Samurai Shodown/Sogetsu Kazama

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Sogetsu Kazama
風間 蒼月, Kazama Sōgetsu

Introduction

Short character 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: 105%
  • Rage Factor: 0.22
  • Rage Duration: 9 seconds
  • Jump: 48 frames (Slow)
  • Dash Speed: Fast
  • Back Dash: 27 frames
  • Weapon Pickup / Drop: 40 / ?? frames


Gameplan

Similar to the Strategy section of the 5sp wiki pages. List character'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 6 - - 20 -2 -5 Yes No No No

Fast karate chop which is concealable.

5B
5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 Mid 12 - - 35 -3 -12 No Yes Yes No

Poke slash with faster than average start up.

5C
5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
220 Mid 21 - - 53 KD -28 No No No No

His signature move, a fast slash that covers 3 quarters of the screen. Upon successful hit, the opponent will bounce off the wall and fall right in front of Sogetsu, make it a perfect situation for wake up offense. It's airborne during the start up frames, and it beats weapon deflect. It's also great for whiff punish and chasing backdash and anti-air. The only downside is that it doesn't recoil and very punishable on block.

2A
2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 6 - - 19 -1 -4 Yes No No No

Fast karate chop which is canncellable and safe on block.

2B
2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 Mid 12 - - 33 -1 -12 Yes Yes Yes No

His main combo tool after throws, also good for stopping dashes and auto confirm into WFT.

2C
2C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
150 Low 18 - - 53 KD -28 No Yes No No

Fast low attack with good damage and very long reach, recoil cancel into 214S to make it -20 on block, which is very safe from far distance. However it would get heavily punished by jump attacks, so use it carefully.

Near Slashes

n.5B
n.5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
90 Mid 10 - - 33 -3 -12 Yes Yes Yes No

His main combo tool at close distance.

n.5C
n.5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
200 Mid 18 - - 50 -5 -28 No Yes Disarm No

Decent damage and start up, but not airborne like far 5C, not a useful move overall.

Kicks

5D
5D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 13 4 - 30 -2~+1 -4~-1 No No No Yes

Knee attack that moves forward, safe on block.

6D
6D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Low 10 - - 28 -3 -6 Yes No No Yes

Fast low kick which is cancellable.

2D
2D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
20 Low 6 - - 17 +1 -2 No No No Yes

Standard low kick which with plus frame on hit.

3D
3D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Low 12 8 - 41 -5~+2 -14~-7 No No No Yes

Slide kick which is unsafe on block. Very likely to get thrown unless space it perfectly, usually used for water ball mix up.

Dash Normals

66A
66A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 11 - - 31 -4 -9 No No No No

Running karate chop.

66B
66B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 High 21 - - 52 KD(+71) -16 No No No No

Runnig overhead attack, useful for water ball mix up.

66C
66C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
140 Mid 10 - - 48 KD(+85) -18 No No Disarm No

Running version of near 5C, should always use far 5C instead.

66D
66D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
70 Low 9 8 - 36 KD(+97) -15~-8 No No No Yes

His only kick that knocks down, unsafe on block.

Air Normals

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

Fast air slash that can be used for air to air.

j.B
j8.B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
120 High 10 - - - - - No No No No

Straight up jump attack with decent reach.

j.B
j7/9.B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 High 8 - - - - - No No No No

Forward / Back jump attack.

j.C
j.C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
150 High 12 - - - - - No No No No

Jump heavy attack with good hit-box, great for air to air and jump in.

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

Horizontal kick in the air.

Unarmed Normals

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

Same as 5A except it doesn't cancel (into 236AB).

u.2S
u.2S
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 6 - - 19 -1 -4 No No No Only

Same as 2A except it doesn't cancel (into 236AB).

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

Standard unarmed jump attack.

u.66S
u.66S
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 11 - - 31 KD(+107) -5 No No No Only

Standard unarmed dash attack that knocks down.

Universal Mechanics

Guard Break
Guard Break (Throw)
5C+D / 6C+D
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
Armed
Unarmed
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Armed 60 High 21 - - 48 +2 -16 No No No No

Universal overhead.

Unarmed 60 High 20 - - 43 KD(+100) -11 No No No Only

Universal unarmed overhead. Knocks down the opponent.

