Samurai Shodown V Special/Kyoshiro Senryo

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千両 狂死郎, Senryo Kyoshiro
Colors

Introduction

Failed to begin an actor line, for his frog listens to no one but him.

Strong defensive space control and the ability to mix up from arm's reach combined is what makes Kyoshiro tick. To this effect, he has a good suite of tools to choose from and a bunch of ways to use them, gimmicky or otherwise. He's played most safely in the war of attrition, as his mixups range from risky to spectacularly risky. But nobody blocks the frog anyways.

Strengths Weaknesses
  • Good range on normals.
  • Really good mixup potential.
  • Good at okizeme game
  • Good chip damage tool to finish a round
  • Good at turtling up and sitting on a lead.
  • Many decent anti-air possibilities.
  • Can do funny taunts
  • Bad at forcing damage, has a much more difficult fight when he's behind.
  • Slow dash and jump.
  • Relies heavily on normals, making him more vulnerable to deflections.
  • Frog and stuff that do lot of damage are heavy punishable

Data

  • Damage taken: 105%
  • Rage duration: 10 seconds
  • Amount to rage: 15
  • Walk speed: 544
  • Backwalk speed: 480
  • Dash speed: 1200
  • Jump duration: 59 frames
  • Width: 16
  • Throw range: 12
  • Throw recovery: 50 frames
  • Tier placing: B+

Normal Moves

Far Slashes

5A
5A
Ss5sp kyoshiro 5A.png
Damage Guard Cancel Invul Property Level
6 Mid 1~4(4) / 10~15(6) - Recoil Cancel,
Deflectable (Light)
Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 3 15 -9 -9 -12

Pole swing. Generally an ok attack to throw out and does better against jumpins, but otherwise 2A will get better results.

5B
5B
Ss5sp kyoshiro 5B.png
Damage Guard Cancel Invul Property Level
11 Mid 1~7(7) - Recoil Cancel,
Deflectable (Medium),
Weapon Clash 11~12(2) / 16~18(3)
Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 3 16 -2 +6 -18

A decent range attack, but nothing really going for it compared to other normals and it has a high risk of getting jumped over.

5AB
5AB
Ss5sp kyoshiro 5AB.png
Damage Guard Cancel Invul Property Level
5, 24 Mid 1~2(2) - Recoil Cancel,
Deflectable (Heavy),
Weapon Clash 6~14(9) / 18~20(3)
Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 3 26 +8 +18 -26

An outstanding heavy that multi-hits but doesn't have problems connecting. This attack really capitalizes on Kyo's reach and is his default range punish. It also plays safe in neutral with potential recoil cancels.

2A
2A
Ss5sp kyoshiro 2A.png
Damage Guard Cancel Invul Property Level
6 Mid 1~7(7) - Recoil Cancel,
Deflectable (Light)
Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
8 3 9 -3 -3 -12

An incredibly quick and useful poke. Don't hesitate to throw this out as it's fast enough to be safe against jumpins and there's no real downside to it apart from being deflectable.

2B
2B
Ss5sp kyoshiro 2B.png
Damage Guard Cancel Invul Property Level
11 Low 1~4 (4) - Recoil Cancel,
Weapon Clash 10~12(3)
Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
12 2 21 -6 +2 -18

Kyoshiro's primary low attack. A specialized normal that can rapidly hit them in the foot at halfscreen. Has major risks associated with jumpins due to the recovery, so use this sparingly.

2AB
2AB
Ss5sp kyoshiro 2AB.png
Damage Guard Cancel Invul Property Level
27 Mid 1~2(2) / 36~39(4) - Recoil cancel,
Deflectable (Heavy)
Heavy Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 9 24 -3 +13 -26

A semi-fast anti-air heavy. You can sometimes rack up tons of damage with this just by reading jumps. Not safe at all on the ground and doesn't touch people unless they are airborne and close.

