Difference between revisions of "Samurai Shodown 3/Ukyo Tachibana"

From Mizuumi Wiki
Jump to navigation Jump to search
Line 198: Line 198:
| width="" |''' <font size = "3">66A</font>'''
| width="" |''' <font size = "3">66A</font>'''
* '''(Properties)''' - Deflectable.
* '''(Properties)''' - Cancellable. Deflectable.
* '''(Description)''' - Good utility move. Has solid range and frame data, and is a strong option for a cross-under anti-air. Deals strong hitstun on back hit, so you can usually combo afterwards.
* '''(Description)''' - Good utility move. Has solid range and frame data, and is a strong option for a cross-under anti-air. Deals strong hitstun on back hit, so you can usually combo afterwards.

Revision as of 17:46, 13 July 2019

橘右京, Tachibana Ukyo


Ally to lesbians and the chronically ill all around the world, Ukyo Tachibana has made a name for himself by learning the secrets of tuberculosis style Iaido. He promptly used his knowledge for evil and became one of the deadliest swordsmen of the era.

Ukyo angered the SamSho gods for slaughtering the competition in SamSho 2 and is suffering their wrath and balance concerns alike. He’s still got buttons for days and incredibly fast movement, but Tsubame Gaeshi isn’t what you fear from him anymore. Instead you’ve got a generously normal jump arc and some absolutely choice normals to make the foe fear being anywhere near you. Want to hit people from halfscreen at a moment's notice? Ukyo just might be your man.

Slash Technique retains the moveset you know him for. Thanks to the changes to Tsubame Gaeshi and a severe lack of stun/kill combos, he needs to work rather hard and play an honest hit-and-run neutral. His game revolves around fishing for knockdowns from his stray pokes to irritate the opponent into making more mistakes. His strong normals and conversions from Oboro Gatana ensure if you're not on the offensive, you're one slip-up away from taking a good chunk of damage. But he demands careful play, because eating a single combo guarantees he'll be working from a deficit. In a combo-heavy game like SamSho 3, not being able to erase his opponent in one combo is a surprisingly hefty downside. He still keeps the fake apple throw, if that’s your thing.

Bust is where the sauce went. He gains several attacks with huge hitstun, including a projectile, and a very damaging catch counter. His neutral is much more versatile and his backhit combos are far better thanks to this expanded toolkit. Bust Ukyo needs to pick his openings much more carefully, as he's almost completely limited to combos from behind, but it’s not like any of that matters when you also have one of the most threatening WFTs in the game.

Strengths Weaknesses
  • Great normals and overall threatening neutral game
  • Slash can convert any stray hit into a knockdown and thus begin okizeme
  • Bust has some of the most consistent stun/kill combos across the entire cast
  • Far heavy slashes are either inconsistent or punishable on hit
  • Slash features no stun/kill combos
  • Bust has few actual combos from longer range


Damage taken Rage rate Rage duration Throw startup Deflect advantage Deflect disadvantage modifier
95% 68.75% 4.2 sec 14f +30 ±0

Normal Moves

Far Slashes

  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - Quick horizontal swipe. Completely outclassed by 5B for reasons.
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - This is THE poke. Same range as 5A and a little slower, but deals much better damage. Very difficult to contest, and the early cancel window means a buffered special will only come out on hit unless cancelled into almost instantly. Both Techniques make great use of buffering combo followups out of this, such as Slash's 236S and Bust's 646CD.
  • (Properties) - Deflectable. Air unblockable.
  • (Description) - Quick ranged punish. If you use it from too far away, only the second hit will connect and you'll do significantly less damage. Not exactly a bad move -- it's just not the easiest thing to use.
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - Quicker shorter range 5A. It sounds like it'd be outdone by other normals, but nope. It's incredibly noncommittal and a generally good close-ish range panic button. Don't expect to get much in the way of combos off of this, but its utility is strong.
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - It's basically just a shorter 5B. Far more committal than 2A, either, so stick to either of the aforementioned buttons instead of using this.
  • (Properties) - Deflectable. Air unblockable.
  • (Description) - The more reliable heavy button for punishing whiffs, thanks to only hitting once. It's also an important part of Bust Technique's stun combos and deals very good damage. Just be careful and space it well, because you're left at enough minus frames on hit for the opponent to punish you.

