 7 - - 16 +3 0 5 Yes No No No

Just the crouching version of n.5A, still hits mid as well.

n.2B
n.2B
Ss wu n2B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 7 - - 29 +2 -12 10 Yes Yes Yes No

Another pretty quick upwards shield bash with anti-air potential, though struggles against big disjointed aerials. Has a guard point 4-6f.

n.2C
n.2C
Ss wu n2C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
180 [150,30] Mid 16 - - 51 +8 -28 25 No Yes Disarm No

More damage than far 2C but no knockdown, also hits mid instead of low. Attacks twice with the second hit pulling the opponent closer, which combos into guaranteed n.2B.

Kicks

5D
5D
SS7 Ruixiang 5D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 9 - - 26 -2 -3 5 No No No Yes

Standard kick, it's ok but nothing special.

6D
6D
SS7 ruixiang 6D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Low 13 1 10 23 +2 -1 5 No No No Yes

Because of little pushback and a false animation this can be good for tick throws if the opponent isn't ready.

2D
2D
SS7 ruixiang 2D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 7 - - 22 0 -6 5 No No No Yes

Lowers her hurtbox slightly, allowing her to slip under some moves and projectiles like Ruixiang's 236B.

3D
3D
SS7 ruixiang 3D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 15 - - 56 KD -26 5 No No No Yes

Not very useful compared to her 66D, which is an all around better move.

Dash Normals

66A
66A
SS7 ruixiang 66A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 9 - - 24 -5 -20 5 Yes Yes Yes No

Has a guard point before the attack, but also short range. Can be used to nullify projectiles, but can be risky.

66B
66B
SS7 ruixiang 66B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 [80,20] Mid 14 - - 44 -3 -36 10 Yes Yes Disarm No

Great combo tool for throw and also great whiff punish tool as well. Can whiff cancel this into traps or fireballs. Cancelled after the 1st hit, but not after the 2nd.

66C
66C
SS7 ruixiang 66C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Mid 16 - - 66 KD -15 20 No No Disarm No

Not very fast, but decent running normal.

66D
66D
SS7 ruixiang 66D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 9 8 33 49 KD(+84) -18~-10 5 No No No Yes

Pretty useful slide, as it's her fastest knockdown move. Good range too, but space it carefully to not be punished on block. Good low profile, can slip under moves.

Air Normals

j.A
j.A
SS7 ruixiang jA.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 6 - - - - - 5 No No No No

Her fastest air normal, but pitiful range and damage.

j.B
j.B
SS7 ruixiang jB.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 7 - - - - - 10 No No No No

Your go to air-to-air normal, only 1 frame slower than j.A but better damage and reach.

j.C
j.C
SS7 ruixiang jC.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 High 12 - - - - - 20 No No No No

Not a move you'll use very much, considering Ruixiang's slow jump.

j.D
j.D
SS7 ruixiang jD.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 10 - - - - - 5 No No No Yes

Standard jumping kick.

Unarmed Normals

u.5S
u.5S
SS7 ruixiang u5S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 24 +3 -2 5 No No No Only

Not very fast or long reach, but it's serviceable.

u.2S
u.2S
SS7 ruixiang u2S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 8 - - 26 +2 -3 5 No No No Only

Slower than u.5A, otherwise pretty much the same.

ju.S
ju.S
SS7 ruixiang ujS.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 6 - - - - - 5 No No No Only

Fast air-to-air.

u.66S
u.66S
SS7 ruixiang u66S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 10 - - 30 KD -5 5 No No No Only

Not the fastest of it's kind, but give you knockdown and time to pickup your weapon (and glasses).

Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS7 ruixiang throw whiff.jpg
Neutral Throw
Neutral Throw
SS7 ruixiang 6CD.jpg
Forward Throw
Forward Throw
SS7 ruixiang 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 - 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
SS7 ruixiang 5BC.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
60 High 18 6 33 56 KD -20~-15 10 No No No Yes

Universal overhead. Decent startup with good range.

Dodge
Dodge
5A+B
SS7 ruixiang dodge.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 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
SS7 ruixiang 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.

