Samurai Shodown/Yashamaru Kurama

From Mizuumi Wiki
Jump to navigation Jump to search
Yashamaru Kurama
鞍馬 夜叉丸, Kurama Yashamaru

Introduction

Yashamaru is a relatively straightforward character focused on fundamentals and aerial mobility. He is one of the two characters in the game with access to a double-jump, which allows him to play his neutral game from the air as well as from the ground. His long-reaching, damaging strikes lend themselves naturally to a keepout playstyle, although he also has a basic, yet functional mixup between his 66C overhead and 66D low slide.

Another thing that makes Yashamaru unique is how much he benefits from Rage: EX Arctic Tempest can cross up, depending on range, and his raged 5C and EX Wintry Gust both grant a followup on hit. It is not uncommon for Yashamaru to deal 40% damage or more when enraged. However, with just 3 Special moves at his disposal, Yashamarus kit feels somewhat limited compared to the rest of the cast. His offense is also extremely unsafe, meaning he has to commit to hard reads from time to time.

Strengths Weaknesses
  • Above-average reach on his normals
  • Tricky aerial mobility
  • Very high burst damage
  • Wide range of consistent punishment options
  • Makes great use of Rage...
  • ...which, in turn, makes Rage Explosion extremely costly for him
  • Limited toolset
  • Highly unsafe approach options

Data

  • Damage Taken: 100%
  • Rage Factor: 0.32
  • Rage Duration: 14 seconds
  • Jump: 46 frames (Average, can double jump)
  • Dash Speed: Average
  • Back Dash: 27 frames
  • Weapon Pickup / Drop: 40 / 80 frames


Gameplan

Yashamaru is primarily a defensive character who relies on whittling the opponent down with single button pokes, air to airs, baits and punishes. Along with Haohmaru, he is the main face of the game, meaning that his restrictive nature and low execution barrier teaches the player how to be patient and use the system mechanics effectively, making him great for beginners and the old-school crowd alike. To put it simply, he isn't good because he has strong tools, he is good because he is efficient at dealing with other character's strong tools.

This is all thanks to the one tool that sets him apart from every other character in the game; the double jump. It's a simple yet robust movement option that opens up a whole world of depth for Yashamaru. The very act of jumping itself is already a good option in this game, but chuck a second jump in the mix and suddenly it can seem hopeless to land any kind of meaningful damage on him. You will be and should be double jumping a lot. It forces your opponent to make decisions such as committing to a DP or going in for an air-to-air. This is where you bait and punish the opponent for overextending. Jump forward to elicit the DP, then jump back and punish it hard with a heavy slash or Super Special Move (SSM). This is how and where you'll be scoring most of your damage.

Running with the life lead is key and Yashamaru has more than enough options to do so. However, if the opponent threads the needle correctly and knocks you down, or if they steal the life lead, that's when Yashamaru's true weaknesses are exploited. Unlike a lot of other characters, he can't just dictate neutral with a fireball and a DP. He has no invincible reversals, reliable grounded anti airs or escape options. Almost everything other than aerial buttons and pokes are very punishable. Once they take back the lead, the match starts to become this pitiful cat and mouse chase where Yashamaru is forced to make hard reads to get in and steal it back.

He is drastically changed in rage more so than others, so Just Defending whenever you can is the meaningful optimization that separates the intermediate players and the high level ones. Not only does his damage output increase tenfold but his Arctic Tempest (DP / 623+S) turns into an imperative cross up tool used to catch your opponent off guard in the hopes of taking the life lead back whenever you're at a deficit.

Be smart and be crafty with your double jump. Always put the ball in their court and force them to approach you. Sit on that life lead and play lame. That is Yashamaru's true strength and that is his gameplan.

Yashamaru's air specials have a height restriction, which means that if you want to tiger knee them, you can't simply perform a 2369 motion like other characters. Instead, you will need to add another grounded directional at the end. 4, 1, 2, 3 and 6 all work, so simply find what is most comfortable for you. For example, if you wanted to tiger knee j.236C for the quick overhead in rage, rather than inputting 2369C you would use something like 23696C, but any grounded direction works.

