Samurai Shodown/Shizumaru Hisame

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Shizumaru Hisame
緋雨 閑丸, Hisame Shizumaru

Introduction

Shizumaru is a well-rounded, technical fighter who can play offense and defense equally well. His range is slightly shorter than most of the other characters, but he makes it up with high damage, great mobility and strong defense. While Shizu can be played at any level and do well, he has arguably one of the highest skill ceilings out of any character in the game due to his instant overhead setup and Crazy Downpour special move (also called Kyourakuzan or KRZ, or TAP as a reference to the signature move from Boxer from the Street Fighter Series, the Turn-Around Punch). Holding down any slash button (A, B, C) will charge the attack, with the strongest version taking a full 80 seconds to charge up. Experienced players will switch which button is held down regularly. Reading the situation correctly and changing your buttons on the fly is a big part of Shizu’s execution requirement. But the reward of landing KRZ is massive, and it makes his damage potential some of the highest in the entire game after the first round. He may feel a little outmatched on the ground sometimes, but if you slip up once, Shizu might just take the round from a single small mistake.

Strengths Weaknesses
  • Massive air buttons combined with float are very hard to challenge
  • Excellent mixup game via the best slide in the game and multiple overhead options
  • Lots of risk-taking pressure options that can punish escapes with high reward
  • Fireball is slow, very active and difficult to get around
  • Float makes AAing him with issen very difficult
  • Below average range and health
  • Higher-than-average execution ceiling due to TAP button management and unfloat jA confirms
  • Must give up availability of at least one normal and universal mechanic in order to keep TAP and cannot RE without giving up TAP charge
  • Highest reward options are also very punishable (SSM, TAP and unfloat jA -> issen)

Data

  • Damage Taken: 105%
  • Rage Factor: 0.26
  • Rage Duration: 9 seconds
  • Jump: 50 frames (Very Slow)
  • Dash Speed: Average
  • Back Dash: 27 frames (Cancellable +11F to start up)
  • Weapon Pickup / Drop: 40 / 61 frames


Gameplan

Neutral

Shizumaru ground game is decent, with 5A as fast poke to stop opponent dashing, 66D as safe approaching tool, and far 5C as whiff punish tool. His anti-air options are not very strong, it's better to use jump C for air to air or 66D to dodge under jump attacks. He has more advantages in the air, jump C has a great hitbox, and jump B hits cross-up exceptionally well, combines with his floating ability to bait out anti-air, and floating BC for surprise attack. His projectile game is awesome too, 236S has great recovery time and 236D reflects most projectiles, and his SSM is deadly against anyone trying to play fireball game. He has wake up invincible move, but it's fairly slow so don't use it against meaty jump attacks.

Okizeme

Shizumaru has quite a few tools for wake up mix up, including 2C / BC / 44 8S 2A combs / 44 8S BC, making him very strong against wake up, especially against forward roll.

Charging KRZ (Crazy Downpour)

General

When playing as Shizumaru, you need to get into the habit of holding down any Slash button (A, B or C) at all points during the match to charge KRZ. This move is your biggest joker and enables you to blow through anything the opponent does, doing a huge amount of unburstable damage. This gives you great comeback potential or a way to close out a round or match before the opponent can use their rage explosion. Because of the huge threat this move possesses, your opponent might hesitate to attack or even scare to jump, giving you more opportunities to win.

To charge KRZ, you don't have to stick to a single button - you can switch around buttons and still keep the charge, as long as at least one slash button is held down at all times. Because of the nature of holding down a button, you won't have access to certain moves in the neutral game. Apart from the obvious normals and specials, these are:

  • While holding A: No spot dodge and deflect.
  • While holding B: No spot dodge, deflect, universal overhead and WFT.
  • While holding C: No throw, universal overhead, WFT and SSM. Notable: No invincible 623C.

It helps to think of charging KRZ as a stance. Holding C is the defensive/neutral stance - you have access to quick normals to halt your opponent's approach, and you can deflect and spot dodge, but you lack the access to a quick whiff punish tool 5C and cannot use throw, as well as main combo part and reversal 623C, WFT and SSM. Holding A is the offensive stance - you can't do quick pokes or cannot deflect or spot dodge, but you can deal heavy damage with 5C and throw. Holding B has quite a few disadvantages, most notably you cannot use your main combo tool including near 5B / 66B / 2B and cross-up jump B.

