Botan Shishiro is a versatile neutral control character that's able to suffocate her opponents at most ranges by pressuring them with retreating and advancing disjointed attacks, such as 6M or 2H, and slow, high-damage projectiles that shut down approaches when set up. Her amazing combo game and easy conversions allow her to shred down her opponents' health with meterless access to multiple wallbounces via 214M and 22L~M, as well as an air grab that serves as both a starter and a extender. During her combos, she generates large amounts of meter, often giving her fast access to her metered options and assist calls, such as a fast forward advancing armored reversal (22S) that converts into combos even when done from far away, and allows her to punish her opponent during their own blockstring thanks to it's incredibly fast startup.
However, the lacking speed of her projectile attacks makes her full-screen zoning weak, especially against characters that have similar but faster tools, and when Botan's backed into a corner, the limits of her shopping cart reversal (it whiffs on jumping opponents, isn't armored on it's first frame, and past a short distance she can be hit out of it by every other metered reversal on the game on reaction), as well as the slow startup of her main anti-airs and lack of range on her 2L are most apparent and can all make it difficult to break out of her opponent's pressure, especially so if she's left without any resources.
Once Botan gets her opponent to block, often after setting up a grenade, her strong strike/throw mixup using 5M has opportunities for pressure resets and frametraps and can make her very scary to deal with thanks to the obscene reward she gets on hit.
Playstyle
Botan is a mid-range high damage fighter that walls her opponent out with disjointed moving normals and capitalizes with her up-close pressure.
Pick if you like
Avoid if you dislike
Neutral Control: Equipped with disjointed, hard-to-contest pokes (5M, j.2H), phenomenal whiff punishing tools (6M, 5H), and strong anti airs (2H, AT), Botan has a fantastic neutral game with plenty of ways to get her offense started.
Absurd Combo Potential: Botan shreds her opponents' health and carries them to the corner from almost every starter without any meter, while easily gaining enough to access her supers and assist calls.
Midscreen Pressure: Up-close, she can enforce terrifying strike/throw offense with immense reward on hit and plenty of opportunities for frametraps, resets, and ambiguous tick throws.
Awkward Defense: While not powerless, her fastest normal (2L) is stubby, her main anti-air options are slow, and her armored super (22S) can lose to other metered reversals and whiffs on jumping approaches.
Recommended Collabs
Note: As this section of the page was written shortly after the game was released, its only purpose is to help guide new players towards assists that are generally considered useful for the character, and should be revised by an experienced player as the game develops more. Don't be afraid to pick and try something else!
Watson - Watson's 214S evens out the reward on her strike-throw mixup by allowing for full conversions from her grab. Her timeslow nullifies opposing offense and allows Botan to combo meterless off 22M~H.
Miko - Miko's lava assist is a great lockdown tool that allows Botan to convert off her overheads, and can setup chip-out situations. Her Off-Collab forces Botan's turn back immediately.
Roboco - Roboco's missiles are versatile. Botan can extend her pressure with them, use them for combos together with her airgrab, and they can force the opponent to back off. In addition, 214S is an ol'reliable instant fullscreen beam assist with great damage.
Stats
HP: 1000 Backdash: 27F (1~5F Full Invuln) (1~21F Grab Invuln) Movement Speed:Fast
Fast, high 5L. Does not whiff on any crouchers, and has a good range. Can still be low profiled.
Toggle Hitboxes
Toggle Hitboxes
5M
5M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
28x3
Mid
10
2(3)2(4)2
27*
-3
+2
None
While this move's recovery is 37, the last 10 of those frames can be cancelled into block or any other action which reduces true recovery to 27
Gives access to 5M~M even on whiff, making it a great tool during both neutral and pressure. Botan's hurtbox leans backward and the hitbox is disjointed, allowing it to avoid a lot of moves, and the presence of a forward advancing follow-up makes it hard to contest and punish. When blocked, the presence of a follow-up and relatively small frame disadvantage makes tick throw attempts hard to react to.