Neutral

Because of his double jump, Yashamaru's neutral falls outside of the norm. He has an unorthodox method of attaining damage and screen control but it is most certainly a great one. Because of his aerial options, he adopts the philosophy of "air footsies" as a means for whiff punishing the opponent. This means that anything from air-to-air attempts to DPs can be exploited.

On the ground, it's easy to imagine that his far medium slash (otherwise known as 5B) is his greatest poke. It has a long amount of range when compared to most characters and it serves well as a means of whiff punishment and interrupting forward movement. Other than this, however, he doesn't really have any other grounded pokes he can mix it up with. This means that his ground control alone is quite linear and can be easily adapted to and shut down with a deflect (qcf+A/B). It's always best to keep yourself at the mid-range to intercept their approach with 5B instead of going in yourself.

His running Heavy Slash (66C) is a full screen overhead which knocks the opponent away on hit, granting a good grip of damage while giving the opportunity to either run in or back away safely. He is also airborne during the animation which means it can travel over a number of low attacks and fireballs. Examples include Kyoshiro's fireball, Haohmaru's fireball, Jubei's fireball and Wu Ruixang's floor trap. Introducing this method of punishing projectiles will make the opponent second guess their options for zoning. If blocked, it is dangerously punishable, so it holds a lot of risk.

If you find yourself up close with the opponent, he doesn't have tremendous options. The two most common tools used in this situation are 2D (crouching kick) and Surprise Attack (universal overhead, B+C). 2D is his safest and quickest attack option but it barely offers any reward. It is mostly used to check the opponent's movement and blocking habits to condition them to guard low. After conditioning them with 2D, Surprise Attack will have a higher chance of hitting. If it connects, you have the advantage (+3) which means you can continue to attack safely. It is punishable when blocked, but correctly spacing it slightly further away from the opponent will render it a lot harder to punish with anything meaningful. Mixing these options up with a Guard Break (throw, C+D) is all he really has offensively at close range.

His ground control doesn't bare a lot of nuance. This opens up his stronger and more effective air game. Because of his double jump, he can dodge and weave his way throughout the space with ease, dictating the pace of the match. His air buttons have a gargantuan amount of range. Jumping Light Slash (jump A) is an incredibly fast and reliable air-to-air. Yashamaru has no real normal/special anti-airs so jump back A is a great way of sniping them while keeping your distance. Its downward hitbox makes it a menace in real match situations. Jumping Kick (jump D) is also a quick vertical attack but with a lot less range. It is actually a lot harder for the opponent to anti air with a button than his other jumping attacks so it does have its niche uses. Jumping Medium Slash (jump B) is almost used in the exact same way as jump A but in a more horizontal capacity. It is slightly slower than jump A but also deals more damage, so you will more commonly use them in conjunction with one another to be as risk free as possible. He has two versions of jumping Heavy Slash (jump C), a neutral jump one and a forward/back jump one. Neutral jump C is a huge button that come crashing down vertically yet also covers a large amount of space in front of him. Forward/back jump C is a monstrous button that sweeps almost all around him. These are the heavy hitters which will cause your opponent to think twice before confronting him in the air again. There is a catch, however. They may do damage and cover a great amount of space, but they are among the slowest air buttons in the game. This means that an unnecessary reliance or abuse of jump heavies will usually result in taking the opponent's faster air-to-air. Yashamaru thrives in being as annoying and risk free as possible, so be wary. Never forget to use every single one of his air buttons in tandem with each other.

Okizeme

His EX Arctic Tempest (623+S) is an effective crossup tool which can put them in the exact same knockdown situation if landed successfully. The trajectory can be altered depending on which version of the attack you use, so placing it correctly on top of the opponent's head can be next to impossible for them to block because they just don't know which side it's hitting them on. If this is blocked then prepare to eat a heavy punish.