Near Slashes

n.5A
n.5A
Ss5sp kyoshiro n5A.png
Damage Guard Cancel Invul Property Level
4 Mid 1~4(4) / 8~18(11) - - Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
5 3 9 -3 -3 -8

Great jab for tick throws and interruptions.

n.5B
n.5B
Ss5sp kyoshiro n5B.png
Damage Guard Cancel Invul Property Level
7 Mid - - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 5 17 -5 +3 -18

No real use for this attack because the jab is so much better.

n.5AB
n.5AB
Ss5sp kyoshiro n5AB.png
Damage Guard Cancel Invul Property Level
29 Mid 1~3(3) - Recoil Cancel,
Deflectable (Heavy),
Weapon Clash 12~13(2)
Heavy Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
14 3 40 -7 +3 -26

Remarkably fast heavy with a decently tall hitbox. Aside from normal use, this slash may catch someone trying to hop around near you.

n.2A
n.2A
Ss5sp kyoshiro n2A.png
Damage Guard Cancel Invul Property Level
4 Mid 1~2(2) / 5~10(6) - - Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
5 2 2 +5 +5 +0

Quick slap to the shins.

n.2B
n.2B
Ss5sp kyoshiro n2A.png
Damage Guard Cancel Invul Property Level
7 Mid - - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 2 16 -1 +7 -14

Same hitbox as n.2A, but slower in exchange for a little bit more damage.

n.2AB
n.2AB
Ss5sp kyoshiro n2AB.png
Damage Guard Cancel Invul Property Level
27 Mid 1~2(2) / 36~39(4) - Recoil Cancel,
Deflectable (Heavy)
Heavy Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 9 24 -3 +13 -26

Same as far version. Doesn't hit ground targets.

Overheads

5BC
5BC
Ss5sp kyoshiro 5BC.png
Damage Guard Cancel Invul Property Level
16 High 1~2(2) - Knockdown Attack Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 5 TBD KD KD -13

A great overhead if you're really okay with using these. Great horizontal movement and hitbox. The distance and duration jumps clear over many projectiles.

u.5BC
u.5BC
Ss5sp kyoshiro u5BC.png
Damage Guard Cancel Invul Property Level
6 High 1~3(3) - Knockdown Attack Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 8 TBD KD KD -23

Does less damage and goes less farther than the 5BC.

Kicks

5C
5C
Ss5sp kyoshiro 5C.png
Damage Guard Cancel Invul Property Level
6 Mid 1~5(5) - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 10 13 -6 +2 -19

The clown's kicks are absolutely terrible in every way compared to slashes.

This one can be used as a "get off me" poke, or you could use 5A, 2A or n.5A which are all faster and not as bad on block.

6C
6C
Ss5sp kyoshiro 6C.png
Damage Guard Cancel Invul Property Level
6 Low 1~3(3) - - Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
8 10 16 -17 -17 -22

Some say this is a move that exists, but I have never seen anyone use it. I hear it hits low.

2C
2C
Ss5sp kyoshiro 2C.png
Damage Guard Cancel Invul Property Level
2 Low 1~4(4) - - Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
5 4 11 -6 -6 -11

When they're all up in your grill and you don't think 2A will arrive fast enough.

3C
3C
Ss5sp kyoshiro 3C.png
Damage Guard Cancel Invul Property Level
6 Low 1~4(4) - Knockdown Attack -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
14 5 16 KD KD -17

Sweeping kick. Hit confirm into a low pursuit.

Jumping

j.A
j.A
Ss5sp kyoshiro jA.png
Damage Guard Cancel Invul Property Level
4 High 1~3(3) - - Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 23 2 - - -

Jumping punch.

j.B
j.B
Ss5sp kyoshiro jB.png
Damage Guard Cancel Invul Property Level
9 High - - Deflectable (Medium) Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
12 8 22 - - -

A horizontal spear poke. When you need more range, this attack will outclass j.AB.

j.8AB
j.8AB
Ss5sp kyoshiro jAB.png
Damage Guard Cancel Invul Property Level
25 High - - Deflectable (Heavy) Heavy Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 3 26 - - -

Kyo's strongest aerial. It shares the speed and good hitbox of n.5AB. It doesn't stay out long compared to j.B.

j.C
j.C
Ss5sp kyoshiro jC.png
Damage Guard Cancel Invul Property Level
5 High - - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
8 6 2 - - -

Jumping kick.

Dashing

66A
66A
Ss5sp kyoshiro 66A.png
Damage Guard Cancel Invul Property Level
4 Mid - - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
14 5 17 -5 +3 -18

Tick throw tool maybe? Super unsafe if blocked, has no cancel options, and Kyoshiro runs pretty slow. But you might catch someone with this, so go for it if you like gimmickry.

66B
66B
Ss5sp kyoshiro 66B.png
Damage Guard Cancel Invul Property Level
11 High 9~10(2) / 34~35(2) - Knockdown Attack Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 2 25 KD KD -23

Dashing overhead. More or less detectable, but always good to have.

One possible gimmick is cancelling the startup phase into the frog (214C), although the cancel window comes a bit too early for this to be a truly effective fake-out.