Toggle Hitboxes
Toggle Hitboxes
5M~M
5M~M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
59
Mid
15
2
27
-7
-2
None
Very large forward movement and little knockback make this move a handy stabilizer for combos, an excellent whiff punishing tool, and central to Botan's pressure. Confirms even if only the last hit of 5M connects. Despite being unsafe on block, the forward movement and 2M chain allow for ambiguous pressure resets, as the former means that the opponent will be put right in range of 2L or a throw, and the latter will catch opponents trying to mash out of blockstun. Has a high amount of recovery on whiff. Cancellable during it's startup (following the usual chain rules).
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Toggle Hitboxes
5H
5H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
33x3
Mid
13
2(2)2(2)2
33
-13
-8
None
This move has a lot of forward movement, making it an essential whiff punish as well as combo tool and deceptively long in terms of reach.
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Toggle Hitboxes
Crouching Normals
2L
2L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30
Low, Air Unblockable
5
2
13
-3
0
None
Self-Gatling Count: 2
Her fastest normal, and a low. Ok range. Good for defense or mix-ups due to its speed.
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Toggle Hitboxes
2M
2M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
70
Low, Air Unblockable
10
2
18
-4
0
None
Good range for its speed. Can be used in pressure or defense at certain spacings to check your opponent, as well as after a dash as a neutral tool.
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Toggle Hitboxes
2H
2H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
100
Air Unblockable
18
3
28
-17
Launch
(6~20) Head
Botan sways back a significant distance and shoots the opponent, launching them on hit. Not jump cancellable unlike most 2H's and quite slow. It's huge disjointed hitbox make it ideal to catch jump-ins, but opponents expecting it can dash in and low profile it, and despite the backwards movement it leaves you very vulnerable during it's recovery frames. Air unblockable and important combo tool.
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Toggle Hitboxes
3H
3H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
90
Low, Air Unblockable
13
12
23
-19
HKD
None
Sliding sweep. Goes very far and gives an untechable knockdown afterwards regardless of height, which gives her a very favorable knockdown when the opponent is launched first via 2H. Go-to meterless combo ender.
Toggle Hitboxes
Toggle Hitboxes
Jumping Normals
j.L
j.L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30
High
5
6
Until Landing + 2
-
-
None
Very fast and high j.L. Whiffs on crouchers, so should primarily be used against airborne opponents.
A great air-to-air that has massive juggle untech time and can be confirmed into j.2H easily.
Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
55
High
10
4
Until Landing + 3
-
-
None
The disjointed hitbox at a 45 degree angle makes it a good jump-in tool when spaced right. Can be used alongside j.S and j.2H to make Botan very difficult to anti-air.
Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30x3
High
14
4(2)4(2)4
Until Landing + 4
-
-
None
Multi-hitting crossup air normal. Advantageous even when blocked at maximum possible height by taller characters.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
j.2H
Lead Curtain Air Only+
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30x3
High
12
2(2)2(2)2
Until Landing + 10
-
-
None
Halts Botan's momentum and sends her straight down. Has a respectable disjointed hitbox and is generally plus or even on block depending on how many hits are blocked, but has a lot of landing recovery, which makes it fairly punishable on whiff. It can whiff on crouching opponents if done at the apex of her jump.
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Toggle Hitboxes
6M
CQC +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
85
Mid
17
2
26
-9
-4
None
Ridiculously long-range poke due to Botan moving significantly forward during the startup, but somewhat slow. It can be cancelled to keep the forward movement on hit or block, allowing for knockdown or combos on hit, or left uncancelled to return to Botan's original postion safely. Can be punished if used too predictably. Only cancels into 3H and special moves.
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Toggle Hitboxes
4H
Mag Dump +
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
4H
35
Mid
21
Until Expiration
38
-21~-13
-16~-8
None
4H~H~H
35
Mid
10
Until Expiration
33
-16~-8
-11~-3
None
Chip damage per shot: 18
Whiffs on crouching opponents
Can be cancelled into itself up to 3 times on hit or block, but not whiff
The second and third shot have faster startup and lower recovery than the first shot
A lower commitment projectile that can be low profiled, but deals a lot of chip damage on block. An okay long-range keepaway option.
All 3 shots are special cancellable on hit and block. Only the 3rd and final shot is cancellable into 2H or 3H on hit and block.
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Toggle Hitboxes
Air Throw
Air Throw
Aerial Takedown Air Only
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
0, 90
Air Unblockable
7
2
Until Landing
-
-
None
Combo-able air throw.
