Samurai Shodown/Genjuro Kibagami

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SamSho Genjuro Profile.png
Genjuro Kibagami
牙神 幻十郎, Kibagami Genjūrō
  • Damage Taken: 100%
  • Rage Factor: 0.30
  • Rage Duration: 7 seconds
  • Jump: 46 frames (Average)
  • Forward Walk Speed: 0.3 (Average)
  • Back Walk Speed: 0.23 (Average)
  • Dash Speed: 1.25 (Average)
  • Back Dash: 27 frames
  • Weapon Pickup / Drop: 51 / 80 frames

Introduction

Haohmaru’s eternal rival and fan-favourite redhead Hitokiri, Genjuro is all about getting up-close and personal, forcing you into one of his numerous lethal mixups. While his range might be slightly below average, once he gets in, Genjuro has all the tools he needs to positively ruin your day. His Hanafuda ("Flower Card") projectile can put you in prolonged blockstun, allowing Genjuro to move in for a free mixup. His rekka strings can also hit from the front or from behind. On top of this, he has a command grab which he can use once the opponent freezes up.

Defensively, he is no slouch either, as his DP has pretty good invincibility and a large hitbox to boot. Genjuro players need to establish themselves in the neutral game against overly aggressive opponents since all of Genjuro's mixups require the enemy to more or less stand still. Genjuro also struggles against heavy zoners, as he lacks a good anti-zoning tool. Genjuro is for those who are looking for an equivalent to Street Fighter’s Ken Masters in Samurai Shodown.


Playstyle
SS Genjuro Icon.png Genjuro is a close-range rushdown character with a large arsenal of powerful mixup tools on the ground.
Strengths Weaknesses
  • Strong mid-range game: Genjuro has an excellent suite of fast and well-ranged close and mid-range pokes, including a rare mid-screen low poke. His neutral jump C also has an enormous hitbox that is difficult to challenge, helping him control mid-screen space well.
  • Great C normals: Genjuro has some of the fastest and highest-damage heavy normals, making a poorly timed poke or high-recovery mistake very costly for opponents.
  • Strong mix-up game: Genjuro has one of the best B+Cs and numerous excellent lows in addition to a low-recovery command grab. His 236S (Triple Death Hack) rekka also affords him an excellent left-right mix-up game due to its crossup potential, made even scarier by the fact that he can cancel it into more rekkas up to two times on block. Get ready to guess!
  • Invincible DP: Genjuro has a rare invincible "dragon punch" move, allowing him a strong reversal against pressure and letting him easily anti-air on the ground.
  • Strong corner pressure: 214S (Cherry Blossom Slice) is a unique pressure-based projectile that bounces off opponents on block, making jump outs and counter-poke attempts risky. It is especially effective in the corner where opponents cannot backdash out of the card bounce, allowing Genjuro to apply a threatening and layered mix-up game.
  • Poor long-range presence: Genjuro lacks any significant long-ranged neutral tools as his normals are suited for close-range engagements and his 214S (Cherry Blossom Slice) is too slow to keep opponents out meaningfully or engage in fireball wars.
  • Mediocre air game: Excluding Neutral j.C, Genjuro's air normals are quite shallow and have poor coverage above his head, making jumping offense and air-to-air interactions unfavorable for him and forcing him to rely on grounded options like his DP.
  • Short rage timer: Genjuro has one of the shortest rage duration, so he needs to act very quickly in order to make use of his max rage state.

Gameplan

Due to the lack of range, Genjuro is an "in-your-face" type of character, and mostly is on the offense. He has good mix-ups to make up his loss of damage on long range. When he gets in, he can easily mix-up with his rekka. When he gets a knockdown, especially in corner, it's time for his card set-ups.

Neutral

On neutral, Genjuro has to be at max range of his 5B. In this range, he can neutral j.C to air to air jump-ins. Or be ready to anti-air with his DP, which is one of the best AA DPs in the game. His A rekka can be confirmed from a normal, pretty easy to confirm the rest of the hits on reaction, if the first one is blocked you may go for a cross up on the second one. His rekka is also good for catching air-borne opponents off guard when they land if he cross up on them. His 66D is also a good button as an approach tool and it still knocks down. When Genjuro gets a knock down, his major damages are on the table.