66AB
66AB
Ss5sp kyoshiro 66AB.png
Damage Guard Cancel Invul Property Level
15 Mid 1~14(14) - Knockdown Attack -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 3 25 KD KD -24

A lookalike to n.AB, but with lower damage. Not a lot of use for this. Since Kyshiro's dash is so slow, why dash in and go for this when you have a nice, far-reaching 5AB?

Has the same startup cancelling shenanigans as 66B, but with a bigger cancel window.

66C
66C
Ss5sp kyoshiro 66C.png
Damage Guard Cancel Invul Property Level
4 Low - - Knockdown Attack -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
3 6 22 KD KD -24

Dashing low kick that knocks down. Hit confirm into a low pursuit.

Unarmed

u.5S
u.5S
Ss5sp kyoshiro u5S.png
Damage Guard Cancel Invul Property Level
4 Mid 1~3(3) - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 5 17 -5 +3 -18

Similar as 66A but with less active frames.

u.2S
u.2S
Ss5sp kyoshiro u2S.png
Damage Guard Cancel Invul Property Level
3 Mid 1~2(2) - - Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 2 14 -7 -7 -12

Similar as 2A but with less startup and active frames and more recovery frames.

ju.S
ju.S
Ss5sp kyoshiro ujS.png
Damage Guard Cancel Invul Property Level
5 High - - - Weak Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 21 2 - - -

Similar as j.A but with less active frames.

u.66S
u.66S
Ss5sp kyoshiro u66S.png
Damage Guard Cancel Invul Property Level
4 Mid 1~9(9) - Knockdown Attack -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 7 12 KD KD -15

Knockdown like all unarmed dash attacks.

Pursuit

2BC
Small Pursuit
2BC
Ss5sp kyoshiro 2BC.png
Damage Guard Cancel Invul Property Level
5 - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
18 2 21 - - -

Can be done after somes knockdown (66C/3C) for extra damages.

8BC
Heavy Pursuit
8BC
Ss5sp kyoshiro 8BC.png
Damage Guard Cancel Invul Property Level
13 - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
39 3 70 - - -

With well-practiced timing, this pursuit can be chained from the frog. The risk of whiffing this and being punished is high.

Can be followed after the Weapon Flip Technique in some case (refer to the combo section).

System

Deflect
Deflect
216D
Ss5sp kyoshiro 216D.png
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Usefull deflect because of the long range of frog/normals.

Taunt Disarm
Taunt Disarm
Start x 3
Ss5sp kyoshiro startx3.png
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Kyoshiro can confirm a frog tongue into the weapon discard, input it before the death blow when they hit the wall.

Weapon Pickup
Weapon Pickup
5A near weapon
Ss5sp kyoshiro wpickup.png
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

A weapon pickup.

Special Moves

Specials

236S
Ootsunami
236S
Ss5sp kyoshiro 236S.png
A Damage Guard Cancel Invul Property Level
9 Mid - 7-9f throw invincible - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
17 - 43 -6 KD -31
B Damage Guard Cancel Invul Property Level
9 Mid - - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
19 - 49 -12 KD -37
AB Damage Guard Cancel Invul Property Level
9 Mid - - - Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
22 - 49 -12 KD -37

Ground projectile that is punishable on block if close. Mainly used just to keep them on their toes, as it's all he can safely do to someone at max distance. This can be used unarmed.

623S
Kaiten Kyokubu
623S
Ss5sp kyoshiro 623S.png
A Damage Guard Cancel Invul Property Level
18 Mid - 1-8f knees-head invincible,
9-26f throw invincible
Knockdown Attack Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 18 34 KD KD -47
B Damage Guard Cancel Invul Property Level
18 Mid - 1-8f knees-head invincible,
9-32f throw invincible
Knockdown Attack Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 24 37 KD KD -56
AB Damage Guard Cancel Invul Property Level
18 Mid - 1-8f knees-head invincible,
9-34f throw invincible
Knockdown Attack Medium Attack
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 26 92 KD KD -113

An anti-air DP. Sometimes better than 2AB, to hit floaty jumps, the umbrella kid, and Yunfei Airlines. It puts all its chips on startup, so you might get an anti-air on react where 2AB would be stuffed. In rare cases the extreme range of the AB version could be useful, since it gets you to the other corner of the screen. The recovery is insanely long though.

