Asuka 120 LimitOver/Genichirou Shindou

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Genichirou Shindou
A120LO Genichirou-Portrait.png
Colors
1 2 3 4
Color 1 for Genichirou Shindou
Color 2 for Genichirou Shindou
Color 3 for Genichirou Shindou
Color 4 for Genichirou Shindou

Profile

Personal Details
Gender Birthday Zodiac Height Weight Blood Type Likes Dislikes Dream / Goal
Male January 1 Capricorn 175cm 72kg O Traditional culture Nothing in particular Principal of the Ryouran Girl's Institute
Favorite Words

分武両道
A cultured warrior goes both ways.

Overview

Stats

Info
stun: 28
Playstyle
  • Shoto, Heavy Hitter

Strength & Weakness

Playstyle
Genichirou is an easy to pick shoto with an incredible damage output. His neutral & pressure is pretty annoying to deal with thanks to good range & safe moves.
Pros Cons
  • Is a husbando.
  • Powerhouse, he hits hard... kinda like a 40 year old man vs 14 years old girls... wait.
  • Havinge highest stun stamina (28), it's unlikely for him to get stunned.
  • Long range moves (6A, 6B, 2B, jB, jC etc).
  • One of the few characters that can backdash cancel his 2B on block.
  • Incredible safe pressure with his crossover 214B, feint 214A, overhead 214C.
  • He has explosive anti-airs with the 22 moves or excessively fast with his 2A.
  • Multiple Blue launchers (22A, jC), both allow to extend combos.
  • 22A > Air throw loop is a powerful gimmick.
  • His hurtbox is way smaller than his sprite.
  • Is not a waifu.
  • No wall or ground bounce.
  • Deals low stun during combo.

Move list

Standing Normals

5A
5A
A120LO Genichirou 5A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - 4fr - - - -

High jab, whiff on crouchers except if you're real close.
The whole arm until the shoulder has no hurtbox, it could be use for anti-air/hops or in some clash situations

6A
6A
A120LO Genichirou 6A.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
6A - - Low - - - 8fr - - - -

Far reaching low kick. Actual standing low.
Weirdly enough, it has a clashbox on his arm before the kick, and another one during it (in his hurtbox though?).

5B
5B
A120LO Genichirou 5B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Genichirou throws a hook that launches his opponent in the air.
It's a 2 hits launcher, the first hit keeps them grounded, it's only the second one that launches them. So don't jump cancel too early!

6B
6B
A120LO Genichirou 6B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - High - - - - - - - -

For some reason, the whole arm is disjointed, no hurbtox at all!
Good poke, though not a lot of combo possibility if you only hit with the tip:
you get the first hit of 22C, so not great... and you get 214B! Which is decent as you get pressure or you can confirm into any supers.

Another good use would be as a kara cancel option, to make your 5C/specials/super move forward. 2 good examples would be:

  • 6Bxx5C to advance with an invincible 5C
  • 6Bxx214B to extend its range.
5C
5C
A120LO Genichirou 5C.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - All - - - - - - - -

Genichirou steps forward and kicks.
Like all 5Cs, it has an fully invincible startups, but the cherry on top: on active frame his leg has no hurtbox!
Only downside, it doesn't reach as far as the sprite suggest, his foot isn't part of the hitbox.

It can only be super cancelled, but on hit it launches/knockdown: meaning you can combo depending your timing/distance.
Even though it combos into 6A or 3A, I recommend using 2B:
it's the most damaging, doesn't push them away and can also be cancelled easily into multiple options.
Here's 3 notable options:

  • 2BB for launch
  • any specials/supers (eg. 22B jc > air series)
  • 5C again for another loop

Crouching Normals

2A
2A
A120LO Genichirou 2A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - - - - - -

This chunky low elbow, outside having all classic traits of 2As (low, renda cancellable, etc), is also air unblockable!

It could be that any 2As are, but they'll generally whiff... While Genichirou's 2A being that high/thick makes it actually good at it.
It'll safely destroy any attempts of hops: either they mash a jumping and you'll clash or you'll anti-air/break their guard.
Mashing 2A on block can also sometimes stops people from GC 4B (the side switch "backdash"), due to how long & active his 3A is.

3A
3A
A120LO Genichirou 3A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - - - - - -

Long range low kick.
From there you have a lot of options, but here's 3 conversions that'll work at any ranges:

3A 2B (3AA)

What you'll get if you are mashing 3A or 2A when they dash through you.
It will only miss if you hit only with the extreme tip of 3A.
Depending the distance, pickup with 2BB/22B (close) or 6B/5C/66B (any ranges). 214B will only hit once.