EX Azure Gale (236+S) passes through the opponent on contact. This means that, when timed correctly with their wakeup, it can actually cross them up. The timing is incredibly tricky and it can be hard to pull off considering rolls. This is also punishable if blocked.

His WFT can be used as a meaty attack which can score you a lot of free chip damage. If used from the correct range, the opponent will have no choice but to wake up and block the oncoming barrage of tengu feathers while being completely safe. It isn't uncommon to win matches through chip damage this way. This move is very unsafe if performed too close to an opponent who is rolling towards you.

Most invincible reversals in this game have a lot of startup. This means that a well timed meaty Close 2A (crouching light slash) can be used to intercept jumps, back dashes and other attacks on their wakeup while still being safe against a wakeup DP. When used correctly, the meaty Close 2A will recover before the active frames of their reversal come out, so you will be able to block in time for a hefty punish. This works against Charlotte, Genjuro (WITHOUT rage), Shiki and Yoshitora to name a few.

Normal Moves

Far Slashes

5A
5A
SamSho Yashamaru 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 9 - - 28 -7 -5 Yes Yes Yes No

Hilt attack with decent range and cancellable.

5B
5B
SamSho Yashamaru 5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 Mid 14 - - 38 -4 -12 No Yes Yes No

One of the best moves in Yashamaru's arsenal. On one hand, it has a great horizontal range and longer than average active frames, making it very strong in neutral and very effective for checking dashes and projectiles. The long active frames will even catch opponents jumping or backdashing in many scenarios. However, those traits also make it easy to deflect. While this move is a very important staple of Yashamaru's ground game, throwing it out recklessly against knowledgeable opponents is a recipe for disaster.

5C
5C
SamSho Yashamaru 5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
300 / 480 (360,120) Mid 27 - - 74 -7 / KD -16 No Yes Disarm No

Big, beefy and oh so satisfying, Yashamaru's 5C compensates for its painfully slow startup and recovery with the hardest-hitting button in the entire game. Upon max rage hits, it has a followup attack by pressing C again, sending the already high damage through the roof. It's able to punish whiff throws by backdash and micro walks forward before pressing the deadly C button. It's also guaranteed to punish after successful weapon deflect, making Yashamaru's deflect very strong even without SSM.

2A
2A
SamSho Yashamaru 2A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 9 - - 29 -8 -5 Yes Yes Yes No

Crouching version of 5A hilt attack.

2B
2B
SamSho Yashamaru 2B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 Mid 12 - - 40 -8 -12 Yes Yes Yes No

A faster and shorter range alternative to 5B. Since version 1.70 it becomes cancellable, makes it very good for auto confirm into 236A. Despite of how it looks, its hit-box is very low to the ground, makes it very unlikely to hit airborne opponents, which also reduce the risk of auto confirm.

2C
2C
SamSho Yashamaru 2C.png
SamSho Yashamaru 2C 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
180 (100,80) Low,Low 11,29 - - 66 -7 -28 No Yes No No

A two hitting low with great range and very fast start-up. This move can catch opponents off guard from a respectable distance away. When combined with 5B it's a very effective part of Yashamaru's grounded neutral, as they cover each others' respective weaknesses. However, due to this move hitting very low to the ground, it can be high profiled by most universal overheads. Overuse this move will also see you eating jump-ins more often than not.

