Kyoshiro Senryo
千両 狂死郎, Senryō Kyōshirō
Introduction
Kyoshiro is a surprisingly traditional zoner with a variety of keepout tools and long-range normals that make it difficult for the opponent to approach him. His gameplay is generally more commital then the other zoners, which gives him a somewhat offensive feel.
His grounded Tsunami Crunch fireballs are very good at making the opponent want to jump, which is a bad idea, since Kyoshiro has some excellent anti-airs that can catch people from basically anywhere. Once the enemy respects Kyoshiro, he can employ his high/low mixups from a distance with 66B and 2B. If they are low on life, he can also chip them out with his Dance of Fire or EX Ragion special moves.
Unfortunately, Kyoshiro’s sluggish movement and abysmally floaty jump make it hard for him to escape being pressured. His DP also lacks proper invincibility. Kyoshiro needs to bide his time until the right situation arises and never let the opponent get the upper hand on him or the round might be over before it really started.
Strengths |
Weaknesses
|
- Great Zoning
- Some decent mixups
- High chip damage when in rage
|
- Slow movement
- Very risky in general
- Has a hard time getting the opponent off of him
|
Data
- Damage Taken: 100%
- Rage Factor: 0.32
- Rage Duration: 10 seconds
- Jump: 62 frames (Extremely Slow)
- Dash Speed: Average
- Back Dash: 34 frames (Cancellable +13F to start up)
- Weapon Pickup / Drop: 57 / 83 frames
Gameplan
Similar to the Strategy section of the 5sp wiki pages. List Kyoshiro'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
|
40
|
Mid
|
9
|
-
|
-
|
-
|
-7
|
-5
|
Yes
|
-
|
Yes
|
-
|
An alright "get off me" poke, but the cancellability doesn't lead to anything.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
15
|
-
|
-
|
-
|
-10
|
-12
|
No
|
-
|
Yes
|
-
|
Good range and decent damage, just a little slow, which seems to be this character's theme.
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
180+100
|
Mid
|
25
|
-
|
-
|
-
|
Knockdown
|
-16
|
No
|
-
|
Yes (Disarm)
|
-
|
Range is a little shorter than 5B.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
10
|
-
|
-
|
-
|
-7
|
-5
|
No
|
-
|
Yes
|
-
|
His best poke thanks to its speed and range. Just don't get too spammy with it.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90
|
Low
|
16
|
-
|
-
|
-
|
-9
|
-12
|
No
|
No
|
No
|
-
|
Hits low with even better range than 2A. Startup was buffed a lot in 1.11 so this is now one of his best moves. Since it hits low it also cannot be deflected.
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
180
|
Mid
|
19
|
-
|
-
|
-
|
-5
|
-28
|
No
|
-
|
Yes (Disarm)
|
-
|
This one is supposed to be used as an anti-air, although startup is slow.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
5
|
-
|
-
|
-
|
-2
|
-5
|
yes
|
-
|
-
|
-
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
8
|
-
|
-
|
-
|
-3
|
-8
|
Yes
|
-
|
-
|
-
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
20
|
-
|
-
|
-
|
-3
|
-28
|
-
|
-
|
-
|
-
|
|
n.2A
n.2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
5
|
-
|
-
|
-
|
-1
|
-4
|
Yes
|
-
|
-
|
-
|
|
n.2B
n.2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
7
|
-
|
-
|
-
|
+4
|
-1
|
yes
|
-
|
-
|
-
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
6
|
-
|
-
|
-
|
-5
|
-8
|
-
|
-
|
-
|
-
|
|
6D
6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
12
|
-
|
-
|
-
|
-4
|
-7
|
-
|
-
|
-
|
-
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
6
|
-
|
-
|
-
|
-5
|
-2
|
-
|
-
|
-
|
-
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
14
|
-
|
-
|
-
|
KD
|
-25
|
-
|
-
|
-
|
-
|
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
8
|
-
|
-
|
-
|
-4
|
-7
|
-
|
-
|
-
|
-
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
23
|
-
|
-
|
-
|
KD
|
-24
|
-
|
-
|
-
|
-
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
17
|
-
|
-
|
-
|
KD
|
-24
|
-
|
-
|
-
|
-
|
|
66D
66D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
11
|
-
|
-
|
-
|
KD
|
-17
|
-
|
-
|
-
|
-
|
If it hits late it can be up to -13 on block.