3A 6B

Keeps them grounded. Allows to fully connect all 214B's hits at any ranges & side switch.
To stay on the same side, 66A/66B will also connect:

  • 66A keeps them grounded no matter what.
  • 66B launches in most cases, but if 6B hits too far, only the 2nd hit connect & won't launch.

If you're close enough 5C is also possible.

3A 5C

If you like 5C 2B loop or want to confirm in 22C for big damage.
3A 5C will connect at any ranges, but whether you can followup will depend on the range & your opponent hurtbox/weight.

2B
2B
A120LO Genichirou 2B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - Low - - - 7fr 4fr 26fr - -

Genichirou droops to punch with his 2 fists.
One of your most damaging starter! It can duck under some moves & for its reach, it's extremely fast & safe:

  • On whiff, for the distance it covers, it's actually on the safer side.
  • On block, cancel into 214B for pressure or backdash cancel it to be extra safe!

For some reason he's one of the few lucky characters that can still do this...

Of course on hit, you should be able to cancel into pretty much anything.
Your main launchers being: 5C, 2BB, 22A/22B for mid-close range & 66B from farther away

Jumping Normals

j.A
jA
A120LO Genichirou jA.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - - - - - -


Genichirou slashes with his arm. The hitbox is on the arm... but also on his knee for some reason.
His hurtbox on his leg is pretty small compared to the sprite.

Outside that, it has the all the normal traits of jA: fast, active till landing & renda cancellable.

j.6A
j6A
A120LO Genichirou j6A.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - 6fr - - - -

Natural followup to jA, nothing special to say about it.
It stops airborn opponent momenum but doesn't launch grounded opponent.

j.B
jB
A120LO Genichirou jB.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - 7fr - - - -

Your jumpin of choice!
His hurtbox is small & protected by a clashbox in the front & the hitbox.
Speaking of hitbox: it's HUGE! It's good for air-to-air due to its range, it's just 1fr slower than jA, it's an amazing crossup & a throw OS...
Due to all of that, there's few to no reason to not use it over jA imo.

Note: it has no collision box during his active frame, thus why it's the perfect crossup button.

j.C
jC
A120LO Genichirou jC.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - high - - - 9fr - - - -

Your main air chain ender & a good air GC/clash move.
Like jC it has iframes at the start, but this one also starts hitting before getting his hurtbox back... And when the hurtbox is here, it's pretty small & grouped as a small ball protected by huge clashbox & hitbox.

It has 2 hits, a small hitbox while being invincible & a bigger one after getting his hurtbox back.
Both hits blue launch upward & away but if you hit while falling or low enough, you'll be able to run, jump and grab them before they touch the ground.

Throws

Neutral Throw
Throw
A120LO Genichirou Throw.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
0 0 Throw - - - - - - - -

Deals zero damage but lifts the opponent in the air for a free combo.
Catch them with a 2B for best damage starter, then you have the choice to go for the 2Bxx5C loop for max damage, or a more typical combo like 2B 22B jA etc.

Air Throw
Air Throw
A120LO Genichirou AirThrow.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
18-24 1-2 Throw - - - - - - - -

Grab with humongus range + can be OS'ed with jB, one of the best aerial in the game.
Add to that you can combo out of it, and you have one of the scariest air throw in the game!

As long as you input your move a bit before/around when he smacks them into the ground, you can use most of your main starter (2A, 2B, 5B, 22A/B, etc).
Heavier characters, like Cathy or Genichirou, will make the timing sticter.

Side note:
Air Throw > 22A loop is a powerful gimmick.
It's very damaging and while you can throw tech the air throw, the timing is hard if you aren't used to it. Definitely a good option if your oppponent isn't showing they can tech it.

Special Moves

66A
66A
A120LO Genichirou 66A-1.png
A120LO Genichirou 66A-2.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - High - - - 7fr - - - -

Disappointing rush in punch.
It moves further than 66B but stop hitting earlier plus the hitbox is only behind his elbow, not on his hand. Also it knockbacks far & away to be useful as a post-2B launcher.

So it's not great... but it has a few strong points:

  • Faster than 66B
  • 6fr of invincible startup
  • Keeps them grounded (good for corner combo)
66B
66B
A120LO Genichirou 66B.png
Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
- - High - - - - - - - -

Genichirou throw two uppercuts while dashing in.
The first hit launches upward while the second sends them up & away. Both hits work as a post-2B launcher, but jump cancelling on the first one is always preferred (more consistent, less hit = better for juggle).
Note that the second uppercut hits by itself will keep them grounded.

Your go to confirm out of a max range 2B or when you're unsure if 22A/B or 214B connect.