Toggle Hitboxes
Toggle Hitboxes
Universal Mechanics
Throw
Throw +or
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
140
-
7
2
31
-
-
None
Total Frames: 39
Botan's universal grab. Leaves opponent backturned, so they will roll backwards into Botan's direction if they opt to quick tech.
Botan can only have 1 of each grenade type on screen
Botan's grenade series help her zoning be a lot more oppressive. The light version is an anti-air grenade, flying up and away from Botan and tracking the opponent's current location. Due to the fact that this move tracks only on startup, it is not perfect at contesting the air, but it's initial angle can snipe many aerial approaches.
M
137
Mid
25
Until Expiration
36
-3~
Launch
None
Grants 2 superchats on use
Chip damage: 32
Has a projectile durability of 1x1
The medium version bounces along the ground at a slow and steady rate, making it a very good and long-lasting check against characters that want to approach from the ground, and enhancing Botan's anti-air options as a result. With just a bit of space between you and the opponent, the frame advantage of the grenade can be made massively plus on block.
H
40x3
Mid
12
15
14
-13~-10
Launch
(1~26) Head
Grants 5 superchats on use
The heavy version is quite different from the standard variants. It shoots an array of explosions slightly above and in front of Botan's head and has frame 1 head invuln. This is a very big, disjointed, and rather fast move that contests a lot of airspace and sends them far, making it useful as a twitch anti-air to react with. Can be superchat cancelled into 214M for a followup.
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Toggle Hitboxes
214X
Quickscope +//
(Low)
(Low)
(High)
(High)
MLG Trickshot
MLG Trickshot
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L
90
Mid
27
Until Offscreen
45
-12
+6
None
Grants 3 superchats on use
Grounded sniper shot. Despite its long startup, its absurd low profile from 4f onwards makes this move a usable "anti-projectile projectile" and it can be superchat cancelled into 22L to extend using the respective sniper followup.
M
90
Mid
22
Until Offscreen
44
-11
+4
None
Grants 3 superchats on use
Anti-air sniper shot. Shoots at a 45 degree angle and gives an incredible wallbounce on hit, making it Botan's main combo extender during her BnBs. Not air unblockable and covers a similar angle to 2H, but causes massive pushback on air block which sends the opponent full screen. Both 214M's wallbounce and 22L~M's wallbounce can be used in a single combo.
H
120
Mid
22
1
30
-20
KD
None
Costs 1 Star Meter and grants 5 superchats on use
Botan leaps with her sniper rifle and trickshots her opponent, covering the entire screen. Its slow startup means it can't confirm off of everything, but due to it possessing a similar wallbounce as 214M on airborne opponents, it can be a very powerful combo extender or punish tool. Deals a massive amount of chip on block and sends the opponent full screen if they block the move while jumping.
Toggle Hitboxes
Toggle Hitboxes
22L
Tactical Roll +
Tactical Retreat
Tactical Retreat
L Follow-Up
L Follow-Up
M Follow-Up
M Follow-Up
H Follow-Up
H Follow-Up
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
22L
-
-
-
-
57
-
-
(1~57) Grab
Grants 5 superchats on use
Earliest followup cancel: 11th frame
Grab invuln persists for the entire duration of the move, but will go away the moment a followup is cancelled into
Botan rolls backwards. Botan cannot use standard attacks during this animation, but she has access to 3 followups, based on the button pressed during it. Because the followups are treated as different moves from their regular counterparts, 22L~M can wallbounce in the middle of a combo even if 214M has been used already.
22L~L
90
Mid
17
Until Offscreen
44
-11
+7
None
Fastest possible effective startup: 28F
Slower than 214L by 1 frame when taking into account 22L's startup, but has 1 frame less recovery compared to 214L.
22L~M
90
Mid
17
Until Offscreen
44
-12
+4
None
Fastest possible effective startup: 28F
Slower than 214M by 6 frames when taking into account 22L's startup.
22L~H
-
-
-
-
58
-
-
None
Effectively identical to 22M.
Toggle Hitboxes
Toggle Hitboxes
22M
Lioness Leap +
Functionally similar to Akuma's "Demon Flip" from Street Fighter.
Functionally similar to Akuma's "Demon Flip" from Street Fighter.