|
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
6
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
12
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
17
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
12
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
8
|
-
|
-
|
-
|
-3
|
-8
|
-
|
-
|
-
|
Yes
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
6
|
-
|
-
|
-
|
0
|
-5
|
-
|
-
|
-
|
Yes
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
6
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
|
Universal Mechanics
Guard Break
Guard Break (Throw) 4/5/6C+D Forward Throw Back Throw
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Back
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Universal throw. Can be followed up with an attack.
|
Forward
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Universal throw. Can be followed up with an attack.
|
|
Surprise Attack
Surprise Attack (Overhead) 5B+C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Armed
|
-
|
-
|
24(20 unarmed)
|
-
|
-
|
-
|
KD
|
-13
|
-
|
-
|
-
|
Yes
|
|
Unarmed
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
-
|
No
|
Only
|
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Stance Break
Stance Break A+B during Just Defense
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
52
|
KD
|
-24
|
No
|
-
|
-
|
Yes
|
|
|
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
|
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
|
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
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Has projectile invulnerability and anti-airs. Damage scales up beased on reamaining health.
|
|
Command Moves
Crouch Walk
Crouch Walk 1 or 3 Crouch Walk
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Kyoshiro walks while crouching
|
|
Special Moves
Tsunami Crunch
Tsunami Crunch 236S Tsunami Crunch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Light
|
-
|
-
|
18
|
-
|
-
|
-
|
-16
|
-16
|
-
|
-
|
-
|
Yes
|
Medium
|
-
|
-
|
20
|
-
|
-
|
-
|
-23
|
-23
|
-
|
-
|
-
|
Yes
|
Heavy
|
-
|
-
|
23
|
-
|
-
|
-
|
-25
|
-25
|
-
|
-
|
-
|
Yes
|
|
|
Dance of Fire
Dance of Fire 421S Dance of Fire
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Light
|
-
|
-
|
34
|
-
|
-
|
-
|
KD
|
-8
|
-
|
-
|
-
|
Yes
|
Medium
|
-
|
-
|
36
|
-
|
-
|
-
|
KD
|
-10
|
-
|
-
|
-
|
Yes
|
Heavy
|
-
|
-
|
41
|
-
|
-
|
-
|
KD
|
-12
|
-
|
-
|
-
|
Yes
|
|
|
Lion's Tail Blast
Lion's Tail Blast 214S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
-
|
-
|
20
|
-
|
-
|
-
|
KD
|
-25
|
-
|
-
|
-
|
No
|
B
|
-
|
-
|
25
|
-
|
-
|
-
|
KD
|
-31
|
-
|
-
|
-
|
No
|
C
|
-
|
-
|
43
|
-
|
-
|
-
|
KD
|
-36
|
-
|
-
|
-
|
No
|
Token Special Move description
|
|
Lion's Tail Blast
Ragion Lion's Tail Blast 214C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Rage
|
-
|
-
|
43
|
-
|
-
|
-
|
-
|
-32
|
-
|
-
|
-
|
No
|
Token Special Move description
|
|
Twisting Heavens
Twisting Heavens 623S Twisting Heavens
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Light
|
-
|
-
|
11
|
-
|
-
|
-
|
KD
|
-24
|
-
|
-
|
-
|
No
|
As of Patch 1.11 this combos from far 5A. Due to hits big hitbox it's also a great stand-alone punish against many otherwise safe moves.
|
Medium
|
-
|
-
|
14
|
-
|
-
|
-
|
KD
|
-51
|
-
|
-
|
-
|
No
|
Heavy
|
-
|
-
|
14
|
-
|
-
|
-
|
KD
|
-92
|
-
|
-
|
-
|
No
|
Has invincibility on startup, making this his best overall antiair attack or just to blow through an overzealous opponent's attack.