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS7 ruixiang deflect.jpg
Counter
Counter
SS7 ruixiang blade catch1.jpg
SS7 ruixiang blade catch2.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 No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The follow up depends on the strength of the attack you counter. If you counter a heavy slash, your opponent will be disarmed.

Disarmed 0 N/A 2 12 9 22 KD N/A - N/A N/A N/A Only

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash countered.

Rage Explosion
Rage Explosion
5A+B+C
SS7 ruixiang RE.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Unblockable 21 1 - 58 0 - - - - - No

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS7 ruixiang 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 projectile invulnerability and anti-airs. Damage scales up based on remaining health.

Special Moves

Black Tortoise Torrent
Black Tortoise Torrent
236S
SS7 ruixiang 236S.jpg
玄武 (Xuán​wǔ)
玄武 (Xuán​wǔ)
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 60 Low 28 - - 60 KD -21 5 - - - No

Low projectile. Actually a low and has to be crouch blocked.

B 60 Mid 19 - - 55 KD -25 5 - - - No

Middle projectile. Fastest startup and lowest recovery, but worst on block.

236B will miss on the following characters if they are offensively crouching (2 or 3 input): Baiken, Shizumaru, Nakoruru, Kazuki, Mina, Iroha, Rimururu, Tam Tam, Cham Cham. Wan-Fu (2 only), Kyoshiro (2 only)

C 60 Mid 28 - - 60 KD -21 5 - - - No

High projectile. Anti-air version, projectile will come out even if you're hit. Will only hit Earthquake standing.

Vermilion Bird Blaze
Vermilion Bird Blaze
214S
SS7 ruixiang 214S.jpg
朱雀 (Zhū​què)
朱雀 (Zhū​què)
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 75 [25*3] Mid 15 - - 56 KD(+86) -9 12 - - - No

Destroys all projectiles but the main usage of this move is for combos.

  • Shortest range but fastest startup.
  • Best version to destroy projectiles with, due to lowest total frames.

214A will miss on Galford's 214A/B dog projectile.

B 125 [25*5] Mid 20 - - 69 KD(+80) -15 20 - - - No
  • More range than A version, but still mainly used in combos.
C 160 [20*8] Mid 23 - - 96 KD(+59) -36 32 - - - No
  • Longest range but slowest startup.
  • Only really used in combos, not to destroy projectiles.
Rage 264 [22*12] Mid 15 - - 88 KD(+63) -32 48 - - - No
  • Rage enhanced version of 214C comes out much faster, deals more damage and does a lot of guard damage.
White Tiger Fangs
White Tiger Fangs
623S
SS7 ruixiang 623S.jpg
白虎 (Bái​hǔ)
白虎 (Bái​hǔ)
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
All 100 [20*5] Low 53 - - 68 KD +15 10 - - - No

Ruixiang's defining trait, her trap. A sets close, B sets mid and C sets far. The most important tool about this character. This can be used for zoning, okizeme, and blockstrings. On hit it allows for massive damaging combos with RE > (push into trap) Trap hit > Issen/SSM

Azure Dragon Thunderstrike
Azure Dragon Thunderstrike
22S
SS7 ruixiang 22S.jpg
青龍 (Qīnglóng)
青龍 (Qīnglóng)
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 100 - 15 - - 59 KD -20 10 - - - No

Like 214S it also destroys all projectiles, but the main purpose is for anti-airing and combos.

  • Best version to destroy projectiles with, as the other versions are to slow and laggy.
  • Only one worth anti-airing with, but is often a bit too slow against characters with fast jumps.
B 140 - 22 - - 73 -5 -22 20 - - - No
  • Unlike A and C versions, this doesn't knockdown.
C 180 - 35~36 - - 86 KD -23~-22 30 - - - No

One of the most practical tools of this is using 22C meaty in the corner to be either +10 or +5 on block if perfectly spaced and it converts easily on hit.