Okizeme

The most basic mid screen Oki is his rekka cross up (B or C) version. Or he can 5D to beat a dodge, a deflect, and combo into rekka from the second hit. Another way to apply pressure is to neutral jump on wake up if the opponent do not have a DP/Reversal-like attack. If the opponent is in corner it's time for his card set-ups. (Easy to get if the opponent wants to avoid the rekka mix and sit in corner)

Most of the time you will want to use the A version of the card, and always hold it. When the card comes back down from falling it's an overhead. In the process, you may use 2B, 2D, 66B for a low mix-up, or combo from 6D which is now a cancellable low. The opponent has to do well to block the mix, and it's virtually unblockable as both a high and a low. When the card falls on them and has connected, you can hit them with a 5C, A rekkas, or some other option see in the Combo section.

Normal Moves

Far Slashes

5A
5A
SS7 genjuro 5A.jpg
SS Genjuro 5A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 7 - - 22 -3 -5 5 Yes Yes Yes No

Fast slash to keep out the opponent, can cancel into specials. Combos into Lightning Wings and Triple Death Hack, but it's a bit finicky. Lightning Wings doesn't combo at the tip, and you can only get the full light rekka combo in the corner. At mid screen, you can only connect with the medium and heavy variants of Triple Death Hack: Horn.

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Toggle Hitboxes
5B
5B
SS7 genjuro 5B.jpg
SS Genjuro 5B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 10 - - 40 -10 -12 10 No Yes Yes No

Fast poke with below average range, fast enough to punish a lot of moves. Fairly standard far medium slash poke.

Toggle Hitboxes
Toggle Hitboxes
5C
5C
SS7 genjuro 5C.jpg
SS Genjuro 5C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300 Mid 22 - - 71 -10 -16 25 No Yes Disarm No

Genjuro's signature quick hard hitting slash, reaches very far and punishes whiff throws exceptional well. It's +11 upon recoil cancel, making it useful to keep up pressure.

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Toggle Hitboxes
2A
2A
SS7 genjuro 2A.jpg
SS Genjuro 2A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 21 -4 -5 5 Yes Yes Yes No

Fast 5 frame normal that cancels into specials. Unlike far A, it fairly easily combos into Lightning Wings and the full light combo of Triple Death Hack.

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Toggle Hitboxes
2B
2B
SS7 genjuro 2B.jpg
SS Genjuro 2B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Low 14 - - 40 -6 -12 10 No Yes No No

Low slash with decent range. Important tool of Genjuro for mix-ups, but very risky if the opponents jump attack lands.

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Toggle Hitboxes
2C
2C
SS7 genjuro 2C.jpg
SS Genjuro 2C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
240 Mid 19 - - 54 -10 -28 25 No Yes Disarm No

Almost identical with far 5C, and it's 3 frames faster. It deals less damage, and is -1 upon recoil cancel. A good tool in mid range.

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Near Slashes

n.5A
n.5A
SS7 genjuro n5A.jpg
SS Genjuro n5A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 19 -2 -5 5 Yes Yes Yes No

Fast 5 frame normal that cancels into specials. Can combo into Lightning Wings and Triple Death Hack.

Toggle Hitboxes
Toggle Hitboxes
n.5B
n.5B
SS7 genjuro n5B.jpg
SS Genjuro n5B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 7 - - 26 +1 -12 10 Yes Yes Yes No

Standard near medium slash that cancels into specials.

Toggle Hitboxes
Toggle Hitboxes
n.5C
n.5C
SS7 genjuro n5C.jpg
SS Genjuro n5C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 Mid 16 - - 44 -1 -28 25 No Yes Disarm No

Standard near heavy slash. Despite the similarities to n.2C, the primary use case for this normal would be to get damage up front in a situation where the opponent is expected to rage explode to escape a combo and there's no frame advantage or resources for a bigger punishment such as SSM or WFT.

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Toggle Hitboxes
n.2B
n.2B
SS7 genjuro n2B.jpg
SS Genjuro n2B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 9 - - 30 -1 -12 10 Yes Yes Yes No

Similar to Near 5B but it's 2 frames slower.

Toggle Hitboxes
Toggle Hitboxes
n.2C
n.2C
SS7 genjuro n2C.jpg
SS Genjuro n2C 1 hb.png
SS Genjuro n2C 2 hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 Mid 18 - - 43 -8 -28 25 No Yes Disarm No

Similar to Near 5C but has better hitbox above the head. Slow but effective anti-air if you can see the jump-in coming but can't manage a DP motion.

