Introduction
Genshin is considered by many in the JPN scene to be one of the strongest characters. Unfortunately he is also one of the hardest. Genshin's entire gameplan revolves around controlling space both offensively and defensively with his Soul Mine traps (46+L) of which he can set up to 5. Once Soul Mines are active they retain a constant hitbox allowing you to use them as combo extenders and they can also be set off to control even more space with the Demon Foot special (66+L when Soul Mine is active). On top of all that, Genshin is one of only two characters who have a burst PSY move in Trap Card (180°+L+S) allowing him to punish aggressive opponents. If you like trap based setplay, Genshin just might be for you.
- Weight Class: Lightweight
Strengths |
Weaknesses
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- Soul Mines can be used offensively to box an opponent in, or defensively as a shield
- Demon Foot can be very annoying to deal with
- His Ogre Spirit (S/66+S) is a big and slow projectile. This is good because Genshin can throw out two at a time and set up while the opponent is dealing with them.
- If allowed to fill the screen with Soul Mines he can just overwhelm the opponent
- When Soul Mines are out opponents just have to leave damage on the table sometimes
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- Has significant startup time on some attacks
- His grab has a very long startup time, and bad range which hurts his approach game
- Soul Mines can be dissipated by coming in contact with other PSY moves
- Soul Mines only last about 10 seconds before going away
- He is a complicated and difficult character that requires a lot of thought to play effectively
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Moves
Basic Techniques
Light Attack c.L c.L
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PSY
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Damage
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Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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-
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40
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12f/10f
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30f/34f
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-
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-
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-
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-
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Strong Attack c.S c.S
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PSY
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Damage
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Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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-
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120
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16f/12f
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26f/38f
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-
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-
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-
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-
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Weak Shot L L
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PSY
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Damage
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Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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-
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100
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26f
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20f
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50
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-
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Y
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45
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Grab G+L G+L
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PSY
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Damage
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Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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-
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180
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12f
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15f
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-
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-
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-
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-
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Barrier Break [6]S [6]S
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PSY
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Damage
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Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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50%
|
180
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17f
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47f
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-
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-
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-
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-
|
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PSY Moves
Demon Fire Soul S/66+S S/66+S
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PSY
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Damage
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Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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30%
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180
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32f
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26f
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30
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-
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Y
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45°
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Ream Mark 46+L 46+L
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PSY
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Damage
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Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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30%
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190
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21f
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14f
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30
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10 Seconds
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N
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40°
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Dharmapala 66+L 66+L
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PSY
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Damage
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Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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30%
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260
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21f
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69f
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-
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-
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N
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-
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Kongo Wheel 46+S 46+S
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PSY
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Damage
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Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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40%
|
260
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16f
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46f
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-
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Restraint:7f
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N
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-
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Todoroki Thunder Bead 180°+L 180°+L
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PSY
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Damage
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Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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40%
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220
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33f
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52f
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70~50
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-
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-
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40°
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Guardianship 180°+L+S during hitstun 180°+L+S during hitstun
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PSY
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Damage
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Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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70%
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120x1~10
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51f
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12f
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60
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-
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Y
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-
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Curse Killing 466+S, 816438+L+S,G+L,+G+L+S / 294672+G+L,L+S,G+L+S 466+S, 816438+L+S,G+L,+G+L+S / 294672+G+L,L+S,G+L+S
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PSY
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Damage
|
Startup
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Recovery
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Travel Speed
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Duration
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Guidance
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Attack Angle
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60%
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350/50
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37f
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14f
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90
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44f
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N
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26°
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