Near Slashes

n.5A
n.5A
SS Yashamaru n5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 19 -2 -5 Yes No No No

Fast backfist attack and cancellable.

n.5B
n.5B
SS Yashamaru n5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 Mid 7 - - 29 -2 -12 Yes Yes Yes No

Along with n.2B, this is Yashamaru's go-to close range combo starter, usually used to cancel into 236A. Despite of the animation, it's not a good anti air.

n.5C
n.5C
SS Yashamaru n5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
220 Mid 17 - - 47 -3 -28 No Yes Disarm No

This move doesn't hit as hard as its far counterpart, but its much faster startup makes it easier to use as a punish option. Worth noting is that Yashamaru steps back slightly during the move's startup, so it has a tendency to whiff in certain unconventional spacings. Since version 1.70, it serves as a very niche anti air, but unless you're close to your opponent it's usually more consistent to use the usual air to air options.

n.2A
n.2A
SS Yashamaru n2A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 18 -1 -4 Yes No No No

Crouching version of near 5A and even safer on block.

n.2B
n.2B
SS Yashamaru n2B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
90 Mid 10 - - 33 -3 -12 Yes Yes Yes No

The other combo starter along with n.5B, it has slower start up but deals a little bit more damage.

n.2C
n.2C
SS Yashamaru n2C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
200 (140,60) Mid,Mid 11 - - 71 KD -28 No Yes Disarm No

Unlike 2C, THIS IS NOT A LOW. However, it does grant better damage, making it an effective punish option. One downside to this move is that the first hit can catch opponents while jumping or backdashing, leaving Yashamaru to helplessly whiff the second one.

Kicks

5D
5D
SamSho Yashamaru 5D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 11 - - 25 -2 -5 No No No Yes

Slow forward kick with decent range.

6D
6D
SamSho Yashamaru 6D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Low 10 - - 25 -3 -6 No No No Yes

Low kick with decent range and safe on block, low risk but very little reward.

2D
2D
SamSho Yashamaru 2D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
20 Low 5 3 - ? ±0~+2 -3~-1 No No No Yes

Standard fast low kick.

3D
3D
SamSho Yashamaru 3D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
70 Low 9 - - 38 KD -13 No No No Yes

Fast sweep kick with surprisingly good range. This move is useful as a punish tool when you want a knockdown but either aren't close enough for 2B combo, or the blocked move isn't negative enough for 2C punish. It also mitigates the risk of a recoil cancel deflect.

Dash Normals

66A
66A
SamSho Yashamaru 66A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 8 - - 22 -2 -19 No Yes Yes No

Running hilt attack.

66B
66B
SamSho Yashamaru 66B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 Mid 11 - - 35 -4 -35 No Yes Disarm No

Yashamaru's 5B was already a strong normal, so how about we make it faster and add some forward momentum to it? Despite all of this move's benefits, the risks are even greater than 5B's, as deflecting dash medium & heavy attacks causes a disarm. Once again, use this move responsibly.

66C
66C
SamSho Yashamaru 66C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
160 High 24 - - 81 KD(+66) -35 No No Disarm No

Lunging overhead that horizontally tracks to the opponent's position, meaning that as long as they're on the ground this move will connect no matter what. Due to the horizontal tracking, this move can be a reliable whiff punish against many attacks that leave opponents far away from Yashamaru, and the airborne properties even let him high profile certain attacks like Kyoshiro's projectile. As it is an overhead, this move can open up unsuspecting opponents when used sparingly. It's able to catch backdash as well.

66D
66D
SamSho Yashamaru 66D.png
It's not Ukyo's 66D, but it'll do
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
70 Low 5 7 - 38 KD(+91~+97) -17~-11 No No No Yes

Pretty standard slide sweep. Can use it to surprise opponents and get a knockdown punish in niche scenarios.

Air Normals

j.A
j.A
SamSho Yashamaru jA.png
The bird's beak
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 High 8 - - - - - No No No No

Don't let the animation fool you, this move's hitbox is deceptively large. Combined with its quick startup, it stands out as Yashamaru's go-to air to air. Performing this as a backwards jumping air to air stuffs a great majority of jump in attempts cleanly. Even opponents jumping at normally safe distances can still get smacked by this from a neutral/forward jump. Learning to use this move effectively is absolutely essential for any Yashamaru player, as it keeps opponents from trying to contest him from above and forces them to deal with his highly efficient ground game. Aside from its use as the most important air to air in his kit, this move also works as sort of a ground to air poke, letting Yashamaru start his offense and run mind games on block, and if hit particularly deep can grant a followup combo on the ground.