214S
Choubi Jishi
214S
Ss5sp kyoshiro 214S.png
A Damage Guard Cancel Invul Property Level
17 Mid - 1-7f upper body invincible,
14-16f fully invincible
Knockdown attack,
4 hits on guard
-
Startup Active Recovery Hit Adv Backhit Adv Block Adv
17 12 58 KD KD -56
B Damage Guard Cancel Invul Property Level
18 Mid - 1-10f upper body invincible Knockdown attack,
7 hits on guard
-
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 19 60 KD KD -57
AB Damage Guard Cancel Invul Property Level
23 Mid - 1-20f fully invincible Knockdown attack,
7 hits on guard
-
Startup Active Recovery Hit Adv Backhit Adv Block Adv
31 28 83 KD KD -83

Kyoshiro does a wide horizontal multi-hit attack. The AB version hits quite a few times and launches him super far forward. All versions are extremely punishable so this move is just a round-ender gimmick.

421S
Kaen Kyokubu
421S
Ss5sp kyoshiro 421S.png
A Damage Guard Cancel Invul Property Level
17 Mid - - Knockdown attack -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
35 35 16 KD KD -9
B Damage Guard Cancel Invul Property Level
17 Mid - - Knockdown attack -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
36 52 20 KD KD -13
AB Damage Guard Cancel Invul Property Level
17 Mid - - Knockdown attack -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
38 84 30 KD KD -21

A surprisingly good fire breath attack. It usually forces nearby opponents to block until it ends, returning you to neutral. It can sometimes be jumped over (or rolled under from getup) and punished. Otherwise, it's nearly impossible to hit Kyoshiro until the fire goes away. It will beat virtually anything on the ground, vaporize projectiles, and stuff most jumpins unless they jumped before you started. The knockback prevents much chip damage unless they're cornered, but they can be stuck in a position where trying to move (possibly even backdashing) will get them hit by the fire. The startup is high, so this is mostly an oki tactic. Though the duration can be predicted from the starting animation, its possible but still not particularly easy or safe to attempt punishing this from the front. This can be used unarmed.

j.2S
Chikemuri Kuruwa
j.2S
Ss5sp kyoshiro j2S.png
Ss5sp kyoshiro j2S 2.png
Damage Guard Cancel Invul Property Level
22 High - - Knockdown attack -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
1 2(2)... 56 (landing) KD KD -67

Spin attack that can be used in midair, with a hitbox so huge it makes 623S feel inadequate. Great air-to-air for an unexpected high priority/crossup, but at the cost of landing recovery.

Can also be used from a backdash for pretty effective instant overhead shenanigans. This is what the block advantage is based on.

214C
Gama Jigoku
214C
Ss5sp kyoshiro 214C.png
Damage Guard Cancel Invul Property Level
22 Low - - Knockdown attack,
Fixed damage
-
Startup Active Recovery Hit Adv Backhit Adv Block Adv
17 5 94 KD KD -73

The frog. An ultra high-risk low attack that reaches along the ground and deals impressive damage, but is incredibly punishable by most. It can also hit people on the ground for small damage as a sort of alternate pursuit attack. This can be used unarmed.

Weapon Flipping Technique

Ketsuniku no Mai
236CD
Ss5sp kyoshiro 236CD.png
Damage Guard Cancel Invul Property Level
30 Mid - 20-54f throw invincible Knockdown attack,
14 hits on guard
-
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 35 39 KD KD -29

Kyoshiro spins quickly across the ground to the other side of the screen. This can be seen coming lightyears away and is a subpar super that is mainly good for the amount of chip damage it does if they decide not to jump. It does have a respectable shoulder check and causes trouble for the low jumping characters.

Combos

Normal

Kyoshiro is not a character who has a lot of normal combos (except backhit, deep hit, backthrow, and pursuit), and the ones he has are possible thanks to the frame data of his n.5A, but their timings aren't easy to get.

  • n.2A xx 623A
Not the simpliest timing, but this combo does exist.
  • n.2A xx 44 2S
This one too have a very tight timing, but it's actually a true combo.
  • n.2AB xx 623AB
Another tight timing, it's character specific and works only against tall characters, but it's also a true combo.

Backhit

You won't have many occasion to do those but it can still happen, so being prepared and ready to strike is not useless.

  • 5AB 5AB 2BC/Whatever
Don't be too close to avoid to drop n.5AB instead of 5AB.
  • n.2AB 214C 8BC/Whatever
Be warned that this one works only against really tall characters such as Zankuro, Gaira and Kusaregedo. Can be followed up by 8BC or okizeme move.
  • n.2AB 236CD 8BC/2BC/Whatever
WFT variation of the one above, same condition. Can be followed up by 8BC or okizeme move. With this one we really enter in the theoretically, but it does exist so why not add it.
  • n.2AB 214CD
Fatality variation of the one above, same condition. With this one we really enter in the theoretically, but it does exist so why not add it.