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Kicks

5D
5D
SS7 genjuro 5D.jpg
SS Genjuro 5D 1 hb.png
SS Genjuro 5D 3 hb.png
SS Genjuro 5D 2 hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 [15,15,20] Mid,Mid,Mid 5,16,39 - - 54 -2 -6 5 Yes,Yes,No No No Yes

Fast kick that can cancel into specials on the second hit. Has 2 frame gap between the first and second hit on block. If someone jumps out during this time and gets hit, the final hit will whiff which leaves Genjuro on a +9 advantage.

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Toggle Hitboxes
6D
6D
SS7 genjuro 6D.jpg
SS Genjuro 6D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Low 16 7 19~13 41 -5~+1 -10~-4 5 Yes No No Yes

Low kick with long active frames. 6D can be used as a short ranged low poke or pressure tool that combos into 236A series or DP. The follow-ups to 236A may whiff if done from too far out.

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Toggle Hitboxes
2D
2D
SS7 genjuro 2D.jpg
SS Genjuro 2D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 5 - - 17 0 -3 5 Yes No No Yes

Fast low kick that cancels into specials. A fast low to check your opponent's movement with as well as a low commit way to pressure. 2D can combo into 623A if canceled at the fastest timing but 2A covers fast special cancelable punish button better than 2D.

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Toggle Hitboxes
3D
3D
SS7 genjuro 3D.jpg
SS Genjuro 3D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 9 7 17~11 32 KD -6~0 5 Yes No No Yes

Low kick with long active frames and knockdown, even catches jumping and back dashing opponents, making it very useful for wake up pressure. It's +9 on block cancelled into specials, so it's useful for keeping up pressure.

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Toggle Hitboxes

Dash Normals

66A
66A
SS7 genjuro 66A.jpg
SS Genjuro 66A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 24 -6 -19 5 Yes Yes Yes No

A dashing poke with fast startup. The fast startup allows Genjuro to pester his opponents a bit from mid range which will often interrupt slower pokes or opponent movement preemptively. This move combos into DP and WFT, but can be difficult to land consistently due to minimal hitstun as well as the lack of range for WFT which forces Genjuro to hit 66A very deep for the combo.

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Toggle Hitboxes
66B
66B
SS7 genjuro 66B.jpg
SS Genjuro 66B 1 hb.png
SS Genjuro 66B 2 hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100[50,50] Low,Mid 13 - - 45 KD -35 10 No Yes No,Disarm No

Dash slashes hit low then mid. On hit, your opponent bounces off the edge of the screen, even away from the corner, and lands very close to you, which gives you some good okizeme opportunities. Very punishable on block, and -8 on recoil cancel. The 2nd hit whiffs at max distance. It doesn't recoil when unarmed opponent blocks it, and it deals quite a bit of chip damage, making it a very good tool against disarmed opponents. Only the 2nd hit can be deflected, but it's very unlikely.

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Toggle Hitboxes
66C
66C
SS7 genjuro 66C.jpg
SS Genjuro 66C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 Mid 14 - - 52 KD -16 20 No No Disarm No

Standard dash heavy slash with some anti air capability, does a decent job catching back jumping opponents.

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Toggle Hitboxes
66D
66D
SS7 genjuro 66D.jpg
SS Genjuro 66D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 9 - - 36 KD -11 5 No No No Yes

Very good running kick that can hit aerial opponents. It's relatively safe if spaced correctly.

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Air Normals

j.A
j.A
SS7 genjuro jA.jpg
SS Genjuro jA hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 8 - - - - - 5 No No No No

Quick air normal, useful for air to air.

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Toggle Hitboxes
j.B
j.B
SS7 genjuro jB.jpg
SS Genjuro jB hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 15 - - - - - 10 No No No No

Decent air to air normal, covers more horizontal space than forward Jump C.

Toggle Hitboxes
Toggle Hitboxes
j.C
8j.C
SS7 genjuro j8C.jpg
SS Genjuro 8jC 1 hb.png
SS Genjuro j8C 2 hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 High 15 - - - - - 20 No No No No

Long reaching heavy air slash, useful for keeping out your opponent. Hits deeper and harder than 7/9C.

