Samurai Shodown 3/Genjuro Kibagami
Genjuro was never able to surpass Haohmaru in b-ball while they were both under Nicotine's tutelage, so in true washed-up athlete fashion, he took to a life of drinking, gambling, and unblockables.
Genjuro is the strongest he’s ever been in SamSho 3, and that’s a high pedigree to live up to. He’s a technical all-rounder who excels at any given gameplan, and can get very far on basic, effective play. His normals are great when you space them well, his Oukazan is a top class projectile, and he will turn almost any touch into a hugely damaging combo. If you can name it, he can do it better than pretty much the entire cast. Though playing him optimally will take a lot of work, no matter which Technique you pick, you have all the tools necessary to strike the fear of god in your opponent and effortlessly dictate the pace of the match.
Slash Technique takes all of the above rock-solid gameplay and the usual Genjuro flavor, only turned up to 11. His rekka series is a left-right mixup that will lead to massive damage on hit, easily up to half a lifebar, and is more than usable for combos. But if you’re blocking him too well, he’ll just command grab you and start running his frankly unfair okizeme game. Genjuro with this set of options is arguably just as dangerous as Bust Haohmaru, but he comes with a lot more layers and wrinkles to his gameplan. Be prepared to exploit mechanical nuances you didn't even know existed if you want to use this Technique to its fullest.
Bust goes full anime and brings along a bottomless grab bag of gimmicks. He gains a much more combo-friendly rekka and cool blue Oukazan cards, but the real reason to pick Bust is because any blocked Oukazan can freely bounce up and come back down as a delayed overhead. This one addition opens up endless opportunities to set up unblockables and grimy pressure sequences, all of which will lead to huge damage if (when) he opens his opponent up. He’s less solid overall compared to Slash, but effectively becomes top tier with a card over his victim's head. Here's the pick for you if you like your mixups to be flashy as well as damaging.
|Deflect disadvantage modifier
| - 「Touha Kouyoku Jin」 - 623S
| - 「Oukazan」 - 214S
| - 「Kurenai」 - 632S
| - 「Sanren Satsu」 - 236S[x3]
| - 「Shizukujin」 - 421C
| - WFT「Gokouzan」 - 641236AB
| - 「Haneage」 - [S] when 214S is blocked
| - 「Sankuu Satsu」 - 236S[x3]
| - 「Hyakki Satsu」 - 646S
| - WFT「Ura Gokou」 - 641236CD
Options afforded to Slash Genjuro make his oki possibilities horrifying, and if set up properly completely inescapable. Any number of knockdowns in his toolkit will allow him to implement oki even in the face of getup rolls. Note that unless you specifically go behind the opponent while they're knocked down, they can potentially jump out of these options. It's not like it's hard to go behind them after a knockdown with Genjuro's bag of tricks, so use these from behind on their wakeup as much as you can.
Landing a Shizukujin is by far the easiest way to force these situations. It's got a litany of setups, like as a punish, cancelled from a non-recoiling button on block, or even just doing the classic empty jump command throw. After you inevitably land the throw, walk behind them as they fall to the ground, chase their tech roll, and pull out your option of choice. Listed below are basic oki options, what you can do off of them, and how the opponent can respond.
Be very careful when doing any okizeme against Basara and Gaira that involves a blockstring, because they have guard cancels that can outright beat a good number of your options, even 421C. You'll need to be a lot more creative if you want to keep them in the blender.
Have fun blocking!
- n.5B - Your most universal option. Its hitbox lasts a long time and it's easy to use while following their tech roll. 2B is also an option, but it's a bit more difficult to pull off out of a walk without accidentally doing 632S.
- 421C - The catch-all followup. Due to how command grabs work in this game, it only works on block. Though you're actually slightly plus if you cancel the n.5B on hit.
- 236A - If you anticipate them not blocking to avoid the command grab. Getting blocked on this one allows you lets you keep swinging with further left/right mixups, though you lose the knockdown.
- 623S - Same general purpose as 236A (predicting them taking the hit in fear of the command grab) and somewhat easier to use. It knocks them down and deals good damage, but as you should expect from this move, you die if it's blocked.
- 236C - Works best when n.5B is blocked, putting it in competition with 421C. Use this if you really want the damage. You can try to further mix up on block and try to cross up again at the cost of no knockdown, but that's assuming they block. Be wary of jump mash.
- 641236AB - This option after n.5B is niche because if the opponent expects it, they can block the n.5B and freely jump out to avoid the WFT altogether. Outside of a few specific matchups and corner positioning, you also are not in range for a command throw followup if it's blocked. If you do this string, you want it to hit.
