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Samurai Shodown 3/Ukyo Tachibana
- 1 Introduction
- 2 Stats
- 3 Normal Moves
- 4 Special Moves
- 5 Strategy
- 6 Combos
- 7 External Links
Ally to lesbians and the chronically ill all around the world, Ukyo Tachibana has made a name for himself by learning the secrets of tuberculosis style Iaido. He promptly used his knowledge for evil and became one of the deadliest swordsmen of the era.
Ukyo angered the SamSho gods for slaughtering the competition in SamSho 2 and is suffering their wrath and balance concerns alike. He’s still got buttons for days and incredibly fast movement, but his mixups took a notable hit. Instead you’ve got a generously normal jump arc and some absolutely choice normals to make the foe fear being anywhere near you. Want to hit people from halfscreen at a moment's notice and dance around the neutral? Ukyo just might be your man.
Slash Technique retains the moveset you know him for. Thanks to a severe lack of stun/kill combos, he needs to work rather hard and play an honest hit-and-run neutral with a sprinkling of high/lows for good measure. His game revolves around fishing for knockdowns from his stray pokes to irritate the opponent into making more mistakes. His strong normals and conversions from Oboro Gatana ensure if you're not on the offensive, you're one slip-up away from taking a good chunk of damage and the knockdown. But he demands careful play, because eating a single combo guarantees he'll be working from a deficit. In a high damage game like SamSho 3, not being able to erase his opponent in one combo is a surprisingly hefty downside. He still keeps the fake apple throw, if that’s your thing.
Bust is where the sauce went. He gains several new attacks that are very well suited to SamSho 3's environment and pace, including a projectile and an incredibly damaging catch counter. His neutral is much more versatile and his back hit combos frequently lead to kills thanks to this expanded toolkit. Ukyo in Bust has an odd dichotomy between long range poking and close range rushdown, as his combos are almost completely limited to back hits. But he's always got some nasty tricks to recapture the lead and steal the round, chief among them being one of the most outright threatening WFTs in the game. He overall allows for a lot of creativity in his gameplay, and keenly demonstrates as a character what makes SamSho 3 so unique.
|Damage taken||Rage rate||Rage duration||Throw startup||Deflect advantage||Deflect disadvantage modifier|
| - 「Tsubame Gaeshi」 - j.1236S
| - 「Oboro Gatana」 - 236S
| - 「Hiken Sasameyuki」 - 214S
| - 「Hiken Sasameyuki (Feint)」 - 214D (can be used unarmed)
| - 「Tensou no Kamae」 - 63214C~A/B
| - WFT「Tsubame Rokuren」 - 632146BC
| - 「Hibari」 - 46A
| - 「Hiken Sasameyuki: Sen」 - 214S
| - 「Kagero」 - 623S
| - 「Yumegasumi」 - 32146C
| - WFT「Musou Zankouka」 - 646CD
Each Technique has a completely different approach to how they use their shared tools, with only a few having a common use between them.
A very basic overview of both is that you want, as the Ukyo player, to abuse the long reach and good frame data on your pokes. 2A and 5B, Ukyo staples, are your go-to when playing grounded neutral. 2A smacks overzealous approaches, and 5B covers basically everything else. Varying your timing will often go a long way towards successfully counterpoking. If they're jumping above you, whip out the n.2C or cross under them with 66A. Unlike in other games, Ukyo is also quite at home in the air, having a normalized jump arc to complement his great air normals. j.B is a strong button when the opponent is below you and can cross up, but j.C is the most threatening option you have in almost any jumping situation. If you think it'll work, chances are it probably will. Its quick reach also makes it great to use after blocking an air-to-air from above.
Ukyo still maintains a basic amount of okizeme tools, though none of them stack up to the likes of Slash Genjuro or Bust Hanzo. He can happily run over a knocked down opponent or otherwise chase their tech roll to threaten with 66C on their wakeup. He also still naturally has his 2D, which is a great normal even if his Tsubame Gaeshi instant overhead is a bit weaker compared to other games. Pressuring with 2D can keep the opponent blocking so you can act further, for example circle stepping around a mashed poke and opening them up with your back hit combo of choice.
Running Guard Point
Ukyo is one of three characters to have light/medium guard point while running. Combined with his fast running speed and solid running normals, he is a credible threat even if just running at the opponent. It's more of a fun gimmick or knowledge check than a serious boon, but you can occasionally work your way in just by running through a stray poke. Opponents who know this will need to find an alternate way to challenge his running approach.