Dodge
Dodge
5A+B
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
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
0 Mid 8 - - 52 KD -21 - - - Yes

Universal Stance Break which is 3 frames slower than average.

Counter (Deflect) / Blade Catch
Counter (Deflect) / Blade Catch
236A+B
Weapon Deflect
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
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
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
Splash Ninja Training
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - Yes

Sogetsu can jump off walls. Doing so will increase jump height and change the landing trajectory, making it difficult for the opponent to position and time an anti-air.

Special Moves

Moon Glow
Moon Glow
623S
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A / Rage 100 / 144(48x3) Mid 18 / 18 - - 56 / 56 KD(+117) -18 / -18 No No No No
B / Rage 100 / 144(48x3) Mid 18 / 18 - - 60 / 58 KD(+115) -22 / -20 No No No No
C / Rage 100 / 144(48x3) Mid 18 / 18 - - 64 / 61 KD(+90) / (+112) -26 / -23 No No No No

His water pillar move. During max rage all 3 versions become 3 hits with extra damage. This move is very important because it's a good way for zoning with great anti-air hit-box, also it's the safest way to score a knockdown. However it's horizontal hit-box is much smaller than it looks, so it takes practice to master the right distance. It cancels out fireball as well, even the normal version cancels out Kazuki's max level fireball and Mina's max level arrow.

Moon Rise
Moon Rise
236S
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A 30 Mid 51 - - 65 +24 +8 No No No No
B 30 Mid 61 - - 73 +26 +10 No No No No
C 30 Mid 71 - - 82 +27 +11 No No No No

His water ball move, each button determintes the location is travels to. Although considered as a projectile, it doesn't have any hit box until it reaches its destination, making it useless for fireball game. Its start up is very long, therefore it's very likely to get jump in if used in neutual. It's not affected by any projectile reflecting move (except Mina's 236D which doesn't really reflect the projectile back).


Aquatic Moon Rise
Aquatic Moon Rise
236[S]
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid - 73? 26 164 +39 +23 No No No No

Hold the slash button after Moon Rise to control the water ball for a very long period of time, it can be moved anywhere (even off the screen). It's usually used for zoning (which is very difficult to jump over), or placed behind the opponent to create high/low mix up or making his 5C and other moves safe on block. It can also be placed right in front of the opponent, such that he/she will get hit if pressing any button, and then Sogetsu can go for dash up throw or teleport behind for high/low mix up. Because the water ball has very long hit stun (39 frames), it's guarenteed to follow up with 2B combos or 5C, sometimes even SSM or Issen.

New Moon
New Moon
214S
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A N/A - 19 25 15 58 - - No No No No
B N/A - 19 25 9 52 - - No No No No
C N/A - 19 25 9 52 - - No No No No

His teleport move. The A version appears half screen behind the original position, and the B version appears in front of the opponent, and the C version appears in the back of the opponent (even if the opponent is in the corner). Full invincibility from frame 19 to 43. B/C version has 9 frames recovery from frame 44~52, makes it very difficult to punish by mid slash on reaction. If the opponents input mid slash or throw before Sogetsu appears, it will leave them vulnerable to the A version follow up with the water pillar. It becomes more deadly during Rage Explosion, when the opponent is forced to guess front and back or use low kick to punish the teleport under huge pressure (The opponent can use Rage Explosion to avoiding guessing once, but there is no perfect strategy against it after all).

Supers

Weapon Flipping Technique

Lunar Slash
236B+C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
408 (36x6,60x2,72) Mid 16 - - - KD -40 No No No No

Available only during Max Rage or Rage Explosion. Disarms on hit. Sogetsu slashes multiple times while advancing very fast. It's able to catch airbone opponents, make it a good long range punish tool and useful anti-air in some situations. It deals good chip damage as well.

Super Special Move

Blood Moon Prison
641236C+D
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
640 Low 34 - - - KD -59 No No No No

Available only once per match. Full invincibility from frame 1 to 10. Sogetsu sends a special projectile which hits low and covers full screen instantly like Shiki's SSM. It starts up 4 frames slower than average SSM, and it doesn't hit airborne opponents like Shiki's as well.

Combos

List combos, use numpad notation.

Midscreen

Corner

Videos

Colors


External Links

Samurai Shodown
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