j.B
j.B
SamSho Yashamaru jB.png
The bird's wingspan
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 High 11 - - - - - No No No No

Slower than j.A and doesn't have nearly the same vertical range, but compensates with larger horizontal range. One example where you might consider using this over j.A would be against characters with floatier jumps, such as Tam Tam and Ukyo.

j.C
j.C
SamSho Yashamaru jC.png
The bird's talons
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
160 High 16 - - - - - No No No No

Air to ground attack with larger than average vertical range. Primarily used to from above, especially on blocked Dragon Punches (that aren't Yoshitora's). You'll need to practice the timing for landing this into n.2C, as the somewhat lengthy startup makes it easy to mistime. If you perform it too late, Yashamaru will land before the active frames come out. Aside from this purpose, it also sees situational use in combo jump pressure.

j.7/9C
j.7/9C
SS7 yashamaru j9C.jpg
The bird's...other talons?
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
200 High 15 - - - - - No No No No

Yashamaru's primary jump in, despite the appearance it does have a respectable downwards hitbox. Like n.jC, you'll need to perform it slightly earlier than normal in order for the move to come out before Yashamaru hits the ground, but if you do it too early you won't get a true followup from it. Once again, practice is the key. This move also makes for a high reward callout air to air.

j.D
j.D
SS7 yashamaru jD.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 High 10 - - - - - No No No Yes

Starndard air kick with good downwards hit-box.

Unarmed Normals

u.5S
u.5S
SS7 yashamaru u5S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 5 - - 26 -1 -6 No No No Only

A backfist attack, but not cancellable, since you can't use any of his command normals when you dropped your weapon.

u.2S
u.2S
SS7 yashamaru u2S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 5 - - 26 -1 -6 No No No Only

The same as his n2A.

ju.S
ju.S
SS7 yashamaru juS.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 High 6 - - - - - No No No Only

A downward hitting palm strike. Comes out pretty fast.

u.66S
u.66S
SS7 yashamaru u66S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 5 - - ? KD -10 No No No Only

The exact same as his u.5S and his n.5A, but he moves forward a little and knocks the opponent down.

Universal Mechanics

Guard Break
Guard Break (Throw)
SS7 yashamaru 6CD.jpg
5C+D / 6C+D
SS7 yashamaru 4CD.jpg
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
SS7 yashamaru 5BC.png
Armed
SS7 yashamaru u5BC.jpg
Unarmed
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Armed 70 High 20 - - 42 +3 -10 No No No No

Universal overhead which doesn't knocks down, its range is decent and has plus frame on hit. Avoiding lows and throws, not quite easy to punish on block.

Unarmed 60 High 20 - - 43 +2 -11 No No No Only

Universal unarmed overhead, doesn't knocks down.

Dodge
Dodge
5A+B
SS7 yashamaru 5AB.jpg
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
SS7 yashamaru gAB.jpg
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
SS7 yashamaru deflect.jpg
Weapon Deflect
SS7 yashamaru blade catch1.jpg
SS7 yashamaru blade catch2.jpg
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 deflect.
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
SS7 yashamaru RE.jpg
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.

Yashamaru has extra buffs during Rage Explosion, which he can stop the dashing motion much quicker (you can tap 66 during max rage & rage explosion to tell the differences). Besides his WFT is stronger during Rage Explosion.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS7 yashamaru issen.jpg
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

Double Jump
Double Jump
j.7 or j.8 or j.9
SS7 yashamaru double jump.jpg
Double Jump
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - Yes

Yashamaru can do a second jump in any upwards direction. As you can probably imagine, this is the crux of his game plan in nearly all aspects. It adds another layer to his neutral with the ability to harass opponents from above, especially if he can occupy a sweet spot just outside their ideal punish range. It also combines with combo jump to give him a very unique pressure/mixup game. It should be noted that while the second jump will give you a second chance at avoiding an anti air Issen, you will inevitably need to return to the ground from that jump, meaning you are still not entirely safe.