The name of the game is 5B xx 236C. Slash Technique's neutral just takes all of the strong normals in Ukyo's toolkit and uses them to pester the enemy hoping to land a 5B xx 236C. You want to buffer 236C during almost every 5B. Unless they're jumping, getting hit by the 5B guarantees they'll get knocked down and you get to run your okizeme game. 6D/66D are also good options if they aren't blocking low, though Ukyo has few reliable high attacks to threaten with. Until you score that crucial knockdown, pester with a lot of normals, a lot of 66B whiff punishes, and a jumping normals -- especially j.C. Dance in and out of their range with backdashes and quick bursts of movement and fish for pokes like your life depends on it.
Riskier options include trying to land a trade on a 236S. If the opponent consistently is throwing out projectiles at a range where 236C will connect, it might be worth taking the damage in order to knock them down. 236A can also potentially beat counterpokes and take them by surprise, but expect to get punished once they catch on.
Your okizeme is fairly standard. You've got 2D low pressure, counterpoking with 5B if you think they'll mash, or even the classic tk j.1236C if you're really confident in yourself. 66C also works if you can set it up and are confident you won't be punished. Just be sure to cancel it into 214D and keep yourself safer afterwards. Amatsu Kaze and Shimo Kaze represent a very funky set of oki possibilities, especially when one touch will end the round. If you're in a matchup where you can cross up the opponent with Amatsu Kaze, you can try throwing it out as they get up for a knowledge check. It's a finicky mixup, but it might be the one clutch decision that wins you the game. Just don't be too surprised if one of the two options doesn't work and you get blown up for it.
Amatsu Kaze Crossups
All of these were tested at the max range of 5B.
- Ukyo, Rimururu, Nakoruru, and Shizumaru will be crossed up standing, but will not be hit while crouching. You must be a few steps back from 5B range to hit them crouching.
- Hanzo will be crossed up and will be hit while crouching.
- Basara, Genjuro, Haohmaru, Galford, Kyoshiro, and Amakusa will be crossed up while crouching, but the attack will whiff unless they are standing.
- Gaira and Zankuro will not be crossed up in any circumstance.
Consider your lack of Oboro Gatana. This means Bust's threatening options are much more concentrated around the close range game, or exploiting your opponent's pattern. The long range options in this Technique are largely much less risky than in Slash, though he can't always guarantee a knockdown off of them. They're still plenty annoying, and enough proper hits will easily lead to a stun or a back hit confirm.
Despite Kagero being notorious for its combo possibilities, it is also the cornerstone of your neutral. Its slow movement speed and good recovery, particularly on the light version, means you can run in behind it. This lets you combo off of it with 66B for the knockdown, punish them for chicken blocking, or you could even cross under anti air them with 66A if they jump badly enough. A funny little trick if they're getting mash-y about your approach is to follow a 623A, combo off of it with 66A, and cancel into another 623A. This only works closer to the edge of the screen where the 623A will have gone offscreen, but doing this enough times will usually stun the opponent. And you know what to do if they're stunned.
Once you're in Desperation, you find yourself loaded with one of the most dangerous attacks in the game that'll solve countless situations with ease. 646CD has pretty much everything it needs to be stuck in any combo you can think of. Sad you don't have good throw combos outside of the corner? Use 646CD. If you don't think you'll be able to circle step for back hit stun punish, just use 646CD instead. If the opponent does something punishable, throw it out and make them hurt. If you can think of a situation where it'll work, chances are it absolutely will work. It just won't combo from 5B at longer ranges.
If your opponent's defense is good enough, you're forced to play the midrange poking game and hope you can outpace their damage output in neutral. But Bust has one ace up his sleeve in that damage war, which is his 32146C catch counter. It's punishable if mistimed, though flashing it at midrange poking distance can make the opponent scared to press too many buttons. If they get hit by it, that's an enormous amount of life lost, and it only gets more damaging at full POW or Desperation. It also serves as a threatening anti-air against jump-happy opponents, which there are bound to be quite a few of in this game.
- Low into Tsubame Gaeshi: 2D 2D 2D tk.1236A
- This combo is character specific, and can also require neutral jumps rather than forward or backwards jumps. Galford, Hanzo, Gaira, Amakusa, Zankuro, Kyoshiro, and Haohmaru are all susceptible. Kyoshiro requires a neutral jump and Haohmaru requires either a neutral or backwards jump in order for the Tsubame to not whiff.
