Samurai Shodown V Special/Genjuro Kibagami

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牙神 幻十郎, Kibagami Genjuro


Owner of several WSOP bracelets after killing his opponents with oversized playing cards.

Genjuro is a well-rounded character. He has plenty of damage available and a lot of good options at any point in the fight, topped off with great control of the airspace. Every version of his Rekka is very punishable, they should be confirmed into or covered as a mixup instead of being used in the neutral game. Although he is famous for his bouncing card, know that it becomes increasingly difficult to force an opponent to block it as they become aware of the matchup. This game has many ways of dealing with projectiles, and many ways of making okizeme difficult to implement, but Genjuro is blessed enough to make it work better than most others.

Strengths Weaknesses
  • He's got a little bit of everything.
  • Scary mixups that cover multiple options at once.
  • Card projectile affords him actual okizeme.
  • Top notch DP means jumping in on him can be very difficult.
  • Big punish damage.
  • Cool extra visual effects on Issen.
  • Jumpin buttons are relatively easy to anti-air.
  • His best punishes and pressure sequences drain sword gauge quickly.
  • He loses fireball wars hard until he gets in.


  • Damage taken: 100%
  • Rage duration: 8 seconds
  • Amount to rage: 17
  • Walk speed: 544
  • Backwalk speed: 480
  • Dash speed: 1630
  • Jump duration: 44 frames
  • Width: 20
  • Throw range: 16
  • Throw recovery: 42 frames


Far Slashes

Properties: Cancelable. Deflectable.
Generally short range anti-hop button. It cancels into specials, but the cancel has to be very fast or it won't combo.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Usual midrange swipe. Not too big. It beats plenty of things at max range.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Big damage midrange punisher with good reach and recoil options. Cancel window before the big downswing allows funny fakeouts.
Properties: Cancelable. Deflectable.
Crouching n.5A, so it's pretty much outclassed.
Properties: Recoil cancel on block. Hits low.
This hitting low and having as good reach as it does means you can throw it out with little fear of deflects (catch counters are another story). Be careful of hops when using this. Doesn't lead to much on hit -- it may be used while the bouncing card falls, but even that won't get much other than a small bit of free damage.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Slightly faster punisher that is mostly outdone by 5AB.

Near Slashes

Properties: Cancelable. Deflectable.
Can tick into Shizukujin on hit or block. Otherwise you're better off just using n.5B for combos/etc.
Recoil cancel on block. Cancelable. Deflectable.
Quick punish button that allows surprisingly lenient hitconfirms.
Recoil cancel on block. Deflectable.
Big single hit punish heavy. Is not an anti-air so don't use it as one.
Cancelable. Deflectable.
2A but done closer.
Recoil cancelable. Cancelable. Deflectable.
Slightly slower n.5B with negligible extra damage and a lot more active frames. Pretty much interchangeable outside of very tight punishes, or if you want to try a meaty.
Recoil cancel on block. Deflectable.
Slightly less damage 5AB, but it leaves you plus enough to link a followup afterwards. Gets you big damage on a backhit.


Properties: Hits high. Knockdown.
Hops over lows and throws like other 5BC. Fine on the neutral game against things like Enja's slide. This can bop people trying to block low during a card bounce sequence or on their wakeup.
Properties: Hits high. Knockdown.
Slower, more punishable, less damage, etc. Looks really funny and knocks the opponent back far away.


Properties: Hits high (second hit).
Three-hit kick combo thingy, the second hit is an overhead. This is a key move in Genjuro's arsenal thanks to being a fast comboable overhead (the overhead hit connects on frame 16) and can be hit confirmed into 236+A or super on the ground. Its large cancellable window leads to gimmicks on whiff against the unaware. Not a good anti air despite the vertical kick at the start.
Properties: Hits low. Knockdown.
Surprisingly active foot stomp. Might stuff approaches and generally check their ability to check low. Only real upside compared to 3C is it's slightly safer.
Properties: Hits low.
It's a low kick, all right. Abare button.
Properties: Hits low. Cancelable. Knockdown.
Very active slightly awkward foot sweep. Buffering a 8BC cancel will result in the pursuit coming out of it hits. Strong damage capability for what it is.


Properties: Hits high.
Jumping hilt jab button that's Genjuro's most active, but also oddly slow. Not really used much.
Properties: Hits high.
Good horizontal reach makes this a prime air to air if you can get it out in time.
Properties: Hits high.
Genjuro's best air normal. Bigass downwards swing. Hitbox range is good and lets it do both air to air and air to ground. He seriously wishes he could jump in with this.
Properties: Hits high.
This move is fairly quick and can beat some air to airs when properly timed. The range is very small however.
Properties: Hits high.
3C but jumping, which means its angle is funny. Doing this on jumpin can, as usual, mess with throw mash. Pretty easy to aim for a deep hit, too. Just in case you actually have some tech involving that.


