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
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- Good range on normals.
- Mixup potential.
- Good at turtling up and sitting on a lead.
- Decent anti-air possibilities.
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- 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.
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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
Normals
Far Slashes
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5A:
- Pole swing. Generally an ok attack to throw out and does better against jumpins, but otherwise 2A will get better results.
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5B:
- A decent range attack, but nothing really going for it compared to other normals and it has a high risk of getting jumped over.
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5AB:
- 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.
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2A:
- 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.
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2B:
- 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.
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2AB:
- 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.
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Near Slashes
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n.5A:
- Great jab for tick throws and interruptions.
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n.5B:
- No real use for this attack because the jab is so much better.
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n.5AB:
- Remarkably fast heavy with a decently tall hitbox. Aside from normal use, this slash may catch someone trying to hop around near you.
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n.2A:
- Quick slap to the shins.
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n.2B:
- Same hitbox as n.2A, but slower in exchange for a little bit more damage.
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n.2AB:
- Same as far version. Doesn't hit ground targets.
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Overheads
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5BC:
- 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.
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Kicks
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5C:
- 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.
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6C:
- Some say this is a move that exists, but I have never seen anyone use it. I hear it hits low.
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2C:
- When they're all up in your grill and you don't think 2A will arrive fast enough.
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Jumping
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j.B:
- A horizontal spear poke. When you need more range, this attack will outclass j.AB.
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j.AB:
- Kyo's strongest aerial. It shares the speed and good hitbox of n.5AB. It doesn't stay out long compared to j.B.
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Dashing
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66A:
- 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.
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66B:
- 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.
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66AB:
- 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.
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66C:
- Dashing low kick that knocks down. Hit confirm into a low pursuit.
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Unarmed
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u.66S:
- Knocks down like all unarmed dash attacks.
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Pursuits
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Big Pursuit - 8BC
- With well-practiced timing, this pursuit can be chained from the frog. The risk of whiffing this and being punished is high.
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System
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Taunt Disarm - Start Start Start:
- Kyoshiro can confirm a frog tongue into the weapon discard, input it before the death blow when they hit the wall.
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Specials
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Ootsunami - 236S: (can be used unarmed)
- 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.
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Gama Jigoku - 214C: (can be used unarmed)
- 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.
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Kaiten Kyokubu - 623S:
- 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.
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Chikemuri Kuruwa - j.2S:
- 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.
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Choubi Jishi - 214S:
- 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.
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Kaen Kyokubu - 421S: (can be used unarmed)
- 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.
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Aragotoshi Kyoshiro "Ketsuniku no Mai" - 236CD - WFT:
- 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.
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Combos
Normal
- n.2A xx 623A
- 3C 2BC
- 66C 2BC
Time slow
Strategies
Frame Data
Move
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Damage
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Startup
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Active
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Total
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Cancel
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Weapon Clash
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Hit Adv.
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Backhit Adv.
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Block Adv.
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Guard
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Notes
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5A |
6 |
7 |
3 |
26 |
1~4(4) / 10~15(6) |
- |
-9 |
-9 |
-12 |
Mid |
Weak attack, Deflectable(weak)
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5B |
11 |
13 |
3 |
33 |
1~7(7) |
11~12(2) / 16~18(3) |
-2 |
+6 |
-18 |
Mid |
Medium attack, Deflectable(med)
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5AB |
5, 24 |
15 |
3 |
45 |
1~2(2) |
6~14(9) / 18~20(3) |
+8 |
+18 |
-26 |
Mid |
Weak attack, Deflectable(heavy)
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2A |
6 |
8 |
3 |
21 |