Toggle Hitboxes
Toggle Hitboxes
j.C
7 or 9j.C
SS7 genjuro j9C.jpg
SS Genjuro j79C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 High 13 - - - - - 20 No No No No

Standard jump heavy slash. Your best jump in option.

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Toggle Hitboxes
j.D
j.D
SS7 genjuro jD.jpg
SS Genjuro jD hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 7 - - - - - 5 No No No Yes

Standard jump kick.

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Toggle Hitboxes

Unarmed Normals

u.5S
u.5S
SS7 genjuro u5A.jpg
SS Genjuro u5S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 - - 31 -5 -10 5 No No No Only

Standard standing punch.

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Toggle Hitboxes
u.2S
u.2S
SS7 genjuro u2A.jpg
SS Genjuro u2S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 8 - - 26 +2 -3 5 No No No Only

Slower than unarmed 5S but it has better frame data.

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Toggle Hitboxes
ju.S
uj.S
SS7 genjuro ujA.jpg
SS Genjuro ujS hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 6 - - - - - 5 No No No Only

Standard jump punch.

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Toggle Hitboxes
u.66S
u.66S
SS7 genjuro u66A.jpg
SS Genjuro u66S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 - - 30 KD -9 5 No No No Only

Fast back fist that knocks down the opponent. Long reach.

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Toggle Hitboxes

Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS7 genjuro 5CD.jpg
SS Genjuro 5CD hb.png
Forward Throw
Forward Throw
SS7 genjuro 4CD.jpg
SS Genjuro 4CD hb.png
Back Throw
Back Throw
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Forward 0 Throw 3 - 71 74 +20 - - - - - Yes

Universal throw. Can be followed up with an attack.

Back 0 Throw 5 - 69 74 +25 - - - - No Yes

Universal throw. Can be followed up with an attack.

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Toggle Hitboxes
Surprise Attack
Surprise Attack (Overhead)
5B+C
SS7 genjuro 5BC.jpg
SS Genjuro 5BC hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 High 20 - - 42 +2 -10 10 No No No No

Very strong universal overhead. Good range, and the hop start up makes it ambiguous. Doesn't knock down since 1.70 version.

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Toggle Hitboxes
Unarmed Surprise Attack (Overhead)
u.5B+C
SS7 genjuro u5BC.jpg
SS Genjuro u5BC hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
60 High 20 - - 44 +1 -12 10 No No No Only

Universal unarmed overhead. Hop-kick that doesn't cause knockdown.

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Toggle Hitboxes
Dodge
Dodge
5A+B
SS7 genjuro dodge.jpg
SS Genjuro 5AB hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 1 16 22 38 - - - - - - Yes

Universal dodge.

Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.

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Toggle Hitboxes
Stance Break
Stance Break
A+B during Just Defense
SS7 genjuro gAB.jpg
SS Genjuro gAB hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - No - - Yes

Universal Stance Break.

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Toggle Hitboxes
Counter (Deflect) / Blade Catch
Counter (Deflect) / Blade Catch
236A+B
SS7 genjuro deflect.jpg
SS Genjuro 236AB hb.png
Weapon Deflect
Weapon Deflect
SS7 genjuro blade catch one.jpg
SS7 genjuro blade catch two.jpg
Blade Catch
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 46 +35~+59 N/A - N/A N/A N/A No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally if you counter a heavy slash or a running slash, your opponent will be disarmed.

Unarmed 0 N/A 2 12 9 22 KD N/A - N/A N/A N/A Only

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.

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Toggle Hitboxes
Rage Explosion
Rage Explosion
5A+B+C
SS7 gennjuro RE.jpg
SS Genjuro 5ABC hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 No 21 1 - 58 0 - - - No No No

Unblockable pushback attack.

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Toggle Hitboxes
Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS7 genjuro Issen.jpg
SS Genjuro Issen hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 - - - KD -44 - - No No No

Has full invulnerability all the way through. Can be used as an anti-air. Damage scales based on remaining Rage Explosion Gauge.

