Story
Billing himself as the "Devil Choujins' final assassin" (and billed by Ichiro Mizuki in his image song as "King of Devils"), Akuma Shogun is the leader (and possibly founder; the background lore on this is somewhat wishy-washy) of the evil Devil Choujin faction, incarnating by fusing the bodies of the defeated Devil Knights. As the final opponent of the Golden Mask arc, he stands as the last obstacle for Kinnikuman and co. to reclaim the stolen Golden Mask, a Kinniku clan heirloom. With sublime techniques such as the ability to freely manipulate his body's hardness at will or a series of moves that seals the opponent's body parts, Akuma Shogun remains one of Kinnikuman's most formidable (if not the most formidable) foe.
However, a twist reveals that he and the Golden Mask are actually one of the same; in truth, Akuma Shogun is Goldman, a primordial Godlike Choujin. After a legendary battle with his brother Silverman ended in mutual decapitation, Goldman was reduced to the Golden Mask. He was subsequently interred on Planet Kinniku along with his brother (as the Silver Mask), where the true nature of his allegiance or history eventually being lost to time. In the present day, wishing to finish what he had started, Goldman struck a deal with Satan to regain a body, rechristening himself "Akuma Shogun", and sets out to resume his battle with his brother by way of Silverman's descendants: Kinnikuman, the Kinniku clan, and by extension, the Justice Choujins as a whole.
Yes, this is as awesome as it sounds. And this is without getting into the revival series, which somehow manages to make Akuma Shogun even cooler.
Gameplay
Though nerfed from his boss-character appearance in MGP1, Akuma Shogun remains an overwhelmingly strong character, and is just about unanimously considered the best character in the entire game. He can do just about everything, and do them very well; from a purely statistical standpoint, Akuma Shogun is tied for the highest health in the game, and has a high damage rating as well. This makes most characters have an uphill battle against him, as they would need to hit him more to take the round, while Akuma Shogun can reliably KO the average character in 2-3 good hits. Shogun's frame data is also excellent, with numerous fast buttons and very early cancel windows. This gives him the advantage in scrambles, pressure and confirms; in particular, with charge cancelling, Akuma Shogun has access to several moves that are very plus for how fast they come out. The frame data on some of his strings also make them great for juggles, giving Akuma Shogun explosive juggle damage, especially at the ropes. As an icing on the cake, has several "unfair" tools that just about no one else has; just to name a few, he has a hitgrab that drains almost 4 bars, a forward-moving launcher that is fully invincible(!) for most of its duration, or an unblockable move that is active for 94(!!) frames.
Akuma Shogun does have a few tangible weaknesses; perhaps owing to his former boss status, he lacks some of the tools that can be expected of the average character, like the throw-invuln, low-profiling 2A or special throws. His large-ish size (and by extension, hurtbox) can also be somewhat of a detriment, as some characters might have an easier time combo-ing him, or might have new combos altogether. In practice though, and with Shogun's entirety taken into account, these downsides are nigh-irrelevant, as his strengths far outstrip these shortcomings; for example, he has little need for a special throw when he can as easily access juggles that could do just as much if not more damage.
As a whole, Akuma Shogun is just about the closest this game has to a "perfect" character, and though he might have a slightly above-average skill floor, you cannot go wrong with playing Akuma Shogun at any skill level. More than any real in-game problems, the biggest worry with playing Akuma Shogun might be alienating your fellow players at locals, or the risk of Shogun eventually being banned for being too over-centralizing as the game develops. (disclaimer: as of the time of writing, the latter is a decidedly unlikely scenario).
Strengths |
Weaknesses
|
- Tied for highest health in the game.
- High damage rating.
- Fantastic frame data.
- Strong, versatile specials.
- Lethal rope juggle damage.
|
- No special throws.
- No standard 2A/8A; i.e. no straightforward throw-invuln moves.
- Poor OTG options.