1~7(7) |
- |
-3 |
-3 |
-12 |
Mid |
Weak attack, Deflectable(weak)
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2B |
11 |
12 |
2 |
36 |
1~4(4) |
10~12(3) |
-6 |
+2 |
-18 |
Low |
Medium attack
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2AB |
27 |
13 |
9 |
47 |
1~2(2) / 36~39(4) |
- |
-3 |
+13 |
-26 |
Mid |
Heavy attack, Deflectable(heavy)
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n.5A |
4 |
5 |
3 |
18 |
1~4(4) / 8~18(11) |
- |
-3 |
-3 |
-8 |
Mid |
Weak attack
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n.5B |
7 |
11 |
5 |
34 |
x |
- |
-5 |
+3 |
-18 |
Mid |
Medium attack
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n.5AB |
29 |
14 |
3 |
58 |
1~3(3) |
12~13(2) |
-7 |
+3 |
-26 |
Mid |
Heavy attack, Deflectable(heavy)
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n.2A |
4 |
5 |
2 |
10 |
1~2(2) / 5~10(6) |
- |
+5 |
+5 |
+0 |
Mid |
Weak attack
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n.2B |
7 |
10 |
2 |
29 |
x |
- |
-1 |
+7 |
-14 |
Mid |
Medium attack
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n.2AB |
27 |
13 |
9 |
47 |
1~2(2) / 36~39(4) |
- |
-3 |
+13 |
-26 |
Mid |
Heavy attack, Deflectable(heavy)
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5C |
6 |
9 |
10 |
33 |
1~5(5) |
- |
-6 |
+2 |
-19 |
Mid |
Medium attack
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6C |
6 |
8 |
10 |
35 |
1~3(3) |
- |
-17 |
-17 |
-22 |
Low |
Weak attack
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2C |
2 |
5 |
4 |
21 |
1~4(4) |
- |
-6 |
-6 |
-11 |
Low |
Weak attack
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3C |
6 |
14 |
5 |
36 |
1~4(4) |
- |
KD |
KD |
-17 |
Low |
Knockdown attack
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u.3C |
6 |
16 |
4 |
36 |
1~4(4) |
- |
KD |
KD |
-17 |
Low |
Knockdown attack
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j.A |
4 |
6 |
23 |
32 |
1~3(3) |
- |
-- |
-- |
-- |
High |
Weak attack
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j.B |
9 |
12 |
8 |
43 |
x |
- |
-- |
-- |
-- |
High |
Medium attack, Deflectable(med)
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j.AB |
25 |
10 |
3 |
40 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack, Deflectable(heavy)
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j.C |
5 |
8 |
6 |
17 |
x |
- |
-- |
-- |
-- |
High |
Medium attack
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ju.C |
5 |
8 |
6 |
17 |
x |
- |
-- |
-- |
-- |
High |
Medium attack
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5BC |
16 |
20 |
5 |
x |
1~2(2) |
- |
KD |
KD |
-13 |
High |
Medium attack Knockdown attack
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u.5BC |
6 |
20 |
8 |
x |
1~3(3) |
- |
KD |
KD |
-23 |
High |
Medium attack Knockdown attack
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66A |
4 |
14 |
5 |
37 |
x |
- |
-5 |
+3 |
-18 |
Mid |
Medium attack
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66B |
11 |
20 |
2 |
48 |
9~10(2) / 34~35(2) |
- |
KD |
KD |
-23 |
High |
Medium attack Knockdown attack
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66AB |
15 |
15 |
3 |
44 |
1~14(14) |
- |
KD |
KD |
-24 |
Mid |
Knockdown attack
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66C |
4 |
3 |
6 |
32 |
x |
- |
KD |
KD |
-24 |
Low |
Knockdown attack
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u.5S |
4 |
11 |
5 |
34 |
1~3(3) |
- |
-5 |
+3 |
-18 |
Mid |
Medium attack
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u.2S |
3 |
7 |
2 |
24 |
1~2(2) |
- |
-7 |
-7 |
-12 |
Mid |
Weak attack
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ju.S |
5 |
6 |
21 |
30 |
x |
- |
-- |
-- |
-- |
High |
Weak attack
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u.66S |
4 |
10 |
7 |
30 |
1~9(9) |
- |
KD |
KD |
-15 |
Mid |
Knockdown attack
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u.66C |
4 |
3 |
6 |
32 |
x |
- |
KD |
KD |
-24 |
Low |
Knockdown attack
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2BC |
5 |
18 |
2 |
42 |
x |
- |
-- |
-- |
-- |
Mid |
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u.2BC |
4 |
3 |
3 |
11 |
x |
- |
-- |
-- |
-- |
Mid |
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8BC |
13 |
39 |
3 |
113 |
x |
- |
-- |
-- |
-- |
Mid |
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u.8BC |
8 |
39 |
1 |
74 |
x |
- |
-- |
-- |
-- |
Mid |
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Ootsunami - 236A |
9 |
17 |
x |
60 |
x |
- |
-6 |
KD |
-31 |
Mid |
Medium attack 7-9f throw invincible
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Ootsunami - 236B |
9 |
19 |
x |
68 |
x |
- |
-12 |
KD |
-37 |
Mid |
Medium attack
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Ootsunami - 236AB |
9 |
22 |
x |
71 |
x |
- |
-12 |
KD |
-37 |
Mid |
Medium attack
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Chikemuri Kuruwa - j.2S |
22 |
1 |
x |
x |
x |
- |
KD |
KD |
-67 |
Mid |
Knockdown attack
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Gama Jigoku - 214C |
22 |
17 |
5 |
117 |
x |
- |
KD |
KD |
-73 |
Low |
Knockdown attack fixed damage
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Kaen Kyokubu - 421A |
17 |
35 |
35 |
87 |
x |
- |
KD |
KD |
-9 |
Mid |
Knockdown attack
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Kaen Kyokubu - 421B |
17 |
36 |
52 |
109 |
x |
- |
KD |
KD |
-13 |
Mid |
Knockdown attack
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Kaen Kyokubu - 421AB |
17 |
38 |
84 |
153 |
x |
- |
KD |
KD |
-21 |
Mid |
Knockdown attack
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Kaiten Kyokubu - 623A |
18 |
9 |
18 |
62 |
x |
- |
KD |
KD |
-47 |
Mid |
Knockdown attack 1-8f knees-head invincible 9-26f throw invincible
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Kaiten Kyokubu - 623B |
18 |
9 |
24 |
71 |
x |
- |
KD |
KD |
-56 |
Mid |
Knockdown attack 1-8f knees-head invincible 9-32f throw invincible
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Kaiten Kyokubu - 623AB |
18 |
9 |
26 |
128 |
x |
- |
KD |
KD |
-113 |
Mid |
Knockdown attack 1-8f knees-head invincible 9-34f throw invincible
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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
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Choubi Jishi - 214B |
18 |
20 |
19 |
100 |
x |
- |
KD |
KD |
-57 |
Mid |
Knockdown attack 1-10f upper body invincible 7 hits on guard
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Choubi Jishi - Ranshin - 214AB |
23 |
31 |
28 |
143 |
x |
- |
KD |
KD |
-83 |
Mid |
Knockdown attack 1-20f fully invincible 7 hits on guard
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Ketsuniku no Mai - 236CD |
30 |
20 |
35 |
95 |
x |
- |
KD |
KD |
-29 |
Mid |
Knockdown attack. 20-54f throw invincible 14 hits on guard
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