Switching Charge

A good habit to get into is to never press and let go of a button but instead always holding it down. Even if you do not intend to keep holding it down, it gives you the option to choose. So if you're holding A, and then pressed C to poke/punish with Heavy Slash, keep holding down both buttons until you made up your mind which button you want to free up.

Other good ways and spots to switch the button you're currently holding is during the recovery of any move (mostly specials such as DP after a punish) or by masking it with a 2D (eg hold A, whiff 2D, switch to holding C).

It's important to always have a plan as to why you're holding which button. For example, holding A or B keeps you from using deflect, so in situations where you're soon likely to be able to land one, you want to plan ahead and free it up in time.

Concrete example: You're holding A and attempt to hit the opponent with a 5C, but it was blocked. If you kept holding A here, you're not able to recoil cancel into deflect and are defenseless against attempts by the opponent to punish with a Slash of their own. Instead, you want to hold A, press 5C and keep holding C, and if it was blocked, you can attempt to deflect. In case you're deciding to deflect, always switch back to holding A after deflecting (ie doing 236[A]+B and holding A), because if the deflect was successful you want your C button to be free up for SSM.

Think of different situations where you want to switch buttons around like this and incorporate these drills into your practice sessions!

Lv4 vs Lv5

Lv1, Lv2 and Lv3 KRZ are fairly useless, which is good because it lets us focus on the two important ones: Lv4 and Lv5. These are probably the only ones you want to use. Let's compare these two: Lv5 takes four times as long to charge compared to Lv4 (80s vs 20s, or 50 Samsho seconds vs ~13 Samsho seconds) while only adding a fraction of the damage, so Lv4 has a way better damage to charge time ratio. Lv5 however is of course completely invincible, whereas Lv4's invincibility runs out before the start up frames.

This means that if you can land Lv4 KRZ as soon as you get it, you will do a lot more damage over the course of a match than landing a single Lv5 KRZ. This makes his throw very potent, as KRZ can easily combo from it. However, reliably landing Lv4 every time after exactly 20s is unrealistic, and every second you "waste" after you get Lv4 makes you lose on DPS, which makes waiting for access to Lv5 KRZ more attractive. After all, which version you prefer to use is up to your playstyle. With that being said, closing out the first round (or second if you lost the first one and whiffed a KRZ already) by using a guaranteed Lv4 is probably always worth it, so don't hesitate to use it this way.

Managing levels

As said above, only Lv4 and Lv5 are worth using. There are two magic numbers that you need to memorize - 13 and 50. This is the amount of in-game time needed to charge to Lv4 and Lv5. ALWAYS keep track of the round timer to determine which level you are currently on. In the first round, assuming nothing stops the timer (like Rage Explosion), you have Lv4 as soon as the timer reaches 47 and Lv5 as soon as it reaches 10. If either of you dies when the timer shows 24, that means 36 Samsho seconds have passed, so you'll have Lv5 in the next round when the timer hits 46. Utilizing the timer to determine your current charge level is a very simple but powerful technique, and nothing feels more satisfying than to go through a fireball right as you hit that Lv5. Get into this habit as soon as possible.

Normal Moves

Far Slashes

5A
5A
SS Shizumaru 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
40 Mid 9 - - 23 -2 -5 No Yes Yes No

Fast poke with great range and very safe on block.

5B
5B
SS Shizumaru 5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 Mid 11 - - 35 -4 -12 No Yes Yes No

Swats away at the opponent with his umbrella. Slightly slower but better reach and damage than far 5A, but more disadvantage on block.

5C
5C
SS Shizumaru 5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
270 Mid 19 - - 65 -7 -16 No Yes Disarm No

As one might expect from a student of Haohmaru, Shizu borrows heavily from Haohmaru's most iconic button. Covers decent range but much faster than Haoh's far 5C. Very good button for whiff punish.

2A
2A
SS Shizumaru 2A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 5 5 - 16 +1~+5 -5~-1 Yes Yes Yes No

Fast hilt attack with long active frames.

2B
2B
SS Shizumaru 2B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
20,60 Mid 9 - - 32 -2 -12 Yes,Yes Yes Yes No

A fast 2-hit umbrella attack which both hits are cancellable. The 1st hit has long hit-stun and almost no push back.