Special Moves

Wintry Gust
Wintry Gust
j.214S
SS7 yashamaru j214S.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Normal 180 (80,100) Mid 17 - - - KD - No No No No
Rage 180 (60,120) Mid 17 - - - KD - No No No No

Yashamaru tosses his blade down in the air and moves backward. The button pressed determines the angle of the projectile. If the sword hits a grounded opponent, Yashamaru goes into a canned animation to add extra damage. This move is primarily used as a whiff punish tool against projectiles or stopping opponents from getting close. Since version 1.70, this move has been given a significant buff with the ability to double jump while falling (if the tossed sword is blocked / whiffed / air hit), provided he hasn't already used his double jump. The double jump can only be done at a specific height, therefore always keep tapping jump directions is a good habit, because landing without double jump is SSM punishable, and Yashamaru can change the timing and position of landing and by performing air 236S or another 214S (although this one is very risky). This move is even stronger in max rage, upon successful ground hit, Yashamaru can follow up with 236C/623C/Issen to deal a lot of damage.

Azure Gale (Ground)
Azure Gale (Ground)
236S (Ground)
SS7 yashamaru 236S.jpg
SS7 yashamaru 236C.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A / Rage 100 / 204 (42×2,120) Mid 15 / 15 - - 75 / 75 KD -18 No No No No
B / Rage 100 / 204 (42×2,120) Mid 22 / 22 - - - KD -18 No No No No
C / Rage 100 / 204 (42×2,120) Mid 18 / 17? - - - KD N/A No No No No

Yashamaru lunges and stab the opponent on contact, the button pressed determines the distance. A and B versions are both horizontal strikes, with A version being faster but with shorter range. 236A is commonly used as a combo part and slow recoil cancel tool, while 236B is a long range punish tool. Despite its appearance, C version is NOT an invincible anti-air, and the sharp angle makes it difficult (but far from impossible) to use as an anti-air, although it only hits grounded opponents. While in rage, all of Yashamaru's 236S deals a double amount of damage, and the Rage A and B versions cross through the opponent at midscreen even on block, which means they are safer on block (but still punishable). The Rage A version can hit meaty cross up against wake up opponents, mix it up with Rage B version to confuse your opponent. The Rage C version of 236C is a good follow up after Rage j.214S.

Azure Gale (Air)
Azure Gale (Air)
236S (Air)
SS7 yashamaru j236S.jpg
SS7 yashamaru j236C.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A / Rage 100 / 204 (42×2,120) N/A 15 / 14 - 30 (landing) - KD N/A No No No No
B / Rage 100 / 204 (42×2,120) N/A 15 / 14 - 30 (landing) - KD N/A No No No No
C / Rage 100 / 204 (42×2,120) High 17 / 16 - - - KD -22 / -20 No No No No

Yashamaru can perform this attack in the air too. The A and B versions have the same start-up and landing recovery, and the B version has longer range. These can be used essentially as air dashes to fly over things like Rimururu WFT or to escape the corner (although it's not completely safe). They can also be used as air to air (they don't hit grounded opponents at all), but Yashamaru generally has better options. The C version is a dive attack that serves as a faster but less rewarding alternative to j.214S, allowing you to quickly punish grounded attacks from above and it hits overhead. All versions cannot be input by TK style command (2369S). Since version 1.70, the Rage A and B versions have some invincibility to air attacks.

Arctic Tempest
Arctic Tempest
623S
SS7 yashamaru 623S.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Normal 140 (30x2,80) High 30 - - - KD -27 No No No No
Rage 192 (6×10,12,120) High 30~33 - - - KD -19 No No No No

The pizza cutter move. The button pressed determines the distance he jumps at his opponent. It can be utilized as a recoil cancel option thanks to its high profile properties. It can also whiff punish certain things from afar, but 5B has a much better risk-reward ratio. The rage version deals extra damage and switches direction automatically if it hits cross up, making it a useful mix-up tool, although it's still quite punishable on block. Rage version deals 36 less damage if hits from behind than hitting in front. The normal version does only 1 hit against airborne opponents, and the rage version catches the airborne opponent better and deals full damage if it hits low in the air.