Fun fact:
it has 2-3fr of invincibility before the first hit... Not sure how you would use them, but there you go.

Kenkonitteki
Kenkonitteki
236A/B
A120LO Genichirou 236A.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - 19fr - - - -

Short ranged projectiles... Not much else to it.
Both version aren't super cancellable, not even on hit, which limits their uses.
Right now, the only uses I can see, would be to create a hitbox vs hops or dashes in.

It can nullify another projectile, but it's so slow I wouldn't recomend it. It also sometimes don't interact with other projectiles correctly, and they phase through it.
236A is shorter ranged, slower startup but has a shorter recovery.
If you hits at a specific close distance, it'll hit twice.

B - - All - - - 15fr - - - -

Overall the same as the A version, with 1 more hits, tad more damage, longer range & longer recovery.

If you hits at a specific close distance, it can hit up to 3 times (I got 4 times once but was never able to reproduce it).


Shippuudotou
Shippuudotou
214A/B
A120LO Genichirou 214A-1.png
A120LO Genichirou 214A-2.png
214A
214A
A120LO Genichirou 214B.png
214B
214B
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - 7fr - - - -

Genichirou dashes in and somehow create an explosion with his headmaster psychic power.
Weidly enough, this move has 6fr of startup invincibility (hits the next frame, with hurtbox) and another 4fr just before the explosion.

Useful for pressure due to its random iframes or to feint a 214B and maybe catch the GC high jump attempt.
It's not Super cancellable, but you recover fast enough to link one if you hit them airborn or launched them with a 2B/2BB before.

B - - All - - - 6fr - - - -

Genichirou's infamous dash crossover. It can setup for auto-guard unblockable.
It has 5fr startup invincible & another 5fr while he crossovers.

Because it crossovers, breaks auto-guard, keeps you close & is positive on hit or block, it's a good ender & an amazing pressure tool.
Plus it's super cancellable for guaranteed damage.

Blocking Tips

Depending how far it hits you, you cannot auto-guard the crossover. I recommend blocking the crossover manually or to use a guard cancel option to avoid it.

Each GC options has its pro & con.
the examples below are GC'ed on the first part (before crossover) except if otherwise specified:

  • GC high jump will avoid it completely but not punish it. You'll still be in the air when Genichirou recovers.
  • GC backdash is trickier to time right, but you will be able to punish!
  • GC forward dash will avoid it & keep you grounded, useful to setup zoning.
    • GC forward dash after he crossovers is also possible and will punish it, but it's hard to time, might as well go for the GC backdash on the first hit.
    • GC dash attacks will generally lose due to the lack of iframes.
  • GC 5C will auto-correct & punish —if its frame data & range allow it.
    • Can be used as kara cancel into supers (to auto-correct & punish).

There's a lot of other character specific answers, I encourage you to test with yours!
You might have a special or super that can punish it.


Shitsujitsugouken
Shitsujitsugouken
22A/B
A120LO Genichirou 22A.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
A - - All - - - 6fr - - - -

One of the best DP in the game!
It's fast, starts to be active during the invincibility, easy to use anti-air/air unblockable, blue launches for throw loops & is nearly safe.

They try to frame trap you? 22A.
They try to jump on you? 22A.
And if they didn't show you they can tech the air throw, loop them!

Why is it that safe? Well...
  • The knockback will make most normals whiff.
  • While falling he has not leg hurtboxes & on his first landing frame he still has his falling, making it harder to punish with a long range low (like Kumi's 2B, Genichirou's 3A/2B, Kiyoko 2B, etc).
  • He can block as soon as he lands.

Of course it's not 100% safe, it's LimitOver, you can GC everywhere.
But you need to react quick or you might have a subpar punish or need good execution.
Until the community is used to punish it, it's as free as 2X Ken's shoryuken.

Now, how to punish it?

It's of course character specific, but the overall idea is to guard cancel into something that moves forward or reaches far while hitting high enough & if possible that gives a full combo.

If your 5C or 66A/B are launchers, you generally have an easier time to punish it... but it might not your best starter.

In that case, GC (micro) forward dash into 2B or whatever is your best starter.
It's the best punish possible, but require quick reactions & a good execution.

B - - All - - - 6fr - - - -

One of Genichirou's best launcher.
Same startup as 22A but you trade the 8fr invincible startup & blue launcher for only 2fr iframes, regular launcher & jump cancellable.

Depending when you jump cancel it, you'll launch them at different heights:

  • 1st hit: Send them super high. They can tech at the apex if it isn't used vs when they're airborn (eg. as an anti-air or after a 2B).
  • 2nd hit: Send them a bit under you (might be more less pronounced dpending their weight). They can't tech until they touch the ground.
  • 3rd hit: Send them a bit above / at the height as you. They can't tech until they touch the ground.