Near Slashes

  • (Properties) - Cancellable. Deflectable. Air unblockable
  • (Description) - Like a lot of n.5A buttons, this is just a panic button. But Ukyo has his 2D, which is safer and hits low, so you don't see this used much.
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - A surprisingly good move for multiple purposes. Covers a vertical area in front of Ukyo to catch opponents trying to jump away, and starts combos just like 5B does. You have all day to hitconfirm this, especially on counter hit. Nakoruru can happily crouch right under the hitbox, however.
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - Another two-hit heavy, but it's a lot easier to connect with both hits than the far version. Oddly enough has a cancel window near the end of the attack. If the first hit connects with an airborne opponent, the second hit will miss and the opponent recovers in time to likely punish you. A fairly niche normal, primarily used for back hit corner punishes in Slash Technique.
  • (Properties) - Cancellable. Deflectable. Air unblockable.
  • (Description) - Another outclassed panic button.
  • (Properties) - Deflectable. Air unblockable.
  • (Description) - Very awkward multihit that looks like an anti-air. But it isn't. It's slow to actually cover any worthwhile space and doesn't combo. The only time you'll use this move is when you forget to use n.5B for your close punishes.
  • (Properties) - Deflectable. Air unblockable.
  • (Description) - Here's the usable anti-air, though it's somewhat limited by the slow recovery after its active frames. It has a huge hitbox that starts directly above Ukyo's head and then covers the space in front of him. The hitbox placement leaves a pretty nasty blind spot directly in front of him, so don't use it if they're on the ground. Deals great damage above his head and okay damage further down. Completely destroys crossups thanks to the angle it covers.


  • (Properties) - Hits high.
  • (Description) - Awkward hovering 2C animation. Hops over lows but you don't really need this. Unsafe on hit against standing opponents as with other 5BCs.
  • (Properties) - Hits high.
  • (Description) - Do anything other than this.


  • (Properties) -
  • (Description) - Little foot poke. Has decent range but recovers slowly.
  • (Properties) - Hits low. Knockdown.
  • (Description) - The Ukyo slide. Generally what you do from range if you find yourself without a weapon, because the knockdown gives you enough time to get closer to your sword.
  • (Properties) - Hits low.
  • (Description) - Combos into itself, hits low, has good frame data overall, this is a great move. Your go-to panic button, and another solid option when unarmed. Don't expect to get too many high/lows even when combining this with Tsubame Gaeshi, but you're doing it wrong if you're not using this.
  • (Properties) - Hits low. Knockdown.
  • (Description) -

Jumping Normals

  • (Properties) - Hits high.
  • (Description) - Jumping n.2A. An outclassed normal.
  • (Properties) - Hits high.
  • (Description) - Jumping n.5B. A mostly niche normal, thanks to covering a horizontal angle in front of Ukyo and being limited to neutral jumps. Still a good normal to know about.
  • (Properties) - Hits high.
  • (Description) - Ukyo's jump arc means this move will see a good bit of use. Covers the angle below him, both in front and behind. If you get a deep enough crossup with this, you can combo afterwards -- usually into your back hit punish of choice.
  • (Properties) - Hits high.
  • (Description) - The GOAT of air-to-airs. Huge horizontal range, great frame data, high damage, and super easy to get a deep jumpin with. Most of your jumps will be accompanied by this normal or by the threat of you using it. Landing a deep enough jumpin with this usually nets a free 5C afterwards. Abuse for all it's worth.
  • (Properties) - Hits high.
  • (Description) - If you think j.B won't be quick enough, this isn't a terrible option. Hardly any hitstop means you might mess with their defensive timing when landing with it.

