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Samurai Shodown V Special/Kyoshiro Senryo
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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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
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5B
5B
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5AB
5AB
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2A
2A
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2B
2B
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2AB
2AB
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Near Slashes
n.5A
n.5A
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n.5B
n.5B
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n.5AB
n.5AB
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n.2A
n.2A
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n.2B
n.2B
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n.2AB
n.2AB
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Overheads
5BC
5BC
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u.5BC
u.5BC
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Kicks
5C
5C
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6C
6C
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2C
2C
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3C
3C
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Jumping
j.A
j.A
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j.B
j.B
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j.8AB
j.8AB
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j.C
j.C
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Dashing
66A
66A
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66B
66B
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66AB
66AB
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66C
66C
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Unarmed
u.5S
u.5S
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u.2S
u.2S
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ju.S
ju.S
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u.66S
u.66S
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Pursuit
2BC
Small Pursuit
2BC |
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8BC
Heavy Pursuit
8BC |
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System
Deflect
Deflect
216D |
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Taunt Disarm
Taunt Disarm
Start x 3 |
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Weapon Pickup
Weapon Pickup
5A near weapon |
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Special Moves
Specials
236S
Ootsunami
236S |
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623S
Kaiten Kyokubu
623S |
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214S
Choubi Jishi
214S |
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421S
Kaen Kyokubu
421S |
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j.2S
Chikemuri Kuruwa
j.2S |
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214C
Gama Jigoku
214C |
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Weapon Flipping Technique
Ketsuniku no Mai
236CD |
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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 |