- Fronthit BnB: 5B/n.5B xx 236C
- 5B being difficult to accidentally whiff cancel and this combo working even at max distance means buffering a 236C in pretty much every 5B/2B you do (n.2B notwithstanding) isn’t a bad idea. Just be careful if your opponent is jump-happy. You net solid damage and the knockdown off of this.
- Back hit BnB: n.5B xx 214D 5A/2A xx 236C
- Cancelling into apple toss is absolutely required to ensure that Ukyo recovers in time to link afterwards. The link is very tight, but honestly you can just mash it. Kyoshiro and Hanzo require point blank spacing for this combo to work if they’re crouching, the n5B completely whiffs on crouching Nakoruru, and the 236C whiffs on Haohmaru.
- Alternate back hit BnB: n.5C xx 63214C~B
- If you don't think the apple cancel combo will work, this one is consistent across the entire cast regardless of standing or crouching.
- Back hit corner BnB: n.5C xx 236C
- Keep the awkward cancel window for n.5C in mind when doing this -- it feels like a link rather than a cancel. Generally the spacing on this is nice and lenient. So long as your opponent is in the corner, even if you’re a good distance away, this will land.
- Front hit trade conversion: 236C [trade] 2C
- This is kind of a toughie to explain. You want to set this up from close-ish range when your opponent is trying to poke out of your pressure, so you aren’t put in too much hitstun from the 236C trade to follow up. While your 236C is slicing them, throw out a 2C. You can also circle step around them if you’re close enough and do n.5C. The 236C will knock down regardless of what you do, so just try to land your chosen followup before that happens.
- Front hit “50/50”: n.5C xx 63214C~A/B
- You don’t get much extra reward, but it’s a fun little gimmick to try and mix the opponent up every now and then with this if they're sleeping.
- Stylish back hit combo: n.5B xx 214D 12369A
- Not useful at all since the regular one does more damage, is easier, and is more consistent, but it's swaggy.
- Fronthit BnB: n.5B xx 46A 66B
- Pretty much all you have from the front, and you need to be proactive with the 66B. Doing the 66B too late will result in it either getting blocked or it’ll completely whiff at point blank range. Like all of his combo options you need to be fairly close, as otherwise some of the 46A might whiff and leave you vulnerable.
- Front hit corner stun BnB: n.5B xx 46A 2C
- This is your most damaging front hit option without full POW, and can be inconsistent to actually connect. At least you can very easily circle step around the opponent and start your stun punish of choice to hopefully still net the kill.
- Front throw corner combo: f.throw 46A tk.1236C
- Sadly your most consistent option off of a front throw, and even then it can still occasionally not work.
- Back hit stun BnB: n.5B xx 623A 2C
- Here's the key to the kingdom. You can do it off of a crossup j.B, off of a circle step, off of a back throw if you’re close to the corner, pretty much any time you find yourself right behind your opponent you can do it. This is one of the easiest backhit stun combos in the game, and doing it again will kill lower defense characters. 623A even does enough hitstun on backhit that you can lazily jump towards the opponent and hit them with a j.1236C, letting you deal even more damage and still stun. There are a lot of variations on this one combo, but the listed sequence is the simplest and most consistent.
- Cross under anti air stun combo: 66A xx 623A 2C
- Basic Bust Ukyo shenanigans now off of a cross under 66A.
- Back hit stun ToD: n.5B xx 623A 2C [stun] [circle step] n.5B xx 623A j.C 2C
- An extension of the above sequence that is guaranteed to kill high defense characters such as Gaira and Shizumaru. The j.C can be done either in the first or second sequence -- as long as it's in there, this'll kill anyone. You can even substitute a tk.1236C after the j.C for a very swaggy (albeit inconsistent) finisher.
- Back hit corner infinite: [n.5B xx 623B j.C]xN
- If you do the usual n.5B xx 623A j.C and it pushes them into the corner, transition into this and they will die without getting a chance to mash out. If you substitute 623A, this combo will eventually stun. Use j.B if you’re not confident in your timing.
- Low into WFT combo: 2D 2D 646CD
- Taking advantage of Bust Ukyo’s WFT catching on frame 3 means you can be very threatening in the opponent’s face about it. If you're serious about your Bust Ukyo, learn how to hitconfirm this.
- Front/back hit WFT OS: n.5B xx 646CD
- Hey, as long as it works.