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Special Moves

Triple Death Hack: Fang
Triple Death Hack: Fang
236S
SS7 genjuro rekka1.jpg
SS Genjuro 236BorC 1 hb.png
B and C versions have back proximity box
B and C versions have back proximity box
SS Genjuro 236S 1 hb.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 20 Mid 11 - - 43 -12 -17 4 - - - No
B 20 Mid 24 - - 53 -9 -14 4 - - - No
C 20 Mid 25 - - 73 -12 -17 4 - - - No

Genjuro's Rekka type move. The light version has fast start up and long reach. The medium version covers almost full screen and will cross up the opponent within the range of far light slash. The heavy version hits cross up unless from very far distance. All rekkas doesn't cross up opponent at the corner. All rekkas doesn't hit airborne opponent, so they can back dash or jump to avoid mixups.

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Toggle Hitboxes
Triple Death Hack: Horn
Triple Death Hack: Horn
236S (the 2nd time)
SS7 genjuro rekka2.jpg
SS Genjuro 236S 2 hb.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 30 Mid 16 - - - -23 -28 6 - - - No

The 2nd rekka after the 1st one hits or blocked, input can be delayed a lot, and input 214S is also accepted. The light version hits the same side as the 1st rekka, and it does combo if not delay. However it whiffs if the 1st rekka hits from mid screen far range, while at the corner the 2nd light rekka almost guarantees a combo. (Extra Note: If the 1st rekka is medium version from point-blank range, the 2nd light rekka whiffs. If the 1st rekka is heavy version, the 2nd light rekka does combo.)

B 60 Mid 23 - - - -15 -20 6 - - - No

The medium version also hits the same side but it doesn't combo from 1st rekka. It covers more distance so it won't whiff after the 1st rekka. Mix it up with the heavy version to confuse the opponent. Deals 30 more damage than the light version 2nd rekka.

C 70 Mid 19 - - - -23 -28 6 - - - No

The heavy version always hits different side of the 1st rekka (except opponent at the corner), and it doesn't combo from 1st rekka. Deals 10 more damage than the medium version 2nd rekka.

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Triple Death Hack: Element
Triple Death Hack: Element
236S (the 3rd time)
SS7 genjuro rekka3.jpg
SS Genjuro 236S 3 hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 17 - - - KD -48 12 - - - No

The final rekka hits the same side as the 2nd one, and it always combo from the 2nd rekka if not delay. It has only one version for all 3 slash buttons. Please note that it's SSM punishable on block so use it wisely.

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Toggle Hitboxes
Lightning Wings
Lightning Wings
623S
SS7 genjuro DP.jpg
SS Genjuro 623A hb.png
A version
A version
SS Genjuro 623B hb.png
B version (hitbox)
B version (hitbox)
SS Genjuro 623C hb.png
C version (hitbox)
C version (hitbox)
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 100 Mid 7 - - 58 KD (+85) -36 12 - - - No

The hitbox is smaller than it looks like. It covers large space above his head and deals full damage on hit.

B 140[110,30] Mid 9 - - 79 KD (+79) -52 30 - - - No

Invincibility against air attacks frame 1~10. It covers more space than the light version. Does very little damage if the 1st hit doesn't connect. SSM punishable on block.

C 180[120,30,30] Mid 11 - - 87 KD (+99) -59 38 - - - No

Full invincibility frames 1~14. Genjuro's main combo part and wake up reversal. Covers more distance than medium version. Does small damage if the 1st hit doesn't connect. If it's blocked, it lands behind the opponent from close range, which makes it difficult to punish by SSM.

Rage 216 [24x5,12x3,60] Mid 8 - - 75 KD (+78) -48 40 - - - No

Full invincibility frames 1~9. Faster than medium version and covers more distance than heavy version (even hits from round start location). Very likely to deal a lot more damage than the heavy version even if it doesn't land the 1st hit, since the last 2 hits damage is one third of total 9 hits. Also difficult to punish by SSM.

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Toggle Hitboxes
Zen Blade
Zen Blade
(close)623D
SS7 genjuro 623K.jpg
SS Genjuro 623D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Throw 5 - - 53 KD (+61) - - - - - No

Standard command grab. It has less range than normal throw and less punishable, using it is important in keeping your mix-up game from becoming stale. It's also a very good alternative of forward throw DP combo (only 18 damage short but much less risky). It's also useful to finish low health opponent, since the opponent cannot rage explosion to burst out, it finishes opponents at 135/162/189 health during normal/max rage/rage explosion respectively (based on the standard defense level).