- 2D - Of course you can't let his super strong rapid fire 2D go unrepresented. It's not the most active thing in the world, but its great frames mean it's not hard to just spam on their wakeup. This comes with the usual set of options afterwards, and the usual warning when doing this against Basara or Gaira.
- 2D - Yeah. Do more 2Ds, confirm into a 236S series or 623C for the stun and kill them for it.
- 236A - Or just straight up do the 236S. Less likely to stun, but it'll keep them on their toes. If they block, you can threaten them with further potential mixups.
- 236C - Here's a funny one. If the 2D hits and you get the full 236C series afterwards, it'll stun. It's also unjumpable if the 2D hits. Just be careful against characters with awkward hurtboxes (Shizumaru, Amakusa, etc) because the 236C will often whiff.
- 421C - You can start the throw loop from here on block. Why not.
- 641236AB - Buffer it during a 2D, combo it off of rapid fire 2Ds, etc. Your opponent can still jump out between hits and make the WFT whiff. Doing this after one 2D leaves you closer to your opponent than n.5B would, so you're more likely to be within command throw distance if it's blocked. Note that against Shizumaru in specific, the command throw followup is corner only.
- 421C - Think you've got the timing down to snag that one unjumpable frame when they wake up with their back to you? Prove it. You can whiff cancel n.5B to help your timing. This is still good even if you don't nail the unjumpable, because you can attempt to punish a jump out or just grab them if they stay on the ground.
- 236C - It's not like they'll know which way to block in the face of Genjuro oki as is, so go nuts. Loses to jumps/chicken blocks unless you manage the impossible and do the frame-perfect meaty with this on the 1f turnaround animation.
- 214A/B - If they get hit by it, you can combo into the full 236C series so it stuns. Proceed to do stun punish of choice afterwards. The bonus is that you're plus on block as well, so throwing it out from a distance is an easy way to preserve momentum without putting yourself in harm's way.
- 641236AB - This one's just plain mean. It's annoying to consistently pull off, but very mean. If it's blocked, you're plus enough to command throw them, so do that. If it hits, you disarm them and get to run a train over their defense. Buffer the input or whiff cancel a button to prevent the deflect startup from occurring.
Despite walking over the opponent after 421C being such a fundamental part of Genjuro's oki, there are some characters who are harder to walk over afterwards, if not flat out impossible.
- Basara (impossible)
- Gaira (only possible after he lands)
The bouncing Oukazan can lead to extended pressure strings, gross mixups or even unblockables. Unless the opponent can correctly identify what bounce will occur by the card's speed or just guesses right, it will need to be reacted to. This usually leaves Genjuro with the advantage in the upcoming exchange. The primary hole in Oukazan bounce sequences is that there is almost always a way out thanks to it being a delayed overhead, but Genjuro in turn always has a response he can take to force respect from his opponent. Cancelling into Oukazan off of an attack also leaves a gap that can lose to mashing, especially if the attack is blocked. Once they're too scared to feasibly fight their way out, though, they're a sitting duck.
214A is the most smothering card option thanks to its incredibly low bounce, but its short travel speed limits the ranges it can be applied at and it can potentially bounce offscreen in the corner. 214B/214C effectively mix up between whether or not the opponent will backdash to avoid further pressure, as 214C will usually get them during their retreat and leave them vulnerable to further pressure if not a combo conversion. If the card hits and you are anywhere near them, you can just 236C on reaction and convert for huge damage.
One way to apply Oukazan bounces from close range (usually 214A) is to essentially treat the initial card projectile as an overhead. Thanks to the extra blockstun inflicted by special moves on crouching opponents, if the opponent crouch blocks Oukazan in the face of 2D pressure strings, Genjuro is left at a hefty amount of plus frames. It's also a powerful option to meaty their getup with, since you don't have Slash's command throw. Or you could meaty with it after a 66A cross-under to force an unjumpable segue into the bounce.
Simple Oukazan bounce possibilities include the following:
- Circle step - Easy peasy crossup. Switch up the timing to make it even harder to block properly. After a 2D unblockable, you can do this and still have time to combo them from behind.
- 623S - Will snipe attempts to jump out. This also guard breaks if they're unlucky enough to air block the card as it bounces down.
- 2D - This being a strong rapid fire low ensures they'll have a hard time blocking correctly. Connecting with this right at the same time the card bounce lands on their head is, of course, an unblockable. Combo into your followup of choice.
- Wait - If you read them throwing out a long range button or special to fight out, counterpoke with 5B or deflect-guard to keep them under the looming card.
- 66B - The classic unblockable. Be sure to time the 66B so it hits right as the card falls on them. Mostly useful for longer range card bounces.
- Throw - Why not? You've got option selects. You've ideally got them blocking in fear of your mixups. Just throw them and do your conversion of choice. Maybe even abuse the sticky fingers throw bug if you're slick enough.