Supers

Weapon Flipping Technique

Ebony Tengu Feathers
236B+C
SamSho Yashamaru WFT.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Max Rage 360 (36x10) Mid 10 / 24 - - - KD -43~±0 No No No No
Rage Explosion 560 (28x20) Mid 10 / 24 - - - KD -6~+33 No No No No

Available only during Max Rage or Rage Explosion. Disarms on hit. Yashamaru sends a storm of shining tengu feathers at his opponent. These projectiles deal quite a bit of chip damage (40/60 respectively) and they are not reflectable. However, this WTF doesn't combo at all, not even off a back throw into the corner. Although the horizontal range and active frames are great, many characters can jump over and punish it. Furthermore, should the opponent choose to burn their resources, every character can Rage Explosion after the screen freeze and then use Issen to beat it (or at least RE while blocking to avoid most of the chip damage). It's mostly used for meaty chip damage after 236A, or SSM alternative for punishing blocked DP / spot dodge throw / close range weapon deflect (not reliable for mid range deflect, the projectiles are too slow, and RE Issen can sometimes punish it). It can be used as a situational anti-air, because the first projectile appears at frame 10 (although it travels slowly and doesn't hit the opponent until frame 24, also it doesn't hit opponents behind the back despite the animation), and only one hit is enough to disarm the opponent. During Rage Explosion it deals extra damage and it's safe on block.

Super Special Move

Skand's Divine Squall
641236C+D
SamSho Yashamaru SSM.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
700 Mid 30 - - - KD -50 No No No No

Available only once per match. Starndard SSM with above average reach and damage.

Combos

List combos, use numpad notation.

  • (n.5B / n.2B) xx 236A
    Yashamaru's bread 'n butter combo. Commonly used as punish combo, especially in max rage where it does even more damage than near 5C / near 2C / far 2C.
  • 2B xx 236A
    Mid range poke / punish combo, great for auto confirm but it does combo if only the tip of 2B hits.
  • Rage j.214S...
    • 236C
      The regular follow up with most damage. Normal 236C also hits in case of just running out of rage. 236B / Air 236B deals the same damage but much more difficult to connect.
    • Rage 623C
      A tiny bit less damage than above, but faster to finish and lands right in front of the opponent for wake up offense.
    • 66C
      Same damage as above, even faster to finish, but much more difficult to connect (dash for a few frames to connect).
    • 66 j.B
      Less damage but create air reset quickly but also difficult to connect, jump A also his but the damage is too little.
    • Lighting Blade
      Issen follow up, dash right next to the opponent's landing spot to connect.
  • 4CD / 5CD...
    • 2B xx 236A
      New combo since version 1.70, allows Yashamaru to deal much more damage during max rage. Upon rage 236A hits, press 5D or 5A and then WFT for meaty chip damage.
    • 2C
      Give up some damage to keep the opponent on the ground (e.g. during rage explosion)
    • Lighting Blade
      Issen follow up, deals a tiny bit more damage than 2B combo only if you have an almost full bar, not recommended.
  • Jump B/C (deep hit)...
    • n.5C / 2C / n.2C
      Standard knock down combo.
    • (n.5B / n.2B) xx 236A
      Same as regular combo, far 2B usually doesn't combo into 236A because of the deep hit push back, use 5B or Rage 236A instead.
    • Lighting Blade
      Issen combo.

Videos

Colors


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteCham ChamDarliEarthquakeGalfordGenjuroGongsun LiHanzoHaohmaruHibiki TakaneIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuRuixiangShikiShizumaruSogetsuTam TamUkyoWan-FuWardenYashamaruYoshitora