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Toggle Hitboxes
Cherry Blossom Slice
Cherry Blossom Slice
214S
SS7 genjuro fireball1.jpg
SS Genjuro 214S hb.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 40 Mid 30 - - 56 +2 -11 5 - - - No
B 40 Mid 30 - - 61 -3 -16 5 - - - No
C 40 Mid 30 - - 66 -8 -21 5 - - - No

A mid air projectile with slow start up and doesn't cover full screen. It's very minus on block at close range, making it much less useful for close range pressure. (Extra note: it cancels out with most projectiles except Rimururu's rolling ice ball and Wu Ruixiang's spike trap.)

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Toggle Hitboxes
Cherry Blossom Slice (Hold)
Cherry Blossom Slice (Hold)
214[S]
SS7 genjuro fireball2.jpg
SS Genjuro 214S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 High - - - - - - 2 - - - No

Keep holding the button until the opponent blocks it, and then it will bounce up and fall down as an overhead attack, which leads to mixup combo. The light version falls slowly and the medium version falls quickly, and the heavy version falls behind the opponent. The opponent can back jump or back dash to avoid getting hit by the light and medium version unless he is at the corner, and the hard version catches back jump and back dash. It received big nerf from version 1.11, now it takes much longer to recover and it's not able to follow up after mid-air hit, therefore the opponent can always choose to take small damage to avoid mixup situation. The frame data is the same regardless of holding down the button or not, so always holding the button after 214S is recommended.

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Toggle Hitboxes
Slash of a Hundred Demons
Slash of a Hundred Demons
421S
SS7 genjuro 412S.jpg
SS Genjuro 421S hb.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 140[10,40,40,50] Mid 17 - - 64 KD -14 5*2 - - - No
B 140[10,40,40,50] Mid 17 - - 82 KD -15 5*4 - - - No
C 140[10,40,40,50] Mid 17 - - 101 KD -16 5*6 - - - No

A hit grab type move, the light / medium / heavy version slashes 2 / 4 / 6 times, if any one slash hits, it grabs the opponent and deals the full damage. It doesn't hit airborne opponent. It's now more useful to chip out the opponent since version 2.10. Also it's very easy to mix the input by mistake while holding back and input 214S. The trick is to use empty normal cancel into 214S or input 63214S instead.

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Supers

Weapon Flipping Technique

Five Flash Rip
236B+C
SS7 genjuro WFT.jpg
SS Genjuro 236BC 1 hb.png
SS Genjuro 236BC 2 hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
420(490) Mid 1+10 - - - KD -48 - - - - No

Fast WFT with limited range, it's one of the few WFT which combo after 5 frame attacks. Available during Max Rage or Rage Explosion. Disarms opponent on hit.

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Super Special Move

Reverse Five Flash Rip
641236C+D
SS7 genjuro SSM1.jpg
SS Genjuro 641236CD hb.png
SS7 genjuro SSM2.jpg
SS Genjuro 641236CD 2 hb.png
SS Genjuro 641236CD 3 hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
700 Mid 10+19 - - - KD -41 - - - - No

SSM with very limited range, available only once per match. Full invincibility frames 1~10.

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Combos

Combos as of version 2.10 (added 6D combos), use Numpad notation.