Dashing Normals

  • (Properties) - Cancellable. Deflectable.
  • (Description) - Good utility move. Has solid range and frame data, and is a strong option for a cross-under anti-air. Deals strong hitstun on back hit, so you can usually combo afterwards.
  • (Properties) - Deflectable. Knockdown.
  • (Description) - An odd combo/whiff punish tool. Starts up incredibly fast and can hit from great distances thanks to Ukyo's absurd run speed, but it's got a big blind spot. If you're too close, you'll whiff altogether and feel bad.
  • (Properties) - Cancellable. Unblockable. Knockdown.
  • (Description) - It's basically a slower n.5C but unblockable and with knockdown on the second hit. Despite the first hit frequently pushing them too far for the second hit to connect, this move isn't actually all that bad. Any good knockdown will let Ukyo run up and threaten with this as a meaty. Also comes with a similar cancel window to n.5C, so you can make yourself safer on whiff/hit.
  • (Properties) - Hits low. Knockdown.
  • (Description) - Ukyo's fast run, as usual, makes this a strong option. Relatively low commitment, and always handy when you don't have your sword.

Unarmed Normals

  • (Properties) -
  • (Description) - Slap.
  • (Properties) -
  • (Description) - Crouching slap.
  • (Properties) -
  • (Description) - Jumping slap.
  • (Properties) -
  • (Description) - Dash slap.

Special Moves


- 「Tsubame Gaeshi」 - j.1236S
  • (Description) - The infamous instant overhead isn't quite what it used to be, nor what it was afterwards. As is tradition, it can still be tiger knee'd (input from the ground as 12369S) to great effect as a split-second punish or to open up down/backers, but inconsistent hurtbox placements across the cast make these tactics difficult to implement. The addition of air blocking also renders it very niche as an anti-air. To Tsubame's credit, it still sports overall strong hitboxes, good active frames, and solid damage. Its most consistent uses are primarily desperate air-to-airs, attacking out of a chicken block, or punishing whiffed anti-airs. Bust gets the added benefit of comboing into it. He bounces surprisingly far back on block, so most punishes need to be done out of a run despite its noticeable landing recovery. Still overall worth keeping in your pocket, but stick to using the heavy version.