Kirin Earthen Rampage
Kirin Earthen Rampage
421D
SS7 ruixiang 421D.jpg
麒麟 (Qí​lín)
麒麟 (Qí​lín)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 - 8 14 45 66 KD - - - - - No

Counter that reflects projectiles and will counterattack if the attack hitting the shield is a mid or high.

421D can't reflect projectiles from the following characters: Cham Cham (rage), Amakusa (rage), Charlotte (rage), Nakoruru (Mamahaha), Galford (Poppy), Kazuki (lv3), Mina (lv3), Sogetsu, Hanzo, Rimururu

421D misses projectiles from the following characters: Mina (236S>B), Tam Tam (236B), Kyoshiro

Supers

Weapon Flipping Technique

Nine-Headed Dragon Strike
236B+C
SS7 ruixiang WFT.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
420(490) Mid 1+17 - - - KD -52 - No No No No

Available only during Max Rage or Rage Explosion. Disarms on hit.

Super Special Move

Primordial Chaos of the Yellow Dragon
641236C+D
SS7 ruixiang SSM1.jpg
SS7 ruixiang SSM2.jpg
黄龙 (Huáng​lóng)
黄龙 (Huáng​lóng)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
675 [80,15*38,25] Mid 10+24 - - - KD -74 - No No No No

Available only once per match. Last hit doesn't follow regular damage scaling rules. This move is very good to use if you can confirm off trap.

Combos

List combos, use numpad notation.

Midscreen

  • n.5B/n.2B/5B/66B
    • ...236B
    • ...214S
    • ...22A/22B
    • ...WFT
  • ... 2B xx WFT
    More damage than other mediums.
  • n.2C xx n.2B xx 214C / WFT
    New combo works in close range where near 2C would come out.
  • Close range 623S
    • ... 236B
    • ... 22C
    • ... 214C
    • ... WFT
    • ... Issen
    • ... SSM
    • ... n.5C/j.C/n.2C
  • Medium range 623S
    • ... 236B
    • ... run up 22B/22A
    • ... run up 214C
    • ... WFT
    • ... 236C xx WFT
      A little closer than mid range and character specific.
    • ... Issen
    • ... SSM
    • ... 5C/j.C/66C
  • Far range 623S
    • ... 236B
    • ...run up 214C
    • ... WFT
    • ... Issen
    • ... j.C/66C
  • 5CD / 4CD...
    • ... (5B/66B) xx 214C / WFT
    • ... 2B xx WFT
      More damage than 5B or 66B.
    • ... 66B xx 22B
    • ... mid range spikes to 236B
    • ... mid range spikes to run up 22B/22A
    • ... mid range spikes to run up 214C
    • ... mid range spikes to WFT
    • ... mid range spikes to Issen
    • ... mid range spikes to run up SSM
    • ... mid range spikes to 5C/66C/j.C
    • ... 3D
  • Deep j.C
    • ... n.5C / 5C
      Universal j.C combo.
    • ... (5B/66B) xx 214C / WFT
    • ... 2B xx WFT
      More damage than 5B or 66B.
    • ... 66B xx 22B

Corner

  • 5CD / 4CD...
  • n.2C xx n.2B xx 214C / WFT
    New combo after grab into the corner.
  • Close spikes in the corner.
    • ... 22C xx 22A
    • ... 22C xx 214C
    • ... 22C xx WFT
    • ... 22C xx Issen
    • ... SSM

Anti-Air

  • 22C
    if opponent tries jumping out of the corner and if opponent jumps into late.
    • ... 214C
    • ... WFT
    • ... Issen
  • 236C
    If opponent tries jumping out of the corner.
    • ... Issen

Guard Crush

  • n.5C / 5C...
    After recovery...
      • n.2C xx n.2B xx 214C / WFT
        Optimal GC follow up.
  • n.5C / 5C...
    Cancel recovery...
    • Lightning Blade
      Universal Issen combo.
    • 623A...
      The A version should always be right under the opponent...
      • SSM
        SSM follow up. (Can't burst out of it)
      • Lightning Blade
        Issen combo from trap.

Videos

Colors

SS Wu 1.png
SS Wu 2.png
SS Wu 3.png
SS Wu 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