2C
2C
SS Shizumaru 2C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30,30,100 Low 18,19,20 - - 50 -3 -28 Yes,Yes,No Yes No No

This 3-hit heavy slash which hits low and the first two hits are cancellable. Depending on the range the first hit might whiff, so be aware of your spacing.

Near Slashes

n.5A
n.5A
SS Shizumaru n5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 4 - - 16 ±0 -5 No Yes Yes No

A hilt attack, whichi is the fastest normal in the game, but it's not cancellable.

n.5B
n.5B
SS Shizumaru n5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 Mid 9 - - 32 -3 -12 Yes Yes Yes No

His main combo tool with decent start up.

n.5C
n.5C
SS Shizumaru n5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
200 Mid 19 - - 49 -3 -28 No Yes Disarm No

Standard near 5C with slower startup.

Kicks

5D
5D
SS Shizumaru 5D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 6 - - 22 -4 -7 Yes No No Yes

Very fast kick which is cancellable.

6D
6D
SS Shizumaru 6D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Low 9 8 - 25 -4~+3 -7~±0 Yes No No Yes

Fast low kick that which is cancellable.

2D
2D
SS Shizumaru 2D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
20 Low 5 4 - 17 ±0~+3 -3~±0 No No No Yes

Standard fast low kick.

3D
3D
SS Shizumaru 3D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
70 Low 8 4 - 30 KD(+102) -14~-11 Yes No No Yes

Fast low kick which knocks down the opponent and it's cancellable. His hurt-box becomes very small while he kicks (Low-profiling), and can dodge under lots of pokes like Jubei's far mid slash.

Dash Normals

66A
66A
SS Shizumaru 66A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
60 Mid 7 - - 22 ±0 -19 No Yes Yes No

Running hilt attack which is deflectable and not cancellable, also very punishable, his 66D is way better option than this.

66B
66B
SS Shizumaru 66B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 Mid 10 - - 33 -3 -35 Yes Yes Disarm No

Another main combo tool, similar motion like near 5B, also cancellable but very minus on block.

66C
66C
SS Shizumaru 66C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
140 Mid 12 3 - 50 KD(+97) -16 No Yes Disarm No

Standard 66C which knocks down the opponent.

66D
66D
SS Shizumaru 66D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
70 Low 7 9 - 29 KD(+102) -13~-5 No No No Yes

Low sliding kick with very long active frames and good upwards hit-box, it's very safe on block when space correctly.
It's also low-profiling like 3D, and sometimes hits airborne opponent in the back, making it useful anti-air.

Air Normals

j.A
j.A
SS Shizumaru jA.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 High 5 - - - - - No No No No

Fast air to air attack.

j.B
j.B
SS Shizumaru jB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 High 13 - - - - - No No No No

Amazing aerial, can be used both as an air-to-air and as a jumpin. Can also cross up, which is especially useful because float gives you a lot of control over your jump-in angle.

j.C
j.C
SS Shizumaru jC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
160 High 11(12) - - - - - No No No No

Jump heavy slash with very good downwards hit-box, startup is 11 frames for horizontal hit and 12 frames for downwards hit.

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

Jump kick with horizontal hit-box.

Unarmed Normals

u.5S
u.5S
SS Shizumaru u5S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 27 ±0 -5 No No No Only

Fast chop attack.

u.2S
u.2S
SS Shizumaru u2S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 6 - - 24 +2 -3 No No No Only

Fast chop attack which is safe on block.

ju.S
ju.S
SS Shizumaru juS.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 High 5 - - - - - - No No Only

Jump back fist with small hit-box.

u.66S
u.66S
SS Shizumaru u66S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 10 - - 29 KD(+109) -4 No No No Only

Same motion like unarmed 2S but knocks down, startup is slow but safe on block.

Universal Mechanics

Guard Break
Guard Break (Throw)
SS Shizumaru 5CD.png
5C+D / 6C+D
SS Shizumaru 4CD.png
4C+D
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Neutral / Forward 0 Throw 3 - 71 74 +20 - - - - Yes
Back 0 Throw 5 - 69 74 +25 - - - - Yes

Universal throw, can follow up with combos. Back throw has slower start up but better frame advantage. There is no throw tech, but throws are very punishable on whiff.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Shizumaru 5BC.png
Armed
SS Shizumaru u5BC.png
Unarmed
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Armed 60 High 20 - - 46 +2 -14 No No No No

Universal overhead. No longer knocks down the opponent since version 1.70.

