Samurai Shodown/Gongsun Li

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Gongsun Li
公孫離

Introduction

Short Gongsun intro, can be serious or a meme one, up to the editor. If you go for the latter, limit the jokes to this section only.

Strengths Weaknesses
  • Strength 1
  • Strength 2
  • Weakness 1
  • Weakness 2

Data

  • Damage Taken:
  • Rage Factor:
  • Rage Duration:
  • Jump:
  • Dash Speed:
  • Back Dash:
  • Weapon Pickup / Drop:


Gameplan

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

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 7 - - 23 -4 -7 Yes No No No

Fast hand attack and canncellable.

5B
5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 Mid 15 - - 39 -4 -12 No Yes Yes No

Poke with great range and decent speed.

5C
5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
260 Mid 22 - - 64 -3 -16 No Yes Disarm No

Similar to 5B but slower with good damage.

2A
2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 20 -3 -6 Yes No No No

Fast hand attack and canncellable.

2B
2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 Mid 12 - - 37 -5 -12 Yes Yes Yes No

Mid range poke which is canncellable. It doesn't hit low despite the animation.

2C
2C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
150 Low 19 - - 53 -7 -28 No Yes No No

Slow low attack with good range but doesn't knock down.

3C
3C
Twisting Maple
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
130 Low 17 - - 47 KD(+94) -12 No Yes No No

Fast low attack that knocks down, listed as command normal.

Near Slashes

n.5A
n.5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 17 ±0 -3 Yes No No No

Fast hand attack and canncellable, safe on block.

n.5B
n.5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 Mid 9 - - 17 -2 -12 Yes Yes Yes No

Fast near slash which is her main combo too.

n.5C
n.5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
220 Mid 15,23 - - 45 -3 -28 No Yes Disarm No

Standard near heavy slash with good damage.

n.2A
n.2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 23 -1 -4 Yes No No No

Fast hand attack and canncellable, safe on block.

Kicks

5D
5D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 12 - - 29 -2 -4 No No No Yes

Fast high kick and great for anti-air.

6D
6D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
60 Mid 20 - - 45 -1 -5 No No No Yes

Slow side kick with good range.

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

Standard low kick.

3D
3D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
40 Low 11 10 - 41 -7~+2 -14~-5 No No No Yes

Slide kick which doesn't knock down, safe on block when spaced correctly.

Dash Normals

66A
66A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 5 - - 32 -5 -12 No No No No

Fast running hand attack.

66B
66B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 Mid 11 - - 33 -2 -35 Yes Yes Disarm No

Running slash which is canncellable.

66C
66C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
140 High 22 - - 64 KD(+60) -20 No No No No

Running overhead with good damage and knocks down.

66D
66D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
70 Low 10 11 - 42 KD(+92) -16~-6 No No No Yes

Standard slide kick.

Air Normals

j.A
j.A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 High 6 - - - - - Yes No No No

Fast air to air attack and cancellable.

j.B
j.B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 High 11 - - - - - Yes No No No

Jump umbrella poke with great downwards hit-box and cancellable.

j.C
j.C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
160 High 14 - - - - - No No No No

Jump umbrella swing with good horizontal hit-box and cancellable.

j.D
j.D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 High 8 - - - - - No No No Yes

Jump kick with great downwards hit-box.

Unarmed Normals

u.5S
u.5A/B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 6 - - 22 -4 -7 Yes No No Only*

Similar to armed 5A with more damage and even faster.

un.5S
un.5A/B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 4 - - 16 ±0 -3 Yes No No Only*

Similar to armed near 5A with more damage and even faster.

u.5C
u.5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
150 Mid 17 - - 53 -9 -16 No No No Only*

Similar to armed 5C with less range and damage, but its start-up is much faster.

un.5C
u.5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 Mid 13 - - 41 -1 -8 Yes No No Only*

Less damage than armed near 5C, but faster and cancellable.

u.2S
u.2A/B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 5 - - 20 -3 -6 Yes No No Only*

Similar to armed 2A with more damage.

un.2S
un.2A/B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 4 - - 17 -1 -4 Yes No No Only*

Similar to armed near 2A with more damage and even faster.

u.2C
u.2C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 Low 17 - - 49 -5 -12 Yes No No Only*

Less range and damage comparing to armed 2C, but faster and cancellable.

u.3C
u.3C
Twisting Maple
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
70 Low 17 - - 47 KD(+93) -12 No No No Only*

Similar to armed 3C with less damage and faster.

ju.A
ju.A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 High 5 - - - - - No No No Only*

Similar to armed jump A with less damage and faster, but not cancellable.

ju.B
ju.B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 High 8 - - - - - No No No Only*

Similar to armed jump B with less damage and faster, but not cancellable.

ju.C
ju.C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 High 9 - - - - - No No No Only*

Similar to armed jump C with less damage and faster, but not cancellable.

u.66S
u.66A/B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 6 - - 29 KD(+100) -8 No No No Only*

Standard unarmed running attack that knocks down.

u.66C
u.66C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 High 19 - - 51 KD(+70) -17 No No No Only*

Similar to armed 66C with less damage and faster, also knocks down.