Deep Hit

Because of the Kyoshiro's really floaty jump deep hit are usually to be forgotten. But against an unprepared opponent or with a big read those can be used as punish. So as the backhit combos, knowing the deep hit combos is far from useless.

  • j.AB 214C 8BC/Whatever
You'll probably never use it, but this combo does exist. Can be followed up by 8BC or okizeme move.
  • j.AB 214C 8BC/Whatever (Backhit)
Easier in backhit. Can be followed up by 8BC or okizeme move.
  • j.AB 5AB 5AB 2BC (Backhit)
If j.AB cross-up, you can do 5AB twice (until knockdown) and so get three 5AB in one combo thanks to multi-hit and then finish with 2BC. It's hardest against small characters such as Rimururu, Nakoruru or Rera. If you like gamble you can try this as okizeme but it's at your own risk.

Throw Cancel

If your opponent is near your weapon, you can backthrow, cancel the animation by pickingup your weapon, then be able attack your opponent. This kind of combo is really theoretical but to be aware those exist and learning them doesn't hurt anyone. But still keep in mind that situations where you can use it are very very very rare.

  • 4CD xx 5A xx 5AB 5AB 2BC/Whatever (Backhit)
If you're too close, you'll drop the n.5AB instead of 5AB, be carefull.
  • 4CD xx 5A xx n.2AB 214C 8BC/Whatever (Backhit)
Be aware that it doesn't work against all characters. Can be followed up by 8BC or okizeme move.
  • 4CD xx 5A xx n.2AB 236CD 8BC/2BC/Whatever (Backhit)
Same for the one above but with the WFT insted of the frog. This one too doesn't work on everyone. Can be followed up by 8BC/2BC or okizeme move.
  • 4CD xx 5A xx 214AB/Whathever (Backhit)
Same but with a special. Keep in mind that you can't 421S or 214C after the backthrow/weapon pickup.
  • 4CD xx 5A xx 236CD 8BC/2BC (Backhit)
Same but with the super. Can be followed up by 8BC, 2BC or okizeme move.
  • 4CD xx 5A xx 214CD (Backhit)
Same but with the fatality. With this one we really enter in the theoretically, but it does exist so why not add it.

Pursuit

Kyoshiro can use his pursuits in many situations, but sometimes you may prefer to use the knockdown avantage for some okizeme game. Anyway there is the list of possibles low and big pursuits.

  • 66C 2BC
Kyoshiro's 66C can slow down really quick and can be guarded and punished, so be careful when you use it.
  • 3C 2BC (Center)
If you're too close you might have to do a small walk or dash (depending on distance) to hit with 2BC.
  • 3C 2BC (Corner)
In the corner, you can use 2BC freely.
  • 421A 2BC (Corner)
Only does a little damage. Usually you'll prefer doing another 421S or whatever.
  • 236CD 2BC (Corner)
Also doesn’t have a lot of damage output. You'll prefer doing 421S or whatever.
  • 236CD 2BC (Corner)
Extra bit of damage. Again you'll prefer doing 421S or whatever. If not in corner you can use 214C as a pursuit after a forward throw, if you need this to kill it can be usefull to know that.
  • 214C 8BC (Center)
If you practice the timing enough, you can do it without having to adjust your spacing.
  • 214C 8BC (Corner)
Careful, if you're to close you may end up whiffing it, and if you do you can be severely punished.
  • 214C xx ABC xx 8BC (Corner)
This one is a match finisher move, use it when you know you’re gonna win the match. It does a lot of damage so have fun!
  • 236CD 8BC/2BC (Center)
You can do 66 in the animation of the WFT and maintain 6 to dash as soon as possible. The 8BC combo works only against heavy characters like Kusaregedo, Gaira and Tam Tam. The 2BC works on everyone.
  • 236CD 8BC (Corner)
Be aware that the 8BC timing is not the same for the WFT than the Frog. In this case do the 8BC as soon as possible.
  • 236S 8BC (Backhit)
This one is not likely to happen often, but to know that Kyoshiro's projectile knowkdown on backhit and can be followed up by 8BC can be usefull.