|
Character Stats
- Health: 1200
- Damage rating: 15
- Size/weight: Medium/Middleweight
- Movement speed: B
Reversals
4G
Kinniku Driver Reversal (Against Kinnikuman's 623S) 4G
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
255
|
N/A
|
KD
|
-
|
-
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Strikes
A
A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
LS
|
-
|
21-31, 21-30 Sp, 18-33 KKD
|
-
|
13/46
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
11
|
3
|
18 (21)
|
-13
|
-1
|
+3
|
-
|
|
A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
LS
|
-
|
23-28, 23-27 Sp, 18-32 KKD
|
-
|
23/46
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
3
|
16 (19)
|
-11
|
+1
|
+5
|
-
|
|
A,A,A One-Two-Thrust Kick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
HS
|
-
|
24-51 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
4
|
28 (31)
|
-2
|
-12
|
+9~42
|
-
|
|
A,A,4A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
LS
|
-
|
24-29, 24-28 Sp, 17-34 KKD
|
-
|
23/46
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
3
|
18 (21)
|
-13
|
-1
|
+3
|
-
|
|
A,A,4A,A Shogun Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
MS
|
-
|
30-35, 30-34 Sp, 27-57 KKD
|
-
|
29/58
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
11
|
18 (21)
|
-15
|
-9
|
+9
|
-
|
|
A,A,4A,A,6A Shogun Combo Plus
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
HS
|
-
|
43-69 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
31
|
10
|
27 (30)
|
-7
|
-17
|
+4~37
|
11-41 Throw
|
|
4A
4A Chopping Punch
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
MS
|
-
|
18-23, 18-22 Sp, 18-58 KKD
|
-
|
11/42
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
3
|
38 (41)
|
-27
|
-21
|
-3
|
-
|
|
4A,2A Chopping Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
MS
|
OTG
|
44-67 KKD
|
-
|
13/26
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
39
|
3
|
24 (27)
|
-11
|
-7
|
+11
|
26-40 Throw
|
|
66A
66A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
LS
|
-
|
14-32, 14-31 Sp, 14-35 KKD
|
-
|
11/42
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
13
|
3
|
18 (21)
|
-13
|
-1
|
+3
|
-
|
|
66A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
LS
|
-
|
27-47, 27-46 Sp, 27-52 KKD
|
-
|
9/18
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
26
|
4
|
21 (24)
|
-17
|
-5
|
-1
|
-
|
|
66A,A,A Satan Combo A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
HS
|
-
|
37-47, 37-46 Sp, 36-75 KKD
|
-
|
32/64
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
35
|
3
|
36 (39)
|
-9
|
-19
|
+2~35
|
-
|
|
66A,A,A,6A Satan Combo B
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
105
|
Block/Parry
|
KD
|
-
|
48-87 KKD
|
-
|
25/150
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
42
|
4
|
40 (43)
|
-14
|
-24
|
-
|
34-59 Throw
|
|
66A,A,A,8A Satan Combo C
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
KD
|
-
|
50-62 KKD
|
-
|
26/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
7
|
27 (30)
|
-4
|
-14
|
-
|
6-47 Throw
|
|
44A
44A Thrust Kick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
HS
|
-
|
23-50 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
4
|
28 (31)
|
-2
|
-12
|
+9~42
|
-
|
|
236A
236A Divebomb
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
KD
|
OTG
|
49-61 KKD
|
-
|
26/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
26
|
7
|
27 (30)
|
-4
|
-14
|
-
|
6-47 Throw
|
- Hits standing Budo on frame 29.
|
|
214A
214A Foot Stamp
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
KD
|
OTG
|
37-58 KKD
|
-
|
20/40
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
31
|
8
|
18 (21)
|
+4
|
-6
|
-
|
6-34 Throw
|
|
41236A
41236A Kinniku Driver Seal
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Block/Parry
|
LS
|
-
|
13-37 KKD
|
-
|
4/13
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
1
|
10
|
27
|
-29
|
-17
|
-13
|
1-5 Strike
|
|
623A
623A Rising Knee
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
Launch
|
-
|
38-46 KKD
|
-
|
11/22
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
14
|
5
|
26 (29)
|
-1
|
-11
|
-
|
14-35 Throw
|
|
421A
421A Power Absorption
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Block/Parry
|
KD
|
Meter Drain
|
24-58 KKD
|
-
|
180/-360
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
3
|
36 (38)
|
-31
|
-19
|
-
|
-
|
|
WRA
(While Running) A Knee Bazooka
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
HS
|
-
|
-
|
-
|
54/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
15
|
11
|
21
|
-2
|
-12
|
+9~42
|
-
|
|
WGA
(While Grounded) A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
MS
|
SKD,OTG
|
-
|
-
|
42/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
23
|
8
|
17 (21)
|
-9
|
-5
|
+13
|
1-22 Full, 23 Throw
|
|
Throws
T
Piledriver T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
Tech
|
KD
|
-
|
-
|
-
|
110/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
|
6T
Skull Crush 6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
150
|
Tech
|
KD
|
-
|
-
|
-
|
102/48
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
|
66T
Daisetsuzan Drop 66T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
150
|
Tech
|
KD
|
-
|
-
|
-
|
104/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
|
46T
Neck-Hanging Bomb 46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
210
|
Tech
|
KD
|
-
|
-
|
-
|
120/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
|
214T
Spin Double Arm-Sault 214T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
210
|
Tech
|
KD
|
-
|
-
|
-
|
124/58
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
- Guarantees 214A OTG, but strict.
|
|
63214T
Helm Splitter 63214T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
90
|
Tech
|
KD
|
-
|
46-47
|
-
|
20/67
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
|
Stomach Crash 63214T,623T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
N/A
|
KD
|
-
|
-
|
-
|
46/201
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
623T
Bridge Break 623T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
Tech
|
KD
|
-
|
-
|
-
|
105/81
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
- Does 90 damage in the Arcade version.
|
|
MST
Hell's Super Express (Medium Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
N/A
|
KD
|
-
|
-
|
-
|
120/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-
|
-
|
-
|
-
|
|
HST
Romero Special 1 (Heavy Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
N/A
|
KD
|
-
|
-
|
-
|
153/81
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-
|
-
|
-
|
-
|
|
Romero Special 2 (Heavy Stun) T,6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
N/A
|
KD
|
-
|
-
|
-
|
173/201
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Hell's Windmill (Heavy Stun) T,46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
120
|
N/A
|
Launch
|
-
|
-
|
-
|
177/241
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
FBT
Double Knee Crusher (From Behind) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
210
|
Tech
|
KD
|
-
|
-
|
-
|
100/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
|
FBT
Choujin Compressor (From Behind) 6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
Tech
|
KD
|
-
|
-
|
-
|
90/54
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
|
AB41236T
Daisetsuzan Drop (Airborne) 41236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
165
|
N/A
|
KD
|
-
|
-
|
-
|
40/200
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
1
|
10
|
84
|
-
|
-
|
-
|
-
|
|
RT
Spinebuster (Running) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
150
|
N/A
|
KD
|
Meter Drain
|
-
|
-
|
50/-100
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
23
|
7
|
-
|
-
|
-
|
-
|
|
WGT
Hell's Super Express (While Grounded) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
Tech
|
KD
|
-
|
-
|
-
|
120/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
39
|
3
|
28
|
-16
|
-
|
-
|
1-33 Full, 34-40 Throw
|
|
4T
Irish Whip 4T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Run
|
-
|
No
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
3
|
27
|
-16
|
-
|
+17~35
|
-
|
Universal Irish Whip.
|
|
44T
Side Switch 44T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Special
|
-
|
No
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
+10
|
-
|
Universal side switch throw.
|
|
Specials
S
Shock Double Punch S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
120
|
Block/Parry
|
HS
|
-
|
26-56 KKD
|
1
|
-100/85
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
16
|
3
|
35 (39)
|
-8
|
-18
|
+3~24
|
-
|
|
66S
Diamond Dust Alpha 66S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
Launch
|
SKD,OTG
|
56-67 KKD
|
3
|
-300/150
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
25
|
21
|
19 (23)
|
-10
|
-20
|
-
|
6-45 Full
|
|
44S
Diamond Dust Beta 44S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
15x16
|
Parry
|
KDx16
|
SKD,Unblockable
|
163-173 KKD
|
3
|
-300/27x16
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
46
|
94 (5)
|
30 (34)
|
-
|
-
|
-
|
46-140 Full
|
|
46S
Soft Body Elbow 46S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
90
|
Block/Parry
|
KD
|
-
|
44-55 KKD
|
2
|
-200/120
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
28
|
3
|
22 (26)
|
+5
|
-5
|
-
|
5-43 Throw
|
|
236S
Hell's Merry-Go-Round 236S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60x3
|
Parry
|
KDx3
|
SKD,Unblockable
|
60-78 KKD
|
3
|
-300/78x3
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
22
|
26 (8)
|
28 (32)
|
-
|
-
|
-
|
13-24 Throw, 25-45 Full, 46-57 Throw
|
|
623S
Neck Hang Throw 623S Not actually a throw Not actually a throw
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
Launch
|
-
|
-
|
3
|
-300/125
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
30
|
4
|
32
|
-28
|
-16
|
-
|
-
|
Hitgrab.
- Hits Budo walking into Shogun on frame 31.
|
|
421S
Yoga Pose 421S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
(15,20,25,30,35)
|
N/A
|
N/A
|
-
|
-
|
2
|
-200/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
25 (5)*
|
44 (47)
|
-
|
-
|
-
|
9-71 Throw
|
Healing special, where Shogun assumes a throw-invuln stance and gradually heals life.
- Shogun regains life in 5-frame intervals, healing incrementally more life to heal 125 life in total if the entire move's "active" frames go uninterrupted. The values listed under "damage" is the amount Shogun heals between each interval.
- This is one of only three healing moves in the entire game. Though it does not heal a lot, it is relatively inexpensive at only 2 bars.
- This move is a solid option when Shogun has the breathing room (such as while the opponent is far away/knocked down) in order to use this move reasonably safely, and it is great for getting the life advantage over the opponent for time-out wins.
|
|
Supers
63214T+S
Hell's Guillotine 63214T+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
465
|
Tech
|
KD
|
-
|
-
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
14
|
7
|
20
|
-16
|
-
|
-
|
1-15 Full
|
- Guarantees a 214A OTG, but can be awkward due to the ambiguous side Shogun ends up on post-super.
|
|
NR63214T+S
Hell's Double Murder (Near Ropes) 63214T+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
495
|
Tech
|
KD
|
-
|
-
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
14
|
7
|
20
|
-16
|
-
|
-
|
1-15 Full
|
|
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