While it still has the same hurtbox problem as 22A, there's more time to punish it.

Supers

Garyoutensei
Garyoutensei
236C
A120LO Genichirou 236C.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground - - All - - - - - - - -

Pretty much like his regular fireballs... but better.
You have iframes before & during the super flash, it's now air unblockable, deals more damage/stun and travels nearly fullscreen.
Another weird change is that now only the first "melee" hit launches, the rest just keep them grounded.

Overall, it has the same uses as the specials: create a wall, stop mindless approaches & create some space. With the added bonus now that they can't jump on it.

Ingaouhou
Ingaouhou
214C
A120LO Genichirou 214C-1.png
A120LO Genichirou 214C-2.png
A120LO Genichirou 214C-3.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground - - All - - - - - - - -

A zero frame?! in my Asuka? 🤔
It's not exactly a Garou zero frame, but it's the closer we get in this game: for some reason Genichirou get his hitbox DURING the super flash!
Meaning if you didn't react in the first 3-4fr of startup or you weren't blocking before the flash, you'll get hit.
Ah also it's an overhead. Oh and the last hit is not crossover but (ground) unblockable... Why?

It'd seem like some situations extend the window to block, by example cancelling it from a move.. but it'd need more testing.

Anyway, that aside, what about the move itself?
Well it's good for mixup, due to its 4fr overhead first hit. If you successfully use it in a combo despite its small reach; its damage gets reduced & is outshined by 22C in most cases.
Also the third hits often drops, which isn't too bad as it's unblockable, but it could be dodged.

Speaking of the third hit, you have multiple way to punish it:

  • GC Dodge: do it as soon as possible, I recommend using 4A instead of 2C to avoid getting hit by the overhead & because 2C can get stuck? on the second hit... 4A seems to work no matter what.
  • GC Backdash: better on teh second hit, as the super will do the 3rd hit and be more punishable. If done too early, it'll stop after the dash, which shoudl still be punishable, just a shorter window.
  • GC hop: Limits your options to air normal/special only (not recommended). The trick is to air block the 3rd hit crossup & GC into an aerial of your choices.

The other options either dodge it but not punish it (forward dash or High jump) or loses to it.

Special note:
GC high jump will act weird, it slows down around Genichirou, making it possible to get hit by the third hit if you GC 5Z late... I have no idea why its happening.

Taizanmeidou
Taizanmeidou
22C
A120LO Genichirou 22C-1.png
A120LO Genichirou 22C-2.png
Version Damage Stun Guard Air Guard Cancel Properties Startup Active Recovery Adv. (Hit / Block) Invincibility
Ground - - All - - - - - - - -

Your most damaging super & go to ender.
If hit raw, it can delete 40% of their life. Just like that. It will of course get scaled down in combo, but still deals chunky damage.

There's nothing special to say on how to use it, it's a straight punch: it's fast (5fr post flash) & air unblockable.
On whiff, only the first punch will come out, not the shoryuken.

The main problem is it -sometime- crossover/drop them, making the shoryuken whiff.
You miss on damage and are at risk to be punished or at least lose the initiative.
Best way to avoid this situation is to hit them while they're around his fist height and not being too far or too close to them.

Combos

Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted.
[ ] = Input is held.
~ = Delay the next hit.
/ = Option to choose between multiple actions.
+ = Multiple buttons are pressed simultaneously.
{}xN = That part can be repeated N number of times, range provided.
X(#) = Next action is taken after a certain number of hits from X move.
xx = Cancel A into B (A xx B), mainly written when it needs to be really fast.
CH = Counter Hit.

True combo

  • {2Bxx5C}xN → air chain
The 2B 5C loop! the number of loops depends on how many hit were in the combo before (see juggle system).
The timing is weird at first, you need to input 5C right after 2B, no delay or visual confirm. It's similar to 2B kara cancel into 5C on whiff.
The amount of damage it deals is stupid, but you won't do much stun overall. Keep in mind you'll also use meter for every 5C you're doing.
  • Throw 2B 22B jc j6A (land) 2B(B) 22B jB djB jC
When you aren't going for 2Bxx5C loops. Still deals ±75 damages.

Missed tech punish

  • Air Throw > 22A
Inputs 22A a bit before / around he smacks them on the ground.
It works on everyone, but the timing will be stricter on heavier characters (Cathy, Genichirou, etc).
To get out of it, the opponent will need to tech the throw or corner tech.

Videos

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Kiyoko Mitarai
Cathy Wild
Shinobu Kawasaki
Tetsuko Ougigaya
Genichirou Shindou