Time slow

  • j.AB/2ABxn
Standard affair for when you catch them in the air. If they're low enough to the ground for 2AB to land, always use it over j.AB. In case either won't kill, you might want to end with j.2S or 623S for a knockdown.
  • 5ABxn BCD
looks similar? Indeed it does because Kyo lacks any good highs that leaves the opponent standing, so your best bet is to wait till you catch your opponent doing something stupid so you can pop SoN. just be careful about rage bursts, in that case you might have time to fit in a 50/50 for some damage, but don't count on it.
  • ... 214C 8BC
Yes, sometimes you just need the guaranteed damage to close out the round since they can't burst until after the 8BC connects, though the idea is that this should kill anyways.

Link

Here is a playlist with some videos to show how to do the combos.
Here is a playlist with some videos to learn how to punish this or that move.
Here is a chart to see in depth the character specific stuff.

Strategies

General

Kyoshiro is an ambivalent character, he got strong offensive options thanks to his mixups, chip damages and okizeme game, and on the other side he got very strong defensive options courtesy of his good range, damages and his amazing toolset of anti-air. But because his offensive side his really risky you should be more focused on his defensive game. With him, you want to force your opponent to stay far and made him make mistakes to control space and punish him. By the way, even if he's a zoning/defensive character, you should not underestimate his capacity to fight back at close combat, because the 44 2S Instant OverHead can be very threatening.

Zoning and poking

Due to his good range on his normals, Kyoshiro has a good set for zoning and poking purpose.

  • 5B - Though it can be deflected and Kyo's recoil cancels aren't safe, when properly spaced and used right along with 2B, you put up an annoying wall that practically forces your opponent to jump at you, and that's exactly what you want.
  • 2A - Quick and usefull poke, it's fast and can be spammed because it's pretty safe. But be carefull because it can be deflected.
  • 2B - Hit low from far range, it's a useful poke if you use it wisely. The main problem with this normal is that it can be punished with a good read, jumping or characters with good range.
  • j.B - Really great air option. Against some match-up you can literally abuse of this and having the priority against all attack and never being punished. If blocked backdash, if they run toward you add 2S to the backdash.
  • 5BC - One of the greatest overhead in the game, jump over many projectiles, great range and good damage. Thanks to the frog and 2B, people often turtle with low guard, giving you good opportunities to do it. Not safe if blocked and you'll be thrown in most of case.
  • 236S - Don't use it if it's not from far screen or you'll be punished by an AB by almost every character in the game. Even for chip damage or for poking purpose you'll have better option in any case.

Be carefull when you poke and zone with your normals because if you are predictable your opponent will may try to deflect.

Anti-air

2AB, 5AB, j.AB, j.B, 44 2S, 214C, 623S, 236CD... Kyoshiro got so many options to anti-air someone. The main problem and difficulty of this amazing set that is difficult to know which option use on which situation. The three best options are j.AB, 2AB and 44 2S.

If someone jump and do an action, do the j.AB, didn't work? Go for the 2AB, didn't work? Go the the 44 2S. With these three option you can cover almost everything (if it's not everything).

Two last tips, the 214C/1D 214C move are really strong as anti-air when you know when and how to use them. For exemple 214C is usefull against vertical jump because most of the cast will not be able to cancel the frog by hitting you. The 1D 214C is more used against forward jump, but don't do it too close from your opponent because you'll eat j.AB.

And now the second, after punishing a jump with forward j.AB throw your opponent if you're the first one to get on the ground. If not, people will probably try to run throw, if they are doing this do a backdash 2S (and just backdash/defend if they don't run toward you).

Okizeme

Kyoshiro has a really good okizeme tools, 5BC, 3C, 421S, 44 2S, 66B... Not all of these options are safe but if you mixup enough you'll be very annoying for your opponent every time you knockdown him because of the low, overhead and chip damage mixup.

The 421S option is a good one to do some chip damages (and the A version is pretty safe and can be followed up by the frog/deflect) but if you do it immediatly after knockdowned your opponent, he will not wake-up and stay on the ground to avoid the chip damages.

Round finisher and chip damage

One of the Kyoshiro' strenghts is his ability to chip damages and ending rounds (with chip damages or not).

  • 214AB - Gimmickly but you can use the fire dash after recoil cancelling a 5B/5AB or after a 66B. If your opponent don't jump you'll kill him with the chip damages.
  • 421S - After a knockdown against a cornered opponent, this one is pretty usefull to end a round. Be carefull of the slide effect if your opponent roll.
  • 2S - When your opponent got 1 or 2 "chip health point" you can jump and do the 2S. This won't work against every character (Enja or Kazuki can 2AB as anti-air).
  • 236CD - This one has ridiculously strong chip damages. But because of it your opponent will be on guard and jump over if you do it blindly.
  • 214C xx ABC xx 8BC (corner) - This one is more a match ender than a round ender but it does really hurt. The best thing about that is a that's lot easier than the normal 214C 8BC.