Running elbow jab. You're left pretty minus (like, punishable minus) whether this hits or is blocked. I guess you could try to tick throw them afterwards if they're sleeping at the wheel.
Properties: Hits low. Recoil cancel on block. Knockdown.
Two hit combo, first hit is low, second wallbounces into a nice knockdown. That one move all the new Genjuro players use combined with card bounces. You've got better options for those situations, but the (albeit late and awkward) recoil cancel window gives this move a bit of juice.
Properties: Knockdown.
Running n.5AB, basically. Good reach thanks to your running momentum carrying into the attack itself, so it can whiff punish. It's also great to use for a cross under anti-air.
Not a low. Knockdown.
3C but, yeah, it's not a low. You can combo into heavy pursuit off of this, but the window is tight. Actually really safe, only -5 on block.


Crouching backfist.
Properties: Hits high.
Jumping diagonal punch. Lots of hitstop for some reason.
Properties: Knockdown.
Dashing crouch backfist. In case you want to knock them down.


Pursuit - 2BC
Usable after 623S at some spacings, most corner knockdowns and 6C.
Heavy Pursuit - 8BC
Usable after the card projectile knocks them out of the air. Also chains with 3C and 66C.


Deflect - 216D:
It sure is a deflect. Makes a very powerful callout tool if they're trying to counterpoke with a card over their head.
Weapon Pickup - 5A:
He picks up the sword.
Taunt Disarm - Start Start Start:
Genjuro can disarm himself during a card bounce to try to get an unarmed win.


Touha Kyoyokujin - 623S:
A quick DP with uses for all three versions. The A version, by far the most useful, comes out real fast and covers a huge chunk of space near your head. The B version has him jump up and forward more if you know where they'll be at. The AB version reaches surprisingly far and fast for a DP, but loses the hitbox up close and goes over a lot of standing characters -- primarily good against characters with wacky air movement. All versions deal increased damage if you hit near the top of the attack, otherwise it doesn't do that much. This attack shouldn't be overused, but 623A gives outstanding priority at close range when needed.
Oukazan - 214S:
The card projectile with huge hitstun and relatively limited travel distance. This move is a big part of how you can get your corner pressure rolling, such as if you meaty with it. Probably Genjuro's best move.
If blocked, the card will bounce into the air and come back down for a second hit if Genjuro has held down the button used to start the attack. The card bounce attack hits high wherever it comes down. The startup for this move is quick enough to be fairly safe and you're barely disadvantaged if blocked, but it still telegraphs and can be interrupted, jumped, or rolled under. The A version travels slower and bounces lower than the other two. The A and B versions will come down where they were blocked/bounced, while the AB version will come down approximately one backdash behind them.
A classic card bounce setup is to rush in with the low-hitting 66B, which will cause an unblockable situation if the card comes down on them. If you're already close to where the card bounced, you can also time this setup with 2B, or even closer, 3C->8BC. It's a relatively low damage option, and closer versions can easily lose to run up throw mash, but it'll get you started.
There are plenty of other ways to take advantage of the card bounce pressure; the real strength of this move isn't in unblockables, but rather that you have countless options, and the opponent can't possibly react to all of them. Card into blatantly unsafe option might as well be a mixup because you've got the card over their head. Additionally, if they get caught jumping into the card trying to escape, you can follow up with a heavy pursuit.
The card setup is far from inescapable, but it does force them into the defensive and has the potential to do heaps of damage since the bounce gives you plenty of time to hit them with 5AB if it connects. And don't worry if your ingenious meaty card doesn't get blocked, because a 214A connecting at almost any spacing guarantees a 5AB followup as well.
Shizukujin - 623C:
Standard unblockable command grab, which means it's good. Used for roll cancel mixups, tick throw setups, and mashing through gaps in pressure. Doesn't do too much damage, but leaves you in a nice position to try and mix on their wakeup.
Sanrensatsu - 236S 236S 236S:
Genjuro's Rekka type move. You can proceed to any of the proceeding slashes as long as the previous one didn't whiff, and followup slashes can also be done as 214S. The generous hitstun and cancel window lets further steps easily be hitconfirmed. Very good when combined with card bounce setups. Continuing the sequence after being blocked is probably not a good idea but it can catch bad punish attempts
  • Sanrensatsu: Kiba
  • 236A
Very unsafe, even on the first rekka. Hit-confirm into this move.
  • 236B
Slower than A but travels further. Crosses up at closer ranges.
  • 236AB
The more crossup version. Very useful, but kind of easy to see coming and jump over, and the cancel window is less lenient than the other two. If read and cross-blocked, you will be in a bad position.
  • Sanrensatsu: Tsuno
  • 236A
The only one that combos.
  • 236B
Goes farther and can be useful to keep swinging if 236A won't reach. If a card bounces on them after the first hit, this is guaranteed for more damage.
  • 236AB
Another crossup. Slowest startup (can be jumped) but still tricky. Also works if a card bounces on them like with 236B.
  • Sanrensatsu: Rin
  • 236S
A third hit that combos if the previous hit connected. This is punishable on block, but it's almost as bad if you forego the third slash and try to return to neutral.
Hyakkisatsu - 421S:
Genjuro swings his sword rapidly in front of him. If it connects, he will follow through by slowly impaling them and knocking them down. Hitbox is super disjointed, easily sniping outstretched hurtboxes and beating other attacks. At worst you'll get a trade. The first two versions are stationary while the third presses forward a fair distance. This move chips well but has a noticeable startup and can be jumped out of easily, limiting it usefulness. Generally punishable if blocked, too.
Gokouzan - 236CD:
Genjuro creates a card in front of him, and if it connects, they will be launched upward and auto-comboed for the standard super damage. There's some upper body invincibility during the startup too. This super is easy to combo into from pretty much any punish button, and also makes his 5C overhead extremely threatening to get hit by. It's also very difficult to punish this with a heavy slash because of how quick it recovers on block.
On the flip side, it is very unsafe on whiff with a huge recovery afterwards. It can be stuffed by a lot of aerials and sometimes will graze them in the air and go through recovery, allowing them to hit you when they land. This means that it isn't suited for anti-air duty.