- 「Oboro Gatana」 - 236S
  • (Description) - The afterimage slash. Ukyo sends a projection of himself to attack the opponent -- distance covered and number of slashes depends on the version used. This alone glues Slash Ukyo's entire gameplan together. He can convert any stray hit into it (read: 5B) for a nicely spaced knockdown, and it does good damage to boot. The afterimage will continue on its path and attack even if Ukyo himself is hit, letting him set up favorable trades if he’s got a read on his opponent’s pattern.
  • (A version) - One slash and relatively short distance traveled. Surprisingly okay to use at long range in the neutral just to remind the opponent you have it and maybe beat out a stray poke.
  • (B version) - Two slashes and farther distance. The least generally useful version. It can serve as a weird gimmicky mixup to avoid punishment because it stops sooner than the C version with no tell.
  • (C version) - Three slashes and farthest distance. Throw out a 5B? Nine times out of ten you're going to buffer this behind it. The damage output is quite hefty for how easy it is to land. Seriously, this attack is really good.
- 「Hiken Sasameyuki」 - 214S
  • (Description) - OG apple slice. Decent chip tool, but the heavy version’s overlap with Amatsu/Shimo Kaze’s stance means it can be very hard to use under duress. For some reason the hits will juggle, and the later hits on heavier versions actively launch for a juggle. This is by no means able to be reliably set up, so it's a fun gimmick rather than a useful characteristic.
- 「'Hi'ken Sasameyuki」 - 214D (can be used unarmed)
  • (Description) - Throwing an apple has never felt so good. A funny fake-out with little practical purpose, but when cancelled from n.5B on back hit can allow further combos. Not much, but combos nonetheless.
- 「Amatsu/Shimo Kaze」 - 63214C~A/B
  • (Description) - A very odd series overall, and not that worthwhile unless you want to turn the round into a gimmicky guessing game. It's functionally a stance with a baked-in high/low mixup that it can threaten with from a good distance away. The stance itself, done by simply pressing 63214C, cannot be cancelled in any way and forces Ukyo to stand still without being able to block. If Ukyo stays in the stance for long enough, his chosen followup will gain higher damage and progressively longer periods of invulnerability -- Shimo Kaze gains invulnerability earlier than Amatsu Kaze. The opponent can simply jump to preemptively avoid either option if he tries this, so the charged followups hardly ever to see use. Spending about five seconds in the stance will automatically see Ukyo use Amatsu Kaze.
  • (Amatsu Kaze) - The high option, done by inputting 63214C~A. Ukyo rushes forward and hops upwards, doing a fancier version of j.B. Sadly, it can whiff on specific crouchers depending on the spacing, but it can also cross up almost the entire cast depending on spacing and if they're standing/crouching. Has a very noticeable audio tell at the beginning, so a smart opponent might be able to react and block you for it.
  • (Shimo Kaze) - The low option, done by inputting 63214C~B. Ukyo does a long range low slice while advancing forward. Connecting with this will usually land you behind the opponent. This move will outright whiff if done too close to the opponent, so be sure to space yourself out if you really must use it.
- WFT「Tsubame Rokuren」 - 632146BC
  • (Description) - As usual, Slash Ukyo might as well not have a WFT. It’s very slow, jumps at an awkward angle, and generally just doesn’t fill any useful niche. It is an overhead and can potentially cross up off of a back hit n.5B, so you can rarely catch sleepers with it.


- 「Hibari」 - 46A
  • (Description) - Multi-hit hilt bop. Front hit combo starter and occasional neutral poke, though you’re limited to 66B followups out of the corner. Its large hitstun opens up better options once you land it in the corner. Very active even for a multi-hit attack, but do not use this as a chip tool. It's incredibly punishable on block.
- 「Hiken Sasameyuki: Sen」 - 214S
  • (Description) - Starts up noticeably slower than Slash’s equivalent and sports a granny smith apple as well as the same use for chipping the opponent out, but it catches and deals its full damage on any hit. It can be used as an anti-poke tool thanks to having significantly more active frames than in Slash, but don’t expect much actual reward. Looks super cool, though.
- 「Kagero」 - 623S
  • (Description) - This is the reason you’re playing Bust Ukyo. It’s generally good for pestering your opponent when they’re out of range. It deals large hitstun, often allowing a 66B confirm from a good distance away, and even loops into itself in the corner. But its primary use is comboing on back hit, because none of his front-hitting combo starters will combo into it. This thing opens up every stun confirm he has. It’s only limited by the slow startup requiring you to be very close when comboing into it. For whatever reason 623B seems to inflict less stun, so stick to 623A outside of the corner.
- 「Yumegasumi」 - 32146C
  • (Description) - Catch counter in the vein of absentee Jubei, though this one isn't exactly a reversal. It catches grounded and airborne slashes, but not specials, dealing monstrous damage on success. Catches starting on frame 7, is active for 19 frames. Even if you don't catch successfully, representing this move does a great job at giving your opponent reason to be antsy about their pokes. Makes them feel bad if they get caught by it, too.
- WFT「Musou Zankouka」 - 646CD
  • (Description) - Super fast WFT that serves as the other reason you picked Bust Ukyo. Great damage, great speed and travel distance, great combo possibilities. Pretty much any combo from front or behind you can think of will fit this WFT in and see a huge damage increase for it. The hitbox isn't great, but that blistering startup means pretty frequently they're not gonna hit you before it connects. It’s also a really hilarious way to timerscam because of how long it takes to deal any damage on a successful catch. Just don’t lose the round because you got desperate and used it at a life deficit.