|
|
Smoldering Blood Pounce
Smoldering Blood Pounce j.2S Smoldering Blood Pounce
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
10 [4]
|
-
|
-
|
-
|
KD
|
-
|
-
|
-
|
-
|
No
|
Has recovery when landing making it unsafe on block. Can do it from backdash as well. If done out of backdash, apparently the hitboxes or startup is hardcoded to be different, causing j.2S to start up in 4f (on the upper part of Kyoshiro) instead, which makes it a great antiair. Can also be done with j.1S or j.3S.
|
|
Toad Plague
Toad Plague 214K Toad Plague
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
200
|
Unblockable
|
35
|
-
|
-
|
-
|
KD
|
-
|
No
|
-
|
-
|
Yes
|
Can be a great way to punish projectiles. Once frog initially appears you have 21 frames to react if point blank which can be hard to react to sometimes but if they avoid it you're usually in big trouble.
List of moves frog can hop and beat has been made by @NapkinSchematic#2915
- Haomaru - Tornado gets beat, easier to react to
- Nakoruru - Mamahaha will go through Kyo if the tongue touches Nakoruru
- Yashamaru - Spear goes through Kyo, but Yash lands too far away to get licked up, sometimes it trades, and Kyo gets hit by the spear, but the follow up for Yash doesn't occur. It's like Kyo gets knocked off the frog, and that's it. Regardless you should block it due to how incredibly minus the projectile is for Yashamaru.
- Galford - His plasma blade gets beat outright. It goes under the frog, or he gets licked, and the fireball gets eaten up too.
- Ukyo - If he counters the Tsunami Blast with the Swallow Counter (Tsubame Gaeshi?) you can hop over the returning wave with the Frog... It's only looking like it's possible full screen, it comes back really fast.
- Jubei - All versions of Jubei's fireballs get hopped, and Jubei gets licked. Frog is a problem for Jubei.
- Tam Tam - Low skulls get licked. If low skull -> High skull happens, frog has to lick up Tam Tam before the other skull makes contact. (high skull can knock kyo off the frog). If Tam Tam gets licked before the high skull hits Kyo, he gets licked, Skull passes through Kyo. All three low skulls get licked. Fire pillar knocks Kyo off Frog.
- Hanzo - All versions of his bouncy fireballs goes under frog, he gets licked.
- Genjuro - All Versions of card get licked. Card goes under Kyo, Genj gets licked.
- Earthquake - More Earthquake moves need to be tested. Frog can beat his 2C but it's fast. Anyway, he gets licked if you can react in time.
- Charlotte - The normal power gradation will knock Kyo off the frog. If frog licks her before the power gradation hits, it disappears and She gets licked. Neat. If she is charging C power gradation, she gets licked. Frog licks through the Splash Gradation (WFT)(you can just lick through the star)
- Ruixiang - low blue fireball gets licks, mid and high blue fireballs knock kyo off the frog. If frog licks her before the mid/high fireballs hit, she gets swallowed. They are fast though.
|
|
Supers
Weapon Flipping Technique
Flesh and Blood Fandango 236B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
15
|
-
|
-
|
-
|
KD
|
-55
|
-
|
-
|
-
|
-
|
Available only during Max Rage or Rage Explosion. Disarms on hit.
|
|
Super Special Move
Eighteen Best Kabuki Plays "Revolving Stage" 641236C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
27
|
-
|
-
|
-
|
KD
|
-68
|
-
|
-
|
-
|
-
|
Available only once per match.
|
|
Combos
List combos, use numpad notation.
Midscreen
c.5A or f.5A > 623A
(Deep j.C) c.5B or c.2B >
- 623C (max damage, bad position afterwards)
- 214A (good damage and good position afterwards)
- 236A (no real reason to do this)
- 236B+C (if you have rage)
6C+D >
- 236B+C (if you have rage and want to disarm the opponent)
- 66C (good damage and knockdown)
- 2C (max damage meterless, no knockdown, doesn't work on Wu Ruixiang)
4C+D >
- 236B+C
- f.5C (very good meterless damage but only works from backthrow)
Corner
Throw into the corner > c.5B > ender of your choice (see above)
otherwise same as midscreen
Videos
Colors
External Links