Unarmed 60 High 20 - - 44 KD(+78) -12 No No No Only

Universal unarmed overhead. Knocks down the opponent.

Dodge
Dodge
5A+B
SS Shizumaru 5AB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
N/A - 1 16 22 38 - - - - - 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.


Stance Break
Stance Break
A+B during Just Defense
SS Shizumaru gAB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - - - Yes

Universal Stance Break.

Counter (Deflect) / Blade Catch
Counter (Deflect) / Blade Catch
236A+B
SS Shizumaru 236AB.png
Weapon Deflect
SS Shizumaru u236AB.png
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 46 +35~+59 - - - - No

Universal counter that works against mid-guard normal slashes. Upon successful counter, you can follow up with any attack except throws.
The amount of time to follow up depends on timing and the strength of slash, and deflecting medium slashes staggering the opponent for longest amount of time.
Additionally, if you deflect a heavy slash or running medium slash, the opponent will be disarmed.

Unarmed 0 N/A 2 12 10 22 KD - - - - Only

Universal unarmed counter, works against the same slashes as counter.
Upon successful blade catch, your will disarm your opponent and knock down the opponent to the corner, regardless of the strength of slash.

Rage Explosion
Rage Explosion
5A+B+C
SS Shizumaru 5ABC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
0 Unblockable 21 1 - 58 0 - - - - No

Activate the rage explosion gauge and push back the opponent, available once per match. In order to activate, the character must be on the ground with the weapon on hand.
It can be activated during hit stun / throw staggering / weapon deflected / recoil cancel / normal cancel / blocking, but not during action recovery.
It's nearly the same as max rage with extra damage buff (140% vs 120%), and it pauses the timer count down, also allows access to Lighting Blade.
The less amount of health remaining when activates, the more amount of rage explosion gauge it begins with.
Rage explosion ends if the gauge runs out, WFT connects, Lighting Blade used, or the round ended. Then the rage gauge disappears for the rest of match.
The activation push back is unblockable, and its hit-box extends all the way up to top of the screen.

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

Dashes full screen and slash across the opponent in classic style. It has full invincibility and can anti-air. Damage scales based on remaining rage explosion gauge.

Command Moves

Wall Jump
Wall Jump
(near wall)9
SS Shizumaru w9.png
Wall Jump
SS Shizumaru w7.png
Reverse Attack
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - Yes

Shizumaru can jump off walls. When facing the wall, input 7A/B/C/D to perform a reverse falling attack, since his jump B hits cross up, he can do a hit / throw mix up.

Special Moves

Mist Blast
Mist Blast
236S
SS Shizumaru 236S.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A 50 Mid 21 - - 54 KD -20 - - - No
B 50 Mid 26 - - 52 KD -13 - - - No
C 50 Mid 31 - - 50 KD -6 - - - No

Throws his umbrella as a projectile. Light version has the quickest startup but the shortest range. It's unsafe on block unless spaced perfectly. Very hard to utilize compared to the other two versions.
Medium version has better range and much safer on block, will be in the unarmed state until the umbrella returns.
Heavy version has the slowest startup with the longest range. Recovers very quickly, most of the time you can anti-air on reaction, but keep in mind that you are in the unarmed state, which means DP is not available.

Cross Current Slicer
Cross Current Slicer
623S
SS Shizumaru 623S.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A 100 (10x4,60) Mid 8 - - 71 KD(+90) -35 - - - No
B 120 (10x5,70) Mid 12 - - 87 KD(+81) -47 - - - No
C 150 (10x6,90) Mid 16 - - 107 KD(+80) -61 - - - No
Rage 216 (12x10,96) Mid 16 - - 107 KD(+80) -61 - - - No

His DP type move and main combo tool. Light version is fast but has no invincibility.
Medium version has anti-air invincibility from frame 1~13, but it moves forward quite a bit, making it very situational anti-air.
Heavy / Rage version travels even further, and has full invincibility from frame 1~16, can be used as wake up reversal (although the start up is slow), recoil cancel tool or even goes through projectiles.
All versions are very unsafe on block and SSM punishable.