L Follow-Up
L Follow-Up
M Follow-Up
M Follow-Up
H Follow-Up
H Follow-Up
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
22M
-
-
-
-
58
-
-
None
Grants 5 superchats on use
Earliest followup cancel: 30th frame
Botan does a slow frontflip. Botan cannot use standard attacks during this animation, but she has access to 3 followups, based on the button pressed during it.
22M~L
90
Low, Air Unblockable
Until Landing (Earliest 12)
6
20
-3~
HKD
None
Fastest possible effective startup: 42F
Botan falls to the ground quickly and does a safe on block low that is similar to her 3H. Just like her 3H, actually leads to a hard knockdown.
22M~M
90
High
10
Until Landing (Max 6)
14
-4~
KD
None
Fastest possible effective startup: 40F
Botan descends and does a safe on block overhead that is similar to her j.M.
22M~H
0, 90
Unblockable
7
Until Landing (Max 9)
12
Launch
Launch
None
Fastest possible effective startup: 37F
Botan does an air-to-ground command grab that is similar to her Air Grab. This is unblockable against standing opponents, but will whiff on crouching opponents.
Toggle Hitboxes
Toggle Hitboxes
22H
Lightning Leap +
But what if Demon Flip was faster?
But what if Demon Flip was faster?
L Follow-Up
L Follow-Up
M Follow-Up
M Follow-Up
H Follow-Up
H Follow-Up
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
22H
-
-
-
-
48
-
-
None
Costs 1 Star Meter and grants 5 superchats on use
Earliest followup cancel: 8th frame
A much faster version of Lioness Leap that costs meter and allows the followups to be done much earlier in the move's startup.
22H~L
90
Low, Air Unblockable
Until Landing (Earliest 11)
6
20
~-3
HKD
None
Fastest possible effective startup: 19F
Quick low followup that leads to a hard knockdown.
22H~M
90
High
10
Until Landing (Max 6)
14
~-3
KD
None
Fastest possible effective startup: 19F
It is possible to input so quickly that the overhead whiffs resulting in a 31F empty cancel
Quick overhead followup.
22H~H
0,90
Unblockable
7
Until Landing (Max 9)
12
Launch
Launch
None
Fastest possible effective startup: 15F
Quick command grab followup that only works on standing opponents. Whiffs on crouchers.
Toggle Hitboxes
Toggle Hitboxes
j.214H
Bullet Rain Air Only
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
16x6
Mid
13
30
Until Landing + 14
-
-
None
Grants 3 superchats on use
Rather than having 6 separate active hitboxes, it just always consistently deals 6 hits when the opponent makes contact with the move's active frames
A retreating attack where Botan sprays her guns to propel herself away from the opponent. Despite altering Botan's air trajectory mid-jump, it can be very unsafe even on hit if used too early during a jump, and it's seemingly lacking hitstun makes it impossible to combo out of. When used very close to the ground, Botan will go immediately into her landing animation, adding a bit of endlag while netting her a little bit of Superchat meter.
Toggle Hitboxes
Toggle Hitboxes
22S
Trials Ascending +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
135(27x5)
Mid
7
7(3)7(3)7(3)7
22
-10
-
(1~40) Super Armor
Costs 1 Star Meter and grants 5 superchats on use
An advancing armored attack where Botan charges forward in her shopping cart. Botan's metered reversal and an excellent way to punish blockstrings with gaps, as the super armor will win out against opposing EX DPs (but not 236S supers). Activating this move on wakeup or out of blockstun will disable grab protection which allows Botan's superarmor frames to be grabbed.
Toggle Hitboxes
Toggle Hitboxes
Super Star Attack
Get To Da Choppa! +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
255(1,78,176)
Mid
18
10
28
-
-
None
Costs 1 Star Meter and grants 5 superchats on use
Minimum damage: 120
Anti-air super. Botan does a large leap that only hits airborne opponents, and a cinematic plays should she hit her opponent, doing large amounts of damage.
Toggle Hitboxes
Toggle Hitboxes
Gun Game +
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
215(25, 10x19)
Mid
10
4+?
Total 182
-21
KD
(1~13) Full
Costs 1 Star Meter and grants 5 superchats on use
Minimum damage: 106
Chip damage: 38
Longer ranged super that has invuln. After the initial non-projectile hit, the first projectile comes out on frame 25.