Each Technique has a completely different approach to how they use their shared tools, with only a few having a common use between them.

A very basic overview of both is that you want, as the Ukyo player, to abuse the long reach and good frame data on your pokes. 2A and 5B, Ukyo staples, are your go-to when playing grounded neutral. 2A smacks overzealous approaches, and 5B covers basically everything else. Varying your timing will often go a long way towards successfully counterpoking. Unlike in other games, Ukyo is also quite at home in the air, having a normalized jump arc to complement his great air normals. j.B is a strong button when the opponent is below you and can cross up, but j.C is the most threatening option you have in almost any jumping situation. If you think it'll work, chances are it probably will. Its quick reach also makes it great to use after blocking an air-to-air.

Ukyo still maintains a basic amount of okizeme tools, though none of them stack up to the likes of Slash Genjuro or Bust Hanzo. He can happily run over a knocked down opponent or otherwise chase their tech roll to threaten with 66C on their wakeup. He also still naturally has his 2D, which is a great normal even when not paired with his instant overhead like in other games. Pressuring with 2D can keep the opponent blocking so you can act further, for example circle stepping around a mashed poke and opening them up with your back hit combo of choice.

Running Guard Point

Ukyo is one of three characters to have light/medium guard point while running. Combined with his fast running speed and solid running normals, he is a credible threat even if just running at the opponent. It's more of a fun gimmick or knowledge check than a serious boon, but you can occasionally work your way in just by running through a stray poke. Opponents who know this will need to find an alternate way to challenge his running approach.


The name of the game is 5B xx 236C. Slash Technique's neutral just takes all of the strong normals in Ukyo's toolkit and uses them to pester the enemy hoping to land a 5B xx 236C. You want to buffer 236C during almost every 5B. Unless they're jumping, getting hit by the 5B guarantees they'll get knocked down and you get to run your okizeme game. 6D/66D are also good options if they aren't blocking low, though Ukyo has few reliable high attacks to threaten with. Until you score that crucial knockdown, pester with a lot of normals, a lot of 66B whiff punishes, and a jumping normals -- especially j.C. Dance in and out of their range with backdashes and quick bursts of movement and fish for pokes like your life depends on it.

Riskier options include trying to land a trade on a 236S. If the opponent consistently is throwing out projectiles at a range where 236C will connect, it might be worth taking the damage in order to knock them down. 236A can also potentially beat counterpokes and take them by surprise, but expect to get punished once they catch on.


Consider your lack of Oboro Gatana. This means Bust's threatening options are much more concentrated around the close range game, or super hard reads on your opponent's pattern. The long range options in this Technique are largely less threatening than in Slash, but also much less risky. They're still plenty annoying, though. You'll generally want to cancel pokes into 623A to force the opponent to block and possibly cover your approach. If it hits, you get a free 66B or possibly a 5C depending on how close you are. 6D/66D remain good options, and of course 66B will punish whiffs from absurd distances.

Like with Slash, you still pester with long ranged normals and lots of j.C, but your goal with them is entirely different. You want, more often than not, to get into your opponent's face and pester them with 2D or other options, circle step around their attempts at getting out of your pressure, and unload the back hit pain train on them for it. Or if you've got a WFT loaded and ready to go, just start buffering it behind a bunch of pokes and watch the fireworks.

If your opponent's defense is good enough, you're forced to play the midrange poking game and hope you can outpace their damage output in neutral. But Bust has one ace up his sleeve in that damage war, which is his 32146C catch counter. It's punishable if mistimed, but flashing it at midrange poking distance can make the opponent scared to press too many buttons. If they get hit by it, that's an enormous amount of life lost, and it only gets more damaging at full POW or Desperation. It also serves as a threatening anti-air against jump-happy opponents, which there are bound to be quite a few of in this game.