Freezing Rain Repeller
Freezing Rain Repeller
236D
SS Shizumaru 236D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
40 Mid 6 - - 46 KD(+83) -28 - - - No

A projectile reflector which also deals a little damage at point blank range. Start up is very quick but recovery is slow and very punishable on block.
It reflects most projectiles except Rimururu's rolling ice ball (when it lands and starts rolling, it's reflectable before it touches the ground).
Because its poor range and damage, it's not good for combo or recoil cancel.

May Shower Slice
May Shower Slice
214S
SS Shizumaru 214S.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A 90 (10,80) Mid 14 - - 61 KD(+65) -18 - - - No
B 130 (10,120) Mid 14 - - 91 KD(+61) -25 - - - No
C 160 (10,150) Mid 14 - - 135 KD(+68) -36 - - - No

Spins his umbrella to attack. If the opponent get caught before the last hit, he would still take full damage.
It deals a lot of chip damage, however it doesn't hit airborne opponent except the last hit.
Therefore the opponent can just jump on wake up to avoid cross up and chip damage, and use jump attack to punish it on whiff.

Rains of Time
Rains of Time
j.2D
SS Shizumaru j2D.png
Pogo Attack
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 (20) High 2 - 6 (Landing) - (Jumps again) ±0 (+4) - - - No

Shizumaru lands on the umbrella tip, if it hits the opponent, he will bounce up again and fall with the same motion, you can hold left or right to change direction.
The succeeding hits deals a less damage and it's more plus on blocked. It deals very little chip damage.
Additionally, if it hits meaty at the very last frame before landing, it won't bounce up and can combo with n5B / 2B, but it takes perfect frame kill timing.

Dreadful Drizzle
Dreadful Drizzle
8S during falling from jump / back dash
SS Shizumaru j8S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
N/A - 4 - 3(Cancel) - - - - - - No

Shizumaru opens up his umbrella, halts the momentum and slowly floats down to the ground. You can steer left and right while floating, but it has a noticeable amount of delay.
It can be canceled and lands normally at any point by inputting down direction, along with his jump B to create deadly cross-up combos.
If you didn't attack, you can re-open the umbrella by inputting up and slash again, for example repeatedly input 28S while floating to deceive your opponent.
It can also be performed during back dash to create instant overhead combos. (back dash is cancellable starting from frame 12)
Since version 1.70 he cannot float right after wall jump, and his body hurt-box is bigger (e.g. no longer back dash float above Haohmaru's 236S).

Lightning Rain
Lightning Rain
B+C during Dreadful Drizzle
SS Shizumaru j8SBC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
180~220 (10x4,180) High,Mid 4 - - - KD -24 - - - No

A fast attack out of the float, also a good way to chip out the opponent, but very punishable on block. (Could be -19 on block from far distance.)
Backdash cancel into float BC is an instant overhead, but it can be blocked low from distance outside of throw range, because the last hit is not an overhead.
It only deals a little damage to airborne opponents and cross up hit in most cases.

Crazy Downpour
Crazy Downpour
S (Hold and Release)
SS Shizumaru HS.png
SS Shizumaru HS2.png
"Ikuzo! Amanagare Kyourakuzan!"
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
LV1 (1.6 seconds) 100 Mid 20 - - - KD -38 - - - No
LV2  (3 seconds)  150 Mid 20 - - - KD -38 - - - No
LV3  (6 seconds)  230 Mid 20 - - - KD -38 - - - No
LV4 (20 seconds) 350 Mid 20 - - - KD -38 - - - No
LV5 (80 seconds) 500 (60, 110x4) Mid 20 - - - KD -38 - - - No

Shizumaru's turn around punch type move. Holding any slash button for a period of time and then release it, and he will toss his umbrella to the air and charge with this sword.
It's an important technique to switch between slash buttons while keeping the charge level, since version 1.30 it's impossible to rage explosion / issen and keep the charge level.
The level carries to the next round, and you can release the button before the next round starts.
Level 1 travels half of the screen, level 2 covers 80% of the screen, level 3 runs full screen, level 4 has startup invincibility from frame 1~16, and level 5 has full invincibility all the way, making it very scary for anti-air.
All versions are unsafe on blocked and punishable by some SSM, but sometimes the opponent is late for punish and you can perform blade catch, since Shizumaru is unarmed until the umbrella returns.
Since version 1.70, it's more punishable on block and on whiff. Now the opponent can rage explosion to burst out of Level 5 KRZ combos and punish it with Lighting Blade, WFT combos, or even SSM.
This surely made level 5 not a good option for combo, but it's still a super strong anti-ar, punish tool and gambling option.