  • 236S xx 236A xx 236S
Standard rekka combo. Note that only 236A will continue for the second hit.
  • (5A or n.5A or 2A or n.2A) ...
  • ... xx 236A ...
  • ... xx 623A
  • ... xx 236CD
  • (n.5B or n.2B) ...
  • ... xx 623S
  • ... xx 236A ...
  • ... xx 421AB
  • ... xx 236CD
  • n.2AB ...
Link combo starter. Not a cancel.
  • ... (5A or 2A) ...
  • ... 236A xx 236A xx 236S...
Omit the (5 or 2)A before the Rekka to easily combo mid-screen.
  • ... 623A 2BC
You need to start near the corner to connect the 2BC.
  • ... 236CD
  • 5C(overhead hit) ...
  • ... xx 236A ...
  • ... xx 236B ...
Requires very close spacing and an immediate cancel to combo
  • ... xx 623A
  • ... xx 236CD
  • 5C(first hit) xx 236B ...
Either do it really fast or input like 2365 C~B.
  • 66AB 2BC
  • 66C 8BC
  • 6C 2BC
  • 3C xx 8BC
  • 214[A](blocked) ABC 5AB
Unblockable rage explosion combo, can be rage exploded out of. Do it in the corner.
  • 214[B](blocked) 2B (card hits) AB/236A ...
Converts a mistimed 2B into bigger damage.
  • 214[A](blocked) 236A xx (card hits) 236B/236AB xx 236S
Example of a card bounce letting you get more damage out of a Sanren Satsu. If 236A is blocked, the card will fall on them and keep you safe to continue pressure.
  • n.2AB 5AB
Backhit only.