Low into Tsubame Gaeshi: 2D 2D 2D tk.1236A
This combo is character specific, and can also require neutral jumps rather than forward or backwards jumps. Galford, Hanzo, Gaira, Amakusa, Zankuro, Kyoshiro, and Haohmaru are all susceptible. Kyoshiro requires a neutral jump and Haohmaru requires either a neutral or backwards jump in order for the Tsubame to not whiff.


Fronthit BnB: 5B/n.5B xx 236C
5B being difficult to accidentally whiff cancel and this combo working even at max distance means buffering a 236C in pretty much every 5B/2B you do (n.2B notwithstanding) isn’t a bad idea. Just be careful if your opponent is jump-happy. You net solid damage and the knockdown off of this.
Back hit BnB: n.5B xx 214D 5A/2A xx 236C
Cancelling into apple toss is absolutely required to ensure that Ukyo recovers in time to link afterwards. The link is very tight, but honestly you can just mash it. Kyoshiro and Hanzo require point blank spacing for this combo to work if they’re crouching, the n5B completely whiffs on crouching Nakoruru, and the 236C whiffs on Haohmaru.
Back hit corner BnB: n.5C xx 236C
Keep the awkward cancel window for n.5C in mind when doing this -- it feels like a link rather than a cancel. Generally the spacing on this is nice and lenient. So long as your opponent is in the corner, even if you’re a good distance away, this will land.
Front hit trade conversion: 236C [trade] 2C
This is kind of a toughie to explain. You want to set this up from close-ish range when your opponent is trying to poke out of your pressure, so you aren’t put in too much hitstun from the 236C trade to follow up. While your 236C is slicing them, throw out a 2C. You can also circle step around them if you’re close enough and do n.5C. The 236C will knock down regardless of what you do, so just try to land your chosen followup before that happens.
Front hit “50/50”: n.5C xx 63214C~A/B
You don’t get much extra reward, but it’s a fun little gimmick to try and mix the opponent up every now and then with this if they're sleeping.
Stylish back hit combo: n.5B xx 214D 12369A
Not useful at all since the regular one does more damage, is easier, and is more consistent, but it's swaggy.


Fronthit BnB: n.5B xx 46A 66B
Pretty much all you have from the front, and you need to be proactive with the 66B. Doing the 66B too late will result in it either getting blocked or it’ll completely whiff at point blank range. Like all of his combo options you need to be fairly close, as otherwise some of the 46A might whiff and leave you vulnerable.
Front hit corner stun BnB: n.5B xx 46A 2C
This is your most damaging front hit option without full POW. At least you can very easily circle step around the opponent and start your stun punish of choice to hopefully still net the kill.
Back hit stun BnB: n.5B xx 623A 2C
Here's the key to the kingdom. You can do it off of a crossup j.B, off of a circle step, off of a back throw if you’re close to the corner, pretty much any time you find yourself right behind your opponent you can do it. This is one of the easiest backhit stun combos in the game, and doing it again after it stuns will kill lower defense characters. 623A even does enough hitstun on backhit that you can lazily jump towards the opponent and hit them with a j.1236C, which will do more damage and still stun. There are a lot of variations on this one combo, but the listed sequence is the simplest and most consistent.
Back hit corner infinite: [n.5B xx 623B j.B]xN
Do this enough times and they will die without getting a chance to mash out. If you substitute 623A, this combo will eventually stun. Use j.C if you’re confident in your timing.
Low into WFT combo: 2D 2D 646CD
Taking advantage of Bust Ukyo’s WFT catching on frame 3 means you can be very threatening in the opponent’s face about it.
Front/back hit WFT OS: 5B xx 646CD
Hey, as long as it works.
Samurai Shodown 3

FAQControlsHUDVersion Differences




MechanicsAdvanced MechanicsEsoterics