Cool fact, if you manage to hit with 214S, 421S or 236CD, even if it's on guard, your opponent will not be able to rage explode to escape the chip damages.

Cheese, gimmicks and shenanigans

In addition to his range, anti-air options, okizeme and chip damage, Kyoshiro can play a really mean guessing game high risks but also high rewards.

214C and 5BC act as your staple high risk high reward 50/50. Both function as low crushes since they get get Kyoshiro off the ground fast, which makes people respect them even more. it's very common for Kyoshiro to have his opponents turtling on defense, which gives you ample time to go for a 50/50, or just dash in and grab despite his sluggish dash speed. And that's not all, with tools like 66B and J.2S and more, you can even mixup your mixups. If you play your cards right and get in your opponents head Kyoshiro can be equally scary on offense as he is on defense.

Of course, all this varies in mileage, since more experienced players won't fall for cheap tricks. Or maybe they will. It's best to not rely on gambling for wins when you've got such a solid kit, especially against hard hitting character as Haohmaru who can counter-attack with a Zankousen (632146AB) after a whiffed/guarded 214C or 44 2S. Keep in mind that those options are very unsafe.

Time Slow vs. Rage

Kyoshiro's versatility extends even to how to play with his rage and meditation, since both give him access to essentially different game plans. Letting him rage gives him access to one of the highest chip moves in the game, though it's decent as a clutch anti air or punish. Being raged also makes his already damaging mixups scarier. On the flipside, since his meditation is really solid, it gives him a loaded gun for the final round, essentially giving him a free round if the opponent gets careless. In the end it's really up to you and how you choose to play the character, as both are effective in distinct ways.

Defense

Against projectiles

Kyoshiro's 5BC can jump over most projectiles (e.g. Hanzo's fireball, Galford's plasma blade, Jubei's wave), if you are far you can dodge the projectile while going closer to your opponent, and if you are close you can avoid the projectile and punish your opponent. Be carefull because if you're not close enough to punish your opponent will just run at you and throw, you can fish for that with a forward hop and punish your opponent if he tries to throw you.

You also can use 214C, if well timed the frog will cancel the projectile and catch your opponent. If you don't use the frog well, either you will take the projectile, or the frog will be cancelled with the projectile. Don't forget that your own projectile can clear grounded projectiles such as Zankuro's, Rimururu's or Jubei's ones.

Anyway if you are not behind on life, no need to try to fish something or using overhead to jump over projectile, you can just duck with 2D or neutral hop with 4D to dodge projectiles to force them to come at you. Those tips are usefull if you're behind.

Against throw

If your opponent tend to use a lot the throws you have some few things to know. The D button (2D, 4D or 1D cancelled into something) can be very usefull in this situation, learning to deal with it will make your life easier as throws are concerned. As said above in the anti-air section, the 44 2S is really strong if well timed, because they wont be able counter it if they whiff their throw, and even if they don't whiff it, because you have an animation when you stop running they will probably get hitted by the spin.

Anyway that's not because they run that they will attempt to throw, dashed attack exist, if you try to 44 2S everytime you see your opponent running toward you you'll get scuffed.

Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 6 7 3 26 1~4(4) / 10~15(6) - -9 -9 -12 Mid Weak attack, Deflectable(weak)
5B 11 13 3 33 1~7(7) 11~12(2) / 16~18(3) -2 +6 -18 Mid Medium attack, Deflectable(med)
5AB 5, 24 15 3 45 1~2(2) 6~14(9) / 18~20(3) +8 +18 -26 Mid Weak attack, Deflectable(heavy)
2A 6 8 3 21 1~7(7) - -3 -3 -12 Mid Weak attack, Deflectable(weak)
2B 11 12 2 36 1~4(4) 10~12(3) -6 +2 -18 Low Medium attack
2AB 27 13 9 47 1~2(2) / 36~39(4) - -3 +13 -26 Mid Heavy attack, Deflectable(heavy)
n.5A 4 5 3 18 1~4(4) / 8~18(11) - -3 -3 -8 Mid Weak attack
n.5B 7 11 5 34 x - -5 +3 -18 Mid Medium attack
n.5AB 29 14 3 58 1~3(3) 12~13(2) -7 +3 -26 Mid Heavy attack, Deflectable(heavy)
n.2A 4 5 2 10 1~2(2) / 5~10(6) - +5 +5 +0 Mid Weak attack
n.2B 7 10 2 29 x - -1 +7 -14 Mid Medium attack
n.2AB 27 13 9 47 1~2(2) / 36~39(4) - -3 +13 -26 Mid Heavy attack, Deflectable(heavy)
5C 6 9 10 33 1~5(5) - -6 +2 -19 Mid Medium attack
6C 6 8 10 35 1~3(3) - -17 -17 -22 Low Weak attack
2C 2 5 4 21 1~4(4) - -6 -6 -11 Low Weak attack
3C 6 14 5 36 1~4(4) - KD KD -17 Low Knockdown attack
u.3C 6 16 4 36 1~4(4) - KD KD -17 Low Knockdown attack
j.A 4 6 23 32 1~3(3) - -- -- -- High Weak attack
j.B 9 12 8 43 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 25 10 3 40 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 5 8 6 17 x - -- -- -- High Medium attack
ju.C 5 8 6 17 x - -- -- -- High Medium attack
5BC 16 20 5 x 1~2(2) - KD KD -13 High Medium attack Knockdown attack
u.5BC 6 20 8 x 1~3(3) - KD KD -23 High Medium attack Knockdown attack
66A 4 14 5 37 x - -5 +3 -18 Mid Medium attack
66B 11 20 2 48 9~10(2) / 34~35(2) - KD KD -23 High Medium attack Knockdown attack
66AB 15 15 3 44 1~14(14) - KD KD -24 Mid Knockdown attack
66C 4 3 6 32 x - KD KD -24 Low Knockdown attack
u.5S 4 11 5 34 1~3(3) - -5 +3 -18 Mid Medium attack
u.2S 3 7 2 24 1~2(2) - -7 -7 -12 Mid Weak attack
ju.S 5 6 21 30 x - -- -- -- High Weak attack
u.66S 4 10 7 30 1~9(9) - KD KD -15 Mid Knockdown attack
u.66C 4 3 6 32 x - KD KD -24 Low Knockdown attack
2BC 5 18 2 42 x - -- -- -- Mid
u.2BC 4 3 3 11 x - -- -- -- Mid
8BC 13 39 3 113 x - -- -- -- Mid
u.8BC 8 39 1 74 x - -- -- -- Mid
Ootsunami - 236A 9 17 x 60 x - -6 KD -31 Mid Medium attack
7-9f throw invincible
Ootsunami - 236B 9 19 x 68 x - -12 KD -37 Mid Medium attack
Ootsunami - 236AB 9 22 x 71 x - -12 KD -37 Mid Medium attack
Chikemuri Kuruwa - j.2S 22 1 x x x - KD KD -67 High Knockdown attack
Gama Jigoku - 214C 22 17 5 117 x - KD KD -73 Low Knockdown attack
fixed damage
Kaen Kyokubu - 421A 17 35 35 87 x - KD KD -9 Mid Knockdown attack
Kaen Kyokubu - 421B 17 36 52 109 x - KD KD -13 Mid Knockdown attack
Kaen Kyokubu - 421AB 17 38 84 153 x - KD KD -21 Mid Knockdown attack
Kaiten Kyokubu - 623A 18 9 18 62 x - KD KD -47 Mid Knockdown attack
1-8f knees-head invincible
9-26f throw invincible
Kaiten Kyokubu - 623B 18 9 24 71 x - KD KD -56 Mid Knockdown attack
1-8f knees-head invincible
9-32f throw invincible
Kaiten Kyokubu - 623AB 18 9 26 128 x - KD KD -113 Mid Knockdown attack
1-8f knees-head invincible
9-34f throw invincible
Choubi Jishi - 214A 17 17 12 88 x - KD KD -56 Mid Knockdown attack
1-7f upper body invincible
14-16f fully invincible
4 hits on guard
Choubi Jishi - 214B 18 20 19 100 x - KD KD -57 Mid Knockdown attack
1-10f upper body invincible
7 hits on guard
Choubi Jishi - Ranshin - 214AB 23 31 28 143 x - KD KD -83 Mid Knockdown attack
1-20f fully invincible
7 hits on guard
Ketsuniku no Mai - 236CD 30 20 35 95 x - KD KD -29 Mid Knockdown attack.
20-54f throw invincible
14 hits on guard
Samurai Shodown V Special
General

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