Time slow


Frame Data

Move Damage Startup Active Total Cancel Weapon
Guard Notes
5A 6 7 1 23 1~2(2) / 7~11(5) - -6 -6 -3 Mid Weak attack, Deflectable(weak)
5B 13 12 2 40 1~11(11) - -10 -2 -9 Mid Medium attack, Deflectable(med)
5AB 32 21 4 71 1(1) / 15~16(2) 17~20(4) -13 -3 -21 Mid Heavy attack, Deflectable(heavy)
2A 6 7 5 21 1~4(4) / 7~21(15) - -4 -4 -3 Mid Weak attack, Deflectable(weak)
2B 9 9 3 33 1~2(2) / 29~33(5) - -3 -3 -9 Low
2AB 30 18 4 68 1(1) / 4~14(11) - -13 -3 -21 Mid Heavy attack, Deflectable(heavy)
n.5A 6 7 5 21 1~2(2) / 7~11(5) - -4 -4 -3 Mid Weak attack, Deflectable(weak)
n.5B 7 8 1 26 8~14(7) - +0 +8 -9 Mid Medium attack, Deflectable(med)
n.5AB 30 17 2 57 1~3(3) 14~15(2) -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
n.2A 6 7 5 21 1~4(4) / 7~21(15) - -4 -4 -3 Mid Weak attack, Deflectable(weak)
n.2B 8 10 8 29 10~17(8) - -1 +7 -9 Mid Medium attack
n.2AB 26 18 3 42 1~6(6) - +13 +23 -21 Mid Heavy attack, Deflectable(heavy)
5C 3, 2, 2 4 1 62 4(1) / 16~30(15) - -13 -5 -26 Mid Medium attack
6C 6 17 9 34 1~4(4) - KD KD -12 Low Knockdown attack
2C 2 5 6 16 1~4(4) / 11~16(6) - -1 -1 -6 Low Weak attack
3C 6 9 11 31 9~27(19) - KD KD -17 Low Knockdown attack
j.A 7 14 6 22 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 10 15 2 23 x - -- -- -- High Medium attack, Deflectable(med)
j8.AB 28 14 2 33 x - -- -- -- High Heavy attack, Deflectable(heavy)
j7/9.AB 26 12 1 22 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 12 5 24 x - -- -- -- High Heavy attack
ju.C 4 12 5 24 x - -- -- -- High Heavy attack
5BC 16 20 6 41 x - KD KD -15 High Medium attack Knockdown attack
u.5BC 6 21 17 51 x - KD KD -24 High Medium attack Knockdown attack
66A 6 5 4 28 5~14(10) - -13 -13 -18 Mid Weak attack
66B 4, 5 13 1 45 x - KD KD -21 Mid Medium attack Knockdown attack
66AB 18 13 4 45 6~10(5) - KD KD -27 Mid Knockdown attack
66C 4 9 2 19 x - KD KD -5 Mid Knockdown attack
u.5S 4 8 4 21 1~5(5) - -3 -3 -8 Mid Weak attack
u.2S 4 8 7 23 1~2(2) - -5 -5 -10 Mid Weak attack
ju.S 4 6 16 23 x - -- -- -- High Medium attack
u.66S 6 6 5 17 x - KD KD -6 Mid Knockdown attack
u.66C 6 7 4 19 x - KD KD -7 Mid Knockdown attack
2BC 5 20 3 57 x - -- -- -- Mid
u.2BC 5 20 3 57 x - -- -- -- Mid
8BC 14 43 2 93 x - -- -- -- Mid
u.8BC 8 42 10 97 52~97(44) - -- -- -- Mid
Touha Kyoyokujin - 623A 6 11 7 49 x - KD KD -32 Mid Knockdown attack
1-6f upper body invulnerable
16 damage when antiair
Touha Kyoyokujin - 623B 6 13 8 49 x - KD KD -30 Mid Knockdown attack
1-6f upper body and throw invulnerable
18 damage when antiair
Touha Kyoyokujin - 623AB 6 17 8 49 x - KD KD -26 Mid Knockdown attack
1-6f upper body invulnerable
20 damage when antiair
Oukazan - 214A 10 31 x 43 x - +25 KD +0 Mid Medium attack
Oukazan - 214B 10 31 x 48 x - +19 KD -6 Mid Medium attack
Oukazan - 214AB 10 31 x 53 x - +14 KD -9 Mid Medium attack
Shizukujin - 623C 15 3 1 43 x - KD KD KD Mid
Sanrensatsu: Kiba - 236A 2 11 5 43 11~39(29) - -13 -13 -26 Mid
Sanrensatsu: Kiba - 236B 2 24 5 52 24~47(24) - -8 -8 -21 Mid
Sanrensatsu: Kiba - 236AB 2 40 5 72 40~47(8) - -13 -13 -26 Mid
Sanrensatsu: Tsuno - ... 236A 3 16 1 57 16~49(34) - -23 -23 -35 Mid
Sanrensatsu: Tsuno - ... 236B 22 23 1 64 23~56(34) - -23 -23 -36 Mid
Sanrensatsu: Tsuno - ... 236AB 22 35 1 76 35~68(34) - -13 -13 -26 Mid
Sanrensatsu: Rin - ... ... 236S 20, 0 17 3 73 x - KD KD -47 Mid Knockdown attack
Hyakkisatsu - 421A 16 19 2 59 x - KD KD -22 Mid Knockdown attack
1-4f throw invulnerable
Fixed damage
Hyakkisatsu - 421B 18 19 2 78 x - KD KD -25 Mid Knockdown attack
1-4f throw invulnerable
Fixed damage
Hyakkisatsu - 421AB 20 19 2 98 x - KD KD -29 Mid Knockdown attack
1-4f throw invulnerable
Fixed damage
Gokouzan - 236CD 4, 30 10 4 73 x - KD KD -17 Mid Knockdown attack
1-9f above knees invulnerable
Samurai Shodown V Special



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