Samurai Shodown/Genjuro Kibagami

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Genjuro Kibagami
牙神 幻十郎, Kibagami Genjūrō

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 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 Genjuros mixups require the enemy to stay still more or less. Genjuro also struggles against heavy zoners, as he lacks a good anti-zoning tool.

If you are looking for an equivalent to Street Fighter’s Ken Masters in Samurai Shodown, Genjuro is your man.

Strengths Weaknesses
  • Deadly mixups from close range
  • Competent neutral game
  • Very good anti-air DP and punish game
  • Has a tool for almost every situation
  • Slightly below-average range
  • Needs the enemy to respect him before applying his mixups
  • Can be kept out more easily than other characters
  • No unarmed special move and slow to pick up his weapon

Data

  • Damage Taken: 100%
  • Rage Factor: 0.30
  • Rage Duration: 7 seconds

Gameplan

Similar to the Strategy section of the 5sp wiki pages. List Genjuro's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
SS Genjuro 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 7 - 22 -3 -5 Yes Yes Yes No

Fast slash to keep out the opponent, can cancel into specials.

5B
5B
SS Genjuro 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 10 - 40 -10 -12 No Yes Yes No

Fast poke with below average range, fast enough to punish a lots of moves.

5C
5C
SS Genjuro 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
300 Mid 22 - 71 -10 -16 No Yes Disarm No

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

2A
2A
SS Genjuro 2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - 21 -4 -5 Yes Yes Yes No

Fast 5 frame normal that cancels into specials.

2B
2B
SS Genjuro 2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Low 14 - 40 -6 -12 No Yes No No

Low slash with decent range. Important tool of Genjuro for mix up but very risky if the opponent jump attack lands. It received nerf in version 1.11 for speed, recovery and reach.

2C
2C
SS Genjuro 2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
240 Mid 19 - 54 -10 -28 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, also a good tool in mid range game.

Near Slashes

n.5A
n.5A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - 19 -2 -5 Yes Yes Yes No

Fast 5 frame normal that cancels into specials.

n.5B
n.5B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 HL 7 - 26 +1 -12 Yes Yes Yes No

Standard near medium slash that cancels into specials.

n.5C
n.5C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
200 Mid 16 - 44 -1 -28 No Yes Disarm No

Standard near heavy slash.

n.2B
n.2B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 9 - 30 -1 -12 Yes Yes Yes No

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

n.2C
n.2C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 Mid 18 - 43 -8 -28 No Yes Disarm No

Similar to Near 5C but has better hitbox above the head.

Kicks

5D
5D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50(15,15,20) Mid,Mid,Mid 5,19,39 - 54 -2 -6 Yes,Yes,No No No Yes

Fast kick that can cancel into specials. 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. The 2nd hit is no longer overhead in version 1.11.

6D
6D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Low 16 7 41 KD -10~-4 No No No Yes

Low kick with long active frames.

2D
2D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 Low 5 - 17 ±0 -3 Yes No No Yes

Fast low kick that cancels into specials.

3D
3D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 9 7 32 KD -6~±0 Yes No No Yes

Low kick with long active frames and knocks down, even catches jumping and back dashing opponents, make it very useful for wake up pressure. It's +9 on block when it cancel into specials, therefore keep the pressure going.

Dash Normals

66A
66A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - 24 -6 -19 Yes Yes Yes No

Doesn't disarm even it's deflected.

66B
66B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100(50,50) Low,Mid 13 - 45 KD -35 No Yes No,Disarm No

Dash slashes hit low then mid, 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, makes it very good tool against disarm opponents. Only the 2nd hit can be deflected but very unlikely (for example the opponent jump and the 1st hit whiffs and then he lands and deflects the 2nd hit).

66C
66C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
140 Mid 14 - 52 KD -16 No No Disarm No

Standard dash heavy slash with some anti air capability, does a decent job to catch back jump opponents.

66D
66D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 9 - 36 KD -11 No No No Yes

Very good running kick that hits opponent in the air. it's relatively safe if space correctly.

Air Normals

j.A
j.A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 8 - - - - No No No No

quick air normal, useful for air to air.

j.B
j.B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 High 15 - - - - No No No No

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

j.C
8j.C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 High 15 - - - - No No No No

Long reach air heavy slash, useful to keep out the opponent.

j.C
7 or 9j.C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 High 13 - - - - No No No No

Standard jump heavy slash.

j.D
j.D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 7 - - - - No No No Yes

Standard jump kick.

Unarmed Normals

u.5S
u.5S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - 31 -5 -10 No No No Only

Standing punch.

u.2S
u.2S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 8 - 26 +2 -3 No No No Only

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

ju.S
uj.S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 6 - - - - No No No Only

Standard jump punch.

u.66S
u.66S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - 30 KD -9 No No No Only

Fast back fist that knocks down the opponent with long reach.

Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
Forward Throw
Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Forward 0 Throw 3 - 74 20 - - - - Yes

Universal throw. Can be followed up with an attack.

Back 0 Throw 5 - 74 25 - - - - Yes

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 High 20 - 42 2 -10 No No No No

Universal overhead. Doesn't knock down since 1.70 version.

Unarmed Surprise Attack (Overhead)
u.5B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 High 20 - 44 1 -12 No No No Only

Universal unarmed overhead. Hop kick that doesn't knocks down the opponent.

Dodge
Dodge
5A+B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 1 16 38 - - - - - Yes

Universal dodge, the first 10F has full invulnerability and the rest are strike invulnerability.

Counter / Blade Catch
Counter / Blade Catch
236A+B
Counter
Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed 0 N/A 2 11 34 +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 you counter a heavy slash or a running slash, your opponent will be disarmed.

Disarmed 0 N/A 2 12 22 KD N/A N/A N/A N/A Yes

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

Rage Explosion
Rage Explosion
5A+B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 No 21 1 58 0 - - No No No

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
300~709 Mid 9 - - - -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.

Special Moves

Triple Death Hack: Fang
Triple Death Hack: Fang
236S
Triple Death Hack: Fang
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 20 Mid 11 - 43 -12 -17 - - - No
B 20 Mid 24 - 53 -9 -14 - - - No
C 20 Mid 25 - 73 -12 -17 - - - 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.

Triple Death Hack: Horn
Triple Death Hack: Horn
236S (the 2nd time)
Triple Death Hack: Horn
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 30 Mid 16 - - -23 -28 - - - 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 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 - - - 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 - - - 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.

Triple Death Hack: Element
Triple Death Hack: Element
236S (the 3rd time)
Triple Death Hack: Element
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 17 - - KD -48 - - - 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 notice that it's SSM punishable on block so use it wisely.

Lightning Wings
Lightning Wings
623S
Lightning Wings
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 100 Mid 7 - 58 KD (+85) -36 - - - No

No invincibility after version 1.11, also the hitbox is smaller than it seems from graphic. It covers large space above his head and deals full damage on hit.

B 140(110,30) Mid 9 - 79 KD (+79) -52 - - - 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 - 89 KD (+99) -59 - - - 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 - - - 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.

Zen Blade
Zen Blade
(close)623K
Zen Blade
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash 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. Its damage is increased from 120 to 150 in version 1.70, which makes it 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).

Cherry Blossom Slice
Cherry Blossom Slice
214S
Cherry Blossom Slice
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 40 Mid 30 - 56 +2 -11 - - - No
B 40 Mid 30 - 61 -3 -16 - - - No
C 40 Mid 30 - 66 -8 -21 - - - No

A mid air projectile with slow start up and doesn't cover full screen. It became very minus on block at close range from version 1.70, 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.)

Cherry Blossom Slice (Hold)
Cherry Blossom Slice (Hold)
214[S]
Cherry Blossom Slice (Hold)
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 High - - - - - - - - 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.

Slash of a Hundred Demons
Slash of a Hundred Demons
421S
Slash of a Hundred Demons
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 140(10,40,40,50) Mid 17 - 64 KD -14 - - - No
B 140(10,40,40,50) Mid 17 - 82 KD -15 - - - No
C 140(10,40,40,50) Mid 17 - 101 KD -16 - - - 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. Although it hits quite a few times, it's not useful to chip out the opponent, since each hit only deals 1 chip damage on block, while 3 light rekkas do 15 chip damage and heavy DP does 18 chip damage. 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.

Supers

Weapon Flipping Technique

Five Flash Rip
236B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash 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.

Super Special Move

Reverse Five Flash Rip
641236C+D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
700 Mid 10+19 - - KD -41 - - - No

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

Combos

Combos as of version 1.70, 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.
    • 421A/B/C
      Light version whiffs at far range, medium version is preferred.
    • 236A x 3
      Easier to confirm than above comobos.
  • 5D xx 236A x 3 / 421A/B/C / 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.
    • n.5B/2B xx 623C
      The most damaging basic combo, but 623C sometimes whiff at further range because deep hit has extra push back.
    • n.5B/2B xx WFT
      The most damaging WTF combo, but 5B only connects WFT at point-blank range.
    • n.5B/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...
    • 2C
      The most damaging basic follow up after forward throw, but the input timing is tight (only 2 frames).
    • 66a xx 623C
      The more consistent combo after forward throw. 66A is optional since it doesn't do much damage.
    • 66a xx WFT
      The most damaging WFT combo after forward throw. 66A is optional.
  • 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.
  • (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.
  • 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.

Videos

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External Links

Samurai Shodown
General

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Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWardenWuYashamaruYoshitora