Name: 周泰 幼平 (Shūtai Yōhei) Real Name: Minmei Historical Counterpart: Zhou Tai - Youping Voice Actress: Aiko Ōkubo Loyal, reliable and sharp-tongued, she is serious to a fault and pure of spirit. With her longsword, Soul Cutter, on her back, she cuts her way inside the enemy's attack zone. She likes cats so much that she refers to them as "Master Kitties."
Do you like fishing? Then this is the character for you! Shutai's 2B > 214X forces a close range mix-up by pulling your opponent in on hit and her buttons are really long. 5B is as long as most people's 5C, and 5C covers about 2/3 of the screen in range. She can also zone a bit with air kunai. Shuutai excels at defensive footsies and eventually fishing for that one 2B that will get you a mix-up and possibly pressure from there.
Note however, that her 2A is not a low so her close pressure relies on being able to call people out with 3C/6B/Throw. Also, because she is able to throw kunai or cancel the command jump into a regular jump-in, she can trick people into using 3B and hitting them with kunai or condition them to expect kunai and then jump in.
Recommended Strategists
Houtou (Chains) - Houtou and Shuutai are best friends, giving Shuutai a fullscreen + OB projectile to do command grab mixups behind, a safe callout for people that like to backdash or jump away from slash followups, and the lengthy knockdown after 623AB can be used to set up a commandgrab while a projectile is flying behind Shuutai! (623AB~[X], whiff throw, whiff 2A > 236D > 63214B/AB in the corner)
Normal Moves
5A
5A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300
Mid
5
2
10
±0
-2
Knockback
Confirmable into 623A(up close) or 623AB(anywhere).
Good for stagger pressure.
c.B
c.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
800
Mid
6
4
23
+7
-3
Knockback
Special-cancellable. Punish normal and pressure filler.
A blocked c.B can setup a 632146X, so you could do a 6321, 46X on block for the commandgrab, 3X on hit to transition to 623X.
f.B
f.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
Mid
10
3
26
+3
-7
Knockback
Can be cancelled into ~214X.
Your main poke, make sure to buffer a 214 to get the follow up on hit.
c.C
c.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1300
Mid
12
2
34
+2
-12
Collapse
Starts a Hougeki combo on counter-hit.
Can be cancelled into ~214X.
Can't be special-cancelled, so is outclassed by 2C for damage dealing. Hougeki filler.
f.C
f.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1300
Mid
16
2
38
+1
-19
Knockback
Can be cancelled into ~214X.
Fast for it's range, and doubly more rewarding on hit than most 5Cs thanks to the 214X followup.
2A
2A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300
Mid
5
2
9
+1
-1
Knockback
Confirmable into 623A(up close) or 623AB(anywhere).
Likewise good for stagger pressure, more advantageous and has slightly more reach than 5A.
2B
2B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
Low
11
2
9
+1
-9
Knockback
Special-cancellable. Can be cancelled into ~214X.
Your main low poke. Will not combo into 623X at tip range, so just do the ~214X followup or 236214D(up close).
2C
2C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
12
4
32
+1
-13
Knockback
Special-cancellable. Can be cancelled into ~214X.
Big damage jump-in followup and reversal punish.
j.A
j.A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
600
High
5
12
-
+19
+7
Knockback
Air-to-air. Has a small crossup hitbox.
j.B
j.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
High
8
3
-
+20
+8
Knockback
Strong downwards hitbox, and can beat out some anti-airs if used early.
j.C
j.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1300
High
10
4
-
+26
+8
Knockback
Huge cross-up hitbox.
Hougeki Moves
6B
6B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
High
24
2
31
+1
-13
Collapse
Lower-body invul on frames 13-26.
Airborne on frames 11-24.
Floor bounces during a Hougeki.
Universal overhead with an obvious animation.
6C
6C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
18
4
34
+2
-12
Collapse
Floor bounces during a Hougeki.
Universal lunge move. Long.
3B
3B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
100
Mid
12
3
28
+1
-13
Blow away
Aerial invul on frames 13-15.
Launches during a Hougeki.
Universal anti-air.
3C
3C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1100
Low
14
2
29
+47
-15
Collapse
Universal sweep.
Throws
Forward Throw
Throw 5D/6D/4D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1600
Throw
7
1
24
+29
-
Throw
Initial hit causes proration, leading to 1280 actual damage.
Special Moves
236X
Kunai Shot Kunaigeki 236A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
Jump
-
-
13
44
10
-
-
-
Projectile invul on frames 1-18.
Airborne on frames 13-56.
Can cancel the remaining duration of the move by pressing D.
Shuutai leaps into the air, and will throw kunai downwards upon pressing a followup button.
The button pressed after 236 alters Shuutai's jump arc, and the button pressed for the followup kunai alters the kunai's angle, after the initial startup she can throw them until just before she touches the ground.
Pressing D will cancel the remaining duration of the move and allow her to use her air normals immediately.
Jump distance:
A Version: Vertical
B Version: Roughly a character width less than her forward jump
C Version: Slightly less than her forward jump
EX Version: Teleports vertically
Kunai throw:
A Version: ~20° Angle
B Version: 45° Angle
C Version: 60° Angle
EX Version: ~45° Angle
Kunai
900
Mid
12
-
-
+9
-3
Knockback
EX
1600
High
16
-
52
+58
-28
Blow away
Fully invul on frames 1-15.
Airborne on frames 13-57.
Floor bounces during a Hougeki.
623X
Swift Slash Shikkūzan 623A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
600
Mid
10
7
39
+55
-30
Blow away
Aerial invul on frames on frames 1-17.
Airborne on frames 9-43.
Shuutai spins, jumps, and slashes in front of her and upwards. Her anti-air special.
Hold any button for the followup slash on hit.
B
700
Mid
11
7
46
+48
-37
Blow away
Aerial invul on frames on frames 1-18.
Airborne on frames 10-51.
C
800
Mid
12
7
53
+41
-44
Blow away
Aerial invul on frames on frames 1-19.
Airborne on frames 11-59.
Followup
600
-
9
1
-
+69 / +65 / +62
-
Blow away
Advantage on hit listed as A/B/C.
EX
750
Mid
10
7
56
-
-45
Blow away
Fully invul on frames 1-14.
Aerial invul on frames 15-17.
Airborne on frames 9-60.
The EX version of the move will automatically do multiple extra slashes if the move hits, leading to more damage than the meterless versions.
EX Followup
600 x3
-
6
1, (11), 1, (11), 1
?
+77
-
Blow away
Occurs automatically on a successful first hit.
632146X
Whirling Slash Kūtenzan 632146A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
2000
Unblockable
6
1
48
+16
-
Unique Hard Knockdown
Shuutai's command throw. It hits right in front of her.
Initial hit causes proration, leading to 1600 actual damage.
B
2100
Unblockable
7
1
49
+16
-
Unique Hard Knockdown
Initial hit causes proration, leading to 1680 actual damage.
C
2200
Unblockable
8
1
50
+16
-
Unique Hard Knockdown
Initial hit causes proration, leading to 1760 actual damage.
EX
2200
Unblockable
8
1
52
+16
-
Unique Hard Knockdown
Fully invul on frames 1-9.
Initial hit causes proration, leading to 1760 actual damage.
214X
Revenging Blade Kaeshiba 214A/B/C after f.B, 2B, c.C, f.C or 2C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
Any
700 (f.B/2B)
1100 (c.C/f.C/2C)
Mid
4
2
39
+1
-17
Knockback
Vacuums the opponent closer to you. Can be followed up with EX command grab for a frametrap up close.
Ougi
Dark Night Run Yamiyogake 2363214D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000, 1900, 1900
-
20
10
33
+113
+4
Unique Hard Knockdown
Fully invul on frames 1-30.
Hiougi
Mighty Crush Fun'i no Taizan 236BC
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300, 3700
-
30
3
40
+118
-
Unique Hard Knockdown
Fully invul on frames 1-60.
Combos
General
A combos (5A and 2A same dmg):
AA > 623A~X (1140 dmg; need to be super-close or it whiffs; confirmable)
AAA > 623A+B (1380 dmg; confirmable)
B combos:
c.B > [623C] (1800|2200 dmg; confirmable if buffered but tight; for punishes)
f.B > 214X (1480 dmg; gives oki; not confirmable; for punishes and gambles)
2B > 623[C] (1900|2202 dmg; can whiff on max range; only up-close confirmable and needs buffer)
2B > 214X (1700 dmg; gives oki; confirmable; for neutral)
2B/c.B > 236214D (Super can be input as 2321D, 2B has to hit close or counter-hit)
C combos:
c.C|f.C > 214X (1780 dmg; gives oki; confirmable if buffered but very tight; for neutral and punishes)
2C > 214X (1920 dmg; for close punishes)
2C > 623[C] (2200|2520 dmg; can whiff on max range; only up-close confirmable and needs buffer; for close punishes)
Jump-in combos:
j.C > c.C|f.C > 214X (2700 dmg; gives oki)
j.C > 2C > 623[C] (2980 dmg; whiffs if you don't crossup or not in corner)
Corner combos:
236X~X > c.B > 2363214D (3280 dmg; pretty hard as you have to hit the Kunai as low to the ground as possible)