Supers

Weapon Flipping Technique

Hurricane Shredder Slash
236B+C
SS Shizumaru WFT.png
SS Shizumaru WFT2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
420 (60,360) Mid 13~28 - - 78 KD -38 - - - No

Available only during Max Rage or Rage Explosion. Disarms on hit. Shizumaru spins his umbrella and moves forward to slash.
It's very good at catching opponent back jump or jump behind Shizumaru. It has hit-box behind his back, able to hit cross up against wake up opponent. It also deals a lot of chip damage.

Super Special Move

Demon Memory: Heaven's Tears
641236C+D
SS Shizumaru SSM.png
SS Shizumaru SSM2.png
SS Shizumaru SSM3.png
Slayer - Raining Blood
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
700 (100,600) Mid 30~48 - - 115 KD -63~-44 - - - No

Available only once per match. Full invincibility from frame 1~10. Shizumaru throws his umbrella as projectile, and slash the opponent with true power. One of the best SSMs in the game, because it covers fullscreen quickly and blasts through any projectile, including moves like Yashamaru's and Jubei's WFT.

Combos

List combos, use numpad notation.

  • n5B xx 623C / WFT
    Standard punish combo.
  • 66B xx 623C / WFT
    Far range punish combo, always connects after 66B hits.
  • 2B xx 623C / WFT
    Less damage than n5B but it can whiff punish.
  • 2B (1 hit) xx KRZ
    KRZ combo with 9 frame start up, only connects around throw range.
  • 2C xx KRZ
    KRZ combo, deals huge damage from low attack.
  • 2C xx 623C / WFT
    Standard combo from low attack.
  • 2C xx 214C
    A little bit more damage than 623C, it combos if the first hit of 2C hits.
  • 5CD / 4CD...
    • 66B xx WFT
      Standard WFT combo.
    • 66B xx 623C
      Standard forward throw combo.
    • 5C
      The optimal basic follow up, more consistent after back throw.
    • 2C xx KRZ
      KRZ combo, more consistent after back throw, only the 2nd hit of 2C connects.
  • jump B / C (Deep hit)...
    • n5B xx 623C / WFT
      Standard combo.
    • 66B xx 623C / WFT
      Optimal combo.
    • 2C xx 623C / WFT / KRZ
      KRZ combo after jump in.
    • 2B xx 623C / WFT / KRZ
      KRZ is difficult to connect.
    • KRZ
      Only connects after jump C deep hit.
    • 5C / n5C
      Universal combo after jump C deep hit.
    • Lighting Blade
      Issen combo.
  • 44 8S BC
    Instant overhead which deals heavy damage (190), only work at point-blank range and punishable on block, also works as cross-up against wake up.
  • 44 8S 2A...
    • 5A / 5B / 66D
      Instant overhead which is safe on block, 5B is extremely difficult to connect, 66D is very difficult to block.
    • n5B xx 623C / WFT
      Instant overhead with huge damage, but only works against forward roll.
    • 66B xx 623C / WFT
      Instant overhead with huge damage, but it's extremely difficult to connect (zero frame link), works within throw range. Worth a try because 66B is perfect for auto confirm.
    • Lighting Blade
      Instant overhead Issen, high risk and high reward.
  • (2A / 5D / 6D) xx 623B
    Combos from light attacks, 5D is fast with decent range, and 6D hits low.
  • Meaty jump 2D (n5B / 2B) xx 623C / WFT
    Meaty combo with big damage, jump 2D is plus on block, but it's not safe jump, loses to fast anti-air attacks. Jump 2D combos if +48F while jumping.
    • 623C 2B
      Setup #1, works against forward roll or stationary wake up, it's the same for rage 623C.
    • 66C 2D 2B
      Setup #2, works against stationary wake up mid screen or corner.
    • 66D 236A
      Setup #3, works against stationary wake up in corner.

Videos

Colors

SS Shizumaru 1.png
SS Shizumaru 2.png
SS Shizumaru 3.png
SS Shizumaru 4.png


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteCham ChamDarliEarthquakeGalfordGenjuroGongsun LiHanzoHaohmaruHibiki TakaneIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuRuixiangShikiShizumaruSogetsuTam TamUkyoWan-FuWardenYashamaruYoshitora