- 5BC - Once they're conditioned to block low against 2D pressure this will usually lock them in enough hitstun for the card to hit them and allow further damage.
- 632S - Stuffs abare with its huge active frames and will also guard break similar to 623S, but deals less damage.
- 236S - Slightly lower guard break setup that complements 623S. They need to be lower to the ground, though, otherwise you'll just run underneath them without attacking.
Be sure to experiment and find your own pressure sequences and mixups. This is hardly everything Bust Genjuro can do with a well-placed Oukazan.
- Back hit stun combo: n.5B xx 214A [walk] n.5B xx 214A 5C
- Make sure to walk up after the first Oukazan. You have all the time in the world to do so.
- Back hit ToD: n.5B xx 214A j.C [walk] n.5B xx 214A j.C 5C
- Fancier version of the above. Arguably more optimal, but harder to hit consistently. Shizumaru requires you to time the j.C differently to all the other characters. In the cases of S.Hanzo and Galford, you should stick to the stun combo just so they can't burst out of j.C.
- Back hit corner BnB loop: ...214SxN
- This will work off of pretty much any starter. If you try to do the 2nd card too early you just get a normal; you have to wait until the card effect is mostly gone to input the second one. This takes longer to stun than other combos and leaves them with little health to work with even if they do mash out of the stun.
- Back hit stun combo: n.2C xx 214C 5C
- Situational. Mind the spacing on the n.2C, since it whiffs very easily if you’re too close. Like with the basic back hit loop, you can jump forward and j.C after Oukazan for even more damage.
- Sanren Satsu crossup BnB: 236C~S 236B~S 236C
- This is the most consistent way to get a complete series off of a 236C crossup, though some spacings will still result in the final hit whiffing. Get used to these inputs, because you're gonna use this sequence a lot.
- Front hit stun combo: 2D 2D 2D xx 236A 236A~S 236A
- If you can get this link down consistently, you can kill off of a single low opening. Up to player preference the slash followup can also be done after the first 236A instead of the second. Just do your choice of stun punish afterwards and hopefully take the round.
- Front hit stun mixup: 2D xx 236C~S 236B~S 236C
- This is not a true combo outside of the corner. The 2D needs to connect and needs to be cancelled into 236C in order to be unjumpable and guarantee a stun. Delaying does not work. Note that specific characters' hurtboxes (e.g. Shizumaru/Amakusa) can cause this option to whiff at certain spacings even when done correctly.
- Alternate front hit stun combo: 214S 236C~S 236B~S 236C
- You want to use different versions of card depending on the distance of the opponent, A into 236C series works from point blank, B works from 1 backdash away, C works from 2. Card being safe on block makes this somewhat worth going for, especially as oki.
- Cross under anti air throw setup: 66A 421C
- Assuming you hit the opponent while they’re in the air, this forces a situation where the opponent cannot jump to avoid the command grab. If you’re not confident in your timing, meaty their landing recovery with n.5B and mix between command grab and Rekkas. Yeah.
- Front hit stun combo: n.2C xx 236A 236A 236A
- Due to how far Genjuro’s opponent is pushed out, using the followup slashes to the first two 236A reps will cause the rest of the combo to whiff. In the corner you can use the extra slash after the second Rekka. Go to your stun punish of choice to kill.
- Back throw midscreen stun combo: b.throw 5B xx 236B 236A~S 236C
- Comboing from 5B into Sanren Satsu is awkward but you get your choice of stun punish for the kill.
- Front hit stun punish combo: 214A n.2C xx 236A 236A 236A
- You could do a more reliable loop or a back hit combo, but they're probably dead after this if you stunned them anyways. You can add more 214A in the corner if you're feeling fancy.
- Midscreen stun ToD: n.2C xx 236C 236C [stun] n.2C xx 236C 236C 236C
- Not a lot to explain here. You can even do this off of an Oukazan bounce. Some characters -- chiefly Galford -- have hurtboxes that prevent the combo from working properly at specific midscreen spacings, though.
- Front hit stun ToD: 2D 2D 2D 2D xx 623C [stun] 214A [run forward] 2D 2D xx 236S 236S 236S
- Very potent stun combo that works in both Techniques, though Bust uses it more. The stun followup is listed because it will kill even characters with high defense modifiers from full health off of this starter from midscreen.
- Front hit stun punish combo: 214A n.2C xx 236C 236C 236C
- Essentially the easy mode version of Slash's corner stun punish listed above.
- Character specific 2D ToD: 2Dx5 xx 236C 236C [stun] 2Dx5 xx 236C 236C 236C
- Any fewer 2D reps in the beginning and the combo will not stun.