Universal Mechanics

Guard Break
Guard Break (Throw)
5/6C+D / 4C+D
Neutral / Forward Throw
Back Throw
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Neutral / Forward 0 Throw 3 - 74 - +20 N/A No - No Yes

Universal throw. Can be followed up with an attack.

Back 0 Throw 5 - 74 - +25 N/A No - No Yes

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - -

Universal overhead.

Dodge
Dodge
5A+B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
0 N/A 1 16 22 - N/A N/A N/A - N/A Yes

Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.

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

Counter / Blade Catch
Counter / Blade Catch
236A+B
Counter
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 - +35~+59 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.

Disarmed 0 N/A 2 12 22 - KD 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 Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
0 - - - - - - - - - - -

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
300~700 Mid 9 - - - KD -44 No - No No

Has full invincibility and can anti-air. Damage scales up based on remaining health.

Special Moves

Cloud Fall
Cloud Fall
214D
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Normal 50 Mid 17 / 15 - - - - - - - - Yes
Max 170 (50,120) Mid 17 / 15 - - - KD - - - - Yes

A maple leaf projectile that travels very fast, it charges the maple gauge on hit. When the maple gauge is full, the next one deplete the gauge to enhance the damage and allows follow up attacks. During max rage, it travels faster and recovers sooner. It's start up is 2 frames faster while unarmed.

Lunar Recall (Ground)
Lunar Recall (Ground)
214S
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A 120 Mid 15 - - 56 KD(+91) -17 - - - No
B 120 Mid ?? - - 64 KD ?? - - - No
C 140 Mid 15 - - 103 KD -73 - - - No

Li opens her umbrella on the ground and leaves it floating there, and then travels forward / backwards / upwards. The B version only hits the opponent behind her (e.g. The opponent teleports to her back or the opponent rolls behind her), it could cancel into SSM, make it possible to punish some wake up DPs. The C version has invincibility against air attacks from frame 2.

Lunar Recall (Air)
Lunar Recall (Air)
j.214S
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A 140 Mid 15 - 28(Landing) - KD - - - - No
B 140 Mid - - 28(Landing) - KD - - - - No
C 120 Mid - - 28(Landing) - KD - - - - No

Li opens her umbrella in the air and leaves it floating there, and then travels forward / backwards / downwards. The B version only hits the opponent behind her (e.g. She jumps over the opponent and uses 214B or the opponent rolls behind her). The C version can hit cross up.

Autumn Tide
Autumn Tide
236S/D
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A 30 Mid 17 - - 58 -8 -20 - - - No
B 30 Mid 17 - - 58 -8 -20 - - - No
C 30 Mid 17 - - 58 -8 -20 - - - No
D 30 Mid 17 - - 58 -8 -20 - - - No

Li throws her umbrella and leaves it floating, it's considered as projectile but doesn't cancel any projectile.

Cloud Fall
Cloud Fall
236S while umbrella floating
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Ground N/A - 12 4 9 25 - - - - - No*
Air N/A - 12 4 13 28 - - - - - No*

Li teleports to the floating umbrella and grabs it. Although the teleport location is obvious, but the start-up and recovery is very fast. She stays in the original position from frame 1~11, and disappear from frame 12~15, and then show up at frame 16.

Supers

Weapon Flipping Technique

Gust of Illusion
236B+C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
384 (448) Mid 8 - - - - -40 - - - No

Available only during Max Rage or Rage Explosion. Disarms on hit. Fast WFT with short range, good for combo and anti air.

Super Special Move

Maple Dance
641236C+D while umbrella floating
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
670 Mid 24 - - - - -50 - - - No

Available only once per match. Full invincible from frame 1~10. Very unique SSM with fast start up, but can only be used after 214S & 236S. Ground 214B can cancel into SSM from frame 15, make it 39 frames while armed.

Combos

List combos, use numpad notation.

Midscreen

Corner

Videos

Link to Gongsun videos and specify year it was produced or patch version in brackets.

Example: Gongsun combo video by "name of content creator" (2019).

Colors


External Links

Link to docs hosted in other sites.

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroGongsun LiHanzoHaohmaruIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuRuixiangShikiShizumaruSogetsuTam TamUkyoWan-FuWardenYashamaruYoshitora