Midscreen

  • n.5A...
    • 623C
      The most damaging light basic punish combo.
    • WFT
      The most damaging light WFT punish combo.
    • 236A x 3
      Quick punish combo.
  • 5A / 2A...
    • 623C
      Would be blocked at far range.
    • WFT
      Whiffs at far range.
    • 236A x 3
      The 2nd & 3rd rekka whiffs at far range.
  • 66A...
    • 623C / WFT
      The most damaging chasing down punish combo.
  • n.5B / n.2B...
    • 623C / WFT
      The most damaging basic / WFT punish combo.
    • 421S
      Light version whiffs at far range, medium version is preferred.
    • 236A x 3
      Easier to confirm than above combos.
  • 6D xx 236A x 3 / 421S / 623C / WFT
    Preferred over 5D, decent range and damage, confirm from a low, new combo from version 2.10.
  • 5D xx 236A x 3 / 421S / 623C / WFT
    Quick combo starter that beats weapon deflect. The 1st hit of 5D can cancel into special move but 2nd hit cancel is preferred.
  • 8C / 9C (Deep hit)...
    • 5C/2C
      Far 5C is the most damaging basic follow up if opponent is far. Near 5C whiffs beyond point-blank range, Near/Far 2C connects at all ranges.
    • 5B / 2B / 3D / (5D combos)
      Less risky follow up, Far 2B and kicks beats weapon deflect.
    • 6D xx 236A x 3 / 421S / 623C / WFT
      New combo from 2.10.
    • n.5B/n.2B xx 623C
      The most damaging basic combo, but 623C sometimes whiff at further range because deep hit has extra push back.
    • n.5B/n.2B xx WFT
      The most damaging WTF combo, but 5B only connects WFT at point-blank range.
    • n.5B/n.2B xx 421B/C
      421B doesn't whiff at further range.
    • 66A xx 623C / WFT
      More consistent than Near 5B and works at all range. 66A needs to hit at point-blank range.
  • 2D xx 623A
    One of the few low attack combos. Simple input by 632D 3A
  • CD...
    • 6D xx 236A x 3 / 421S / 623C / WFT
      Combo into DP from both grab, a little less damage than 2C but knocks down. New combo from version 2.10.
    • 2C
      The most damaging basic follow up after forward throw, but the input timing is tight (only 2 frames).
  • 4CD...
    • n.5B xx 623C / WFT
      The best basic / WFT combo after back throw. Walk forward a little and then press 5B.
    • (walk backward) 5C
      Far 5C is the most damaging follow up after back throw. Micro walk backward then input Far 5C, but the timing is very precise.
    • (CD follow up combos above)
  • (Light falling card hits) 5C / 66A xx 623C / WFT
    Hit trade combo. Run towards the opponent after a light card is blocked, if opponent pokes with a medium slash he will get hit by the card, and Genjuro can follow up with Far 5C or 66A combo. Genjuro can also deflect the poke and perform the same combo.
  • (Light falling card hits) 6D xx 236A x 3 / 421S / 623C / WFT
    Virtually unblockable as both high and low.
  • (Medium falling card hits) j.C
    Can follow up with deep hit combos if Jump C hits low enough. Weapon deflect is not recommended because no follow up combo.
  • j.C (Light falling card hits) (n.5B Combos)
    Jump C doesn't need to be deep hit because the falling card has extra hit stun.
  • Rage Explosion (Light falling card hits)
    Unblockable hit or counter attack during hit stun. (Only follow up with lighting blade in very rare cases.)
  • uj.S ...
    • 66S
      Unarmed combo, knocks down the opponent.
    • 3D
      Hits low and knocks down the opponent.

Corner

  • 236A (Light falling card hits) 236A/B/C x 2
    Rekka is quick enough to beat most pokes. The falling card needs to connect before the 2nd rekka because the card's hit stun is short. The C version of 2nd rekka deals the most damage.
  • 236A (Light falling card hits) 66A xx 623C / WFT
    Power up version of the above combo, 66A needs good timing to connect.
  • 2B > (Light falling card hits) 236A x 3
    If the opponent is afraid of the rekka combo and blocks high, far 2B become dangerous.
  • (Light falling card hits) 6D xx 236A x 3 / 421S / 623C / WFT
    Virtually unblockable as both high and low.
  • BC (Light falling card hits) 5A xx 236A x 3
    If the opponent is afraid of the rekka combo and blocks low. Far 5A is optional to deal a little more damage.
  • BC (Light falling card hits) 66A xx 623C / WFT
    Power up version of the above combo.
  • CD / 4CD...
    • n.5B xx 623C / WFT
      The most damaging basic / WFT combo after throw into the corner.

Guard Crush

  • n.5C...
    After recovery...
    • n.5B/n.2B xx 623C / WFT
      Standard follow up.
    • SSM
      SSM follow up. (Be careful with opponent bursting to avoid it)
  • 5C...
    After recovery...
    • 66A xx 623C / WFT
      Standard follow up.
  • n.5C / 5C...
    Cancel recovery...
    • Lighting Blade
      Universal Issen combo.

Videos

Colors

Default

SS Genjuro 1.png
SS Genjuro 2.png
SS Genjuro 3.png
SS Genjuro 4.png

3D Retro Costume

SS Genjuro Retro 1.png
SS Genjuro Retro 2.png
SS Genjuro Retro 3.png
SS Genjuro Retro 4.png


Puzzle & Dragons Costume (Japan Only)

SS Genjuro PD 1.png
SS Genjuro PD 2.png
SS Genjuro PD 3.png
SS Genjuro PD 4.png


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora