Samurai Shodown V Special/Mizuki Rashoujin

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羅将神 ミヅキ, Rashoujin Mizuki
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Introduction

Evil red priestess needs manicure badly.

This character is not very good. Pokes are more annoying than threatening, poor high/low game, gimmicky WFT. Her range is good but she can't safely start pressure off of anything. She does have a command grab and great normal throw range, which is really important to her game, since she has very few ways of forcing damage. Her damage is surprisingly high on a clean hit, she just has a lot of trouble landing any of her heavy hitters consistently or reliably. She therefore lives mostly off punishes, which are actually her one truly strong suit.

Strengths Weaknesses
  • Good punish game even at far ranges thanks to 214S and 214C, as well as decent range on her hard slashes.
  • Strong damage in the event she actually lands something.
  • PIG GRAB! Roll in and toss around fools who think they can just down-back all day against you.
  • Poor antiair all around.
  • No reason to standblock anything against her.
  • Specials are almost entirely useless for zoning and all but claw can be beat on reaction. Even the WFT.
  • Her strongest combo punishes have a habit of not comboing properly.

Data

  • Damage taken: 115%
  • Rage duration: 10 seconds
  • Amount to rage: 19
  • Walk speed: 480
  • Backwalk speed: 480
  • Dash speed: 1424
  • Jump duration: 54 frames
  • Width: 24
  • Throw range: 20
  • Throw recovery: 38 frames(!)
  • Tier placing: D

Normals

Far Slashes

Ss5sp mizuki 5A.png
5A:
Properties: Recoil cancel on block. Deflectable.
Stick swipe. Comes out kind of slowish, okay range, crap damage. Only advantage over 5B is that it recovers almost instantly on block.
Be aware that this move will miss almost all crouching characters!
Ss5sp mizuki 5B.png
5B:
Properties: Recoil cancel on block. Deflectable.
Another stick swipe, this time with a cool swish effect.
Mizuki main poke, because of its fast startup, good hitbox, and long active frames.
Nearly the same startup as 5A, slightly further range, and more than twice the damage.
Ss5sp mizuki 5AB.png
5AB:
Properties: Recoil cancel on block. Deflectable.
Mizuki swings in a wide arc in front of her. Startup is kind of slow, but the damage is huge and the wide recoil cancel window makes people not want to challenge her. Good punishment move but take care about throwing it out randomly.
When timed right, this move is surprisingly good anti-air! The arc hits higher up than it might seem, stuffing careless jumps. Try to space yourself a bit out of their direct jump range to get the best out of this.
Ss5sp mizuki 2A.png
2A:
Properties: Recoil cancel on block. Deflectable.
Just like 5A, only low, and just as bad.
Ss5sp mizuki 2B.png
2B:
Properties: Recoil cancel on block. Deflectable.
Just like 5B, only slightly lower!
Ss5sp mizuki 2AB.png
2AB:
Properties: Hits low, knockdown.
Nasty on block, but hits low, comes out surprisingly fast and does a ton of damage. Good punisher.

Near Slashes

Ss5sp mizuki n5A.png
n.5A:
Properties: Cancelable.
Mid-height slap. Low damage, but quick and decent for spacing, so long as you're close enough to get it out. Basically no hitstop. Pepper in tick throws (either normal or 623C) after this occasionally.
Ss5sp mizuki n5B.png
n.5B:
Properties: Cancelable. Deflectable.
Two hit move that is cancelable on hit. Combos into 236B and 214S.
Since this is a near only move, you should use 66B for punishes when they're out of this move's reach.
Ss5sp mizuki n5AB.png
n.5AB:
Properties: Recoil cancel on block. Deflectable.
Short ranged two hit arc. Hitting twice means it's not good for catching jumpers, unlike 5AB.
The damage is slightly less than either 2AB and 5AB, but it comes out very quickly(12f) so it can punish some things those can't.
Ss5sp mizuki n2A.png
n.2A:
Properties:
The same as n.5A, except it's lower and you can't cancel it.
Ss5sp mizuki n2B.png
n.2B:
Properties: Cancelable. Deflectable.
A two hit move just like n.5B, only the hitbox is lower.
Ss5sp mizuki n2AB.png
n.2AB:
Properties: Hits low, knockdown.
Same as 2AB.

Overheads

Ss5sp mizuki 5BC.png
5BC:
Properties: Hits high. Knockdown.
Lame range, passable damage. Best used for throw avoidance.
Ss5sp mizuki 5BC.png
u.5BC:
Properties: Hits high. Knockdown.
Same as 5BC.

Kicks

Ss5sp mizuki 5C.png
5C:
Properties:
A claw comes out from under her skirt and swipes. It's really lousy on block and doesn't combo with anything, so why would you use it?
Ss5sp mizuki 6C.png
6C:
Properties: Hits low. Cancelable.
Short ranged low bite that can actually combo with 236A. Might be useful, but it's only slightly slower than 2AB and it's not like you can confirm the hit either way.
Ss5sp mizuki 2C.png
2C:
Properties: Hits low.
Tail swipe. It comes out faster than 2A, but recovers slower. At least you can't deflect it.
Ss5sp mizuki 3C.png
3C:
Properties: Hits low. Knockdown.
Claw sweep. It's lousy on block, like the rest of her kicks.

Jumping

Ss5sp mizuki jA.png
j.A:
Properties: Hits high.
Air to air slap. Slow startup and basically no active frames really hurts the usefulness of this attack.
Ss5sp mizuki jB.png
j.B:
Properties: Hits high. Deflectable.
Air stick swipe. Good range and decent active frames, but when you don't need either you should stick with j.AB.
Ss5sp mizuki jAB.png
j.AB:
Properties: Hits high. Deflectable.
High damage downwards angled swipe. Not too many active frames, but the startup is surprisingly fast, so you'll be using this a lot.
Its range makes it a good anti-jumpin when you do a neutral jump.
Ss5sp mizuki jC.png
j.C:
Properties: Hits high.
Demon foot smash. Good active frames and range, but a downwards angle limits its usefulness. Basically no hitstop so useful for dealing with throw mash.

Dashing

Ss5sp mizuki 66A.png
66A:
Properties: Cancelable.
Dashing slap. This is, in every way, n.5A with more forward momentum and doable regardless of distance. Actually a really useful poke, thanks to this! Not too much range but almost no hitstop and no need to worry about being too close. As such, just like n.5A, it's great material for tick throws, or a tick 623C setup.
Ss5sp mizuki 66B.png
66B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
Two hit slice. Combos on hit, cancelable on block. This is a good general purpose tool for getting combos started, as it combos with 214S for her strongest punisher. Be careful with it because it's much riskier on block than its n.5B counterpart. As a pressure tool it's kind of gimmicky.
Ss5sp mizuki 66AB.png
66AB:
Properties: Knockdown. Deflectable.
Long range swipe that does okay damage, comes out fast, and knocks down. If spaced to max range it's surprisingly not terrible on block, only a few characters can punish. Learning the range on this one would be a good idea.
Also good at crossing under jumps and nailing them from behind.
Ss5sp mizuki 66C.png
66C:
Properties: Hits low. Knockdown.
Literally a dashing 3C. Still just as lame, as there's no reason to high block against Mizuki.

Unarmed

Ss5sp mizuki u5S.png
u.5S:
Properties:
It's n.5A! Without the cancel!
An okay poke for what it is, really.
Ss5sp mizuki u2S.png
u.2S:
Properties:
Same as n.2A, so it's just a lower version of u.5S.
Ss5sp mizuki ujS.png
ju.S:
Properties: Hits high.
Same as j.A. It's actually decent now that you don't have anything else to use..
Ss5sp mizuki u5S.png
u.66S:
Properties: Cancelable. Knockdown.
Same as 66A, only it knocks down. The knockdown lets it confirm a combo into 8BC for you if for whatever reason you don't actually want your weapon.

System

Ss5sp mizuki 216D.png
Deflect - 216D:
Average deflect. Nothing special here.
Ss5sp mizuki wpickup.png
Weapon Pickup - 5A:
Faster than average.
Ss5sp mizuki startx3.png
Taunt Disarm - Start Start Start:
Very short taunt animation, all things considered. The actual drop is very late in it.

Specials

Ss5sp mizuki 236S.png
Juka Soudan - 236S: (can be used unarmed)
Claw swipe. The A and B versions are all punishable on block, while the AB is just very slow on startup. Since they hit a different number of times, you can consider this like an inverse rekka or something.
  • 236A:
Hits once, knocks down. Damage and range are both really good, so you can sort of use it as a very long range poke or whiff punish.
Since it comes out fast, it can actually be really good antiair. Backroll into it so Mizuki herself doesn't get hit.
  • 236B:
Hits twice, knocks down. Somehow, this does LESS damage than 236A.
The main benefit here is mixing up with 236A, since if they try to punish after the first claw swipe they'll get hit by the second. This does not work on observant people, since they can see that the startup was longer.
  • 236AB:
Hits 6 times, knocks down. Starts up very slow, but it's basically safe on block. If you can actually get this started, it's not a bad little blockstring and it chips like crazy. Good time slow fodder.
Like 236A, you can backroll into it against poor jumpins. It probably won't knock them out of the air, but they'll have to deal with it when they land.
Ss5sp mizuki 214C.png
Jashin Kyoumei - 214C: (can be used unarmed)
Unblockable seal appears at the opponent's position. This comes out very slow and has an obvious animation, so it's not going to hit anyone attentive normally. As long as the seal starts appearing, it will come out even if Mizuki is hit, so you might fish for a gimmicky trade with it.
However, its vertical location is fixed and it has a wide hit area, so it can stuff jump landings. Unfortunately there's no way to do this on reaction against jumps.
Has throw invincibility on startup. Mainly used in time stop to finish off the opponent.
Ss5sp mizuki 623C.png
Shinma Messatsu Jin - 623C:
PIG GRAB! Landing this gains you ten style points.
This is actually a really good move, because command throws are really good. Surprisingly nice range/damage, and Mizuki's forward roll actually works well enough to make it useful!
It's also good against blocked high jumpins, since like other command grabs you can try to nail their landings, and they need reversal timing to evade it.
Ss5sp mizuki 214S.png
Haki Inmetsu Jin - 214S:
Long range low hitting portal. Does a ton of damage if it hits, and Mizuki's just standing there like an idiot for about 8 hours if it doesn't. Combos into 8BC on hit.
Stronger versions go further, but she stands around even longer. There isn't much point in bothering with this outside of guaranteed punishes unless the opponent has no reactions or you have an absurdly hard read on a fireball or something. The portal also destroys almost all ground-level projectiles.
Best part? If it catches from too far away, they'll get sucked into the portal and then spit out for no damage. It also doesn't work if you trade, instead just letting the opponent harmlessly fall out.
Ss5sp mizuki 623S.png
Gashin Kyoumei Kon - 623S:
Crotch dog. This move is bad for so many reasons.
Mizuki jumps up, and then the dog appears for the first overhead hit. If it hits, this will cause a reset state, which knocks the opponent backwards slightly. Then the dog dashes forwards and does not combo with the initial hit, letting the opponent block. The dogs eats almost all projectiles, at least.
The strength of the slash used affects the direction Mizuki falls after the dog appears, with the A version moving backwards, the B version moving slightly forwards, and the AB version moving far forwards. At point blank, you can use the AB version as okizeme to make for an ambiguous crossup. The startup is very slow, so this is not something you can do on reaction to their wakeup timing.
Since second hit is hugely disadvantageous on block, this means any character with a decent long range swipe can punish you for free even when you hit.
Ss5sp mizuki 421S.png
Gashin Kyoumei Kon - 421S:
Ojousama teleport. 421A teleports back almost the full screen away from the opponent, 421B teleports in front of them, 421AB teleports behind them. It takes a while to go anywhere, and it's vulnerable for a while both during startup and arrival -- you can be thrown on reaction if you're predictable with trying to get in. Mizuki has no mixups off of this move owing to the long duration.
Its uses are niche at best. It can possibly be useful to escape away, but if they see it they can just dash on reaction and catch you coming out. She could also try a teleport behind the opponent if she correctly reads them using a fireball and throw them for it. Even with invincibility upon actually entering the portal, it's difficult to use effectively.
Ss5sp mizuki 236CDa.png
Ss5sp mizuki 236CDb.png
Tenchi Makyou Jin - 236CD - WFT:
Finally, a good move!
Startup is slow but melee invincible for a good portion of the time, the hitbox is enormous, and IT'S SAFE ON BLOCK. MIZUKI HAS SOMETHING SAFE ON BLOCK HOLY CRAP. Too bad you can roll under it.
Since it disappears entirely on block a lot of players just spam this repeatedly until it hits. This doesn't really work on anyone good, but it's funny.
Its best use is as anti-air. If you see a poor jumpin you can use it, or backroll into it, to punish. Backrolling on reaction isn't so great on faster jumps, but you can do it pre-emptively and confirm the jump. But if your opponent just groundhogs all day, forget it.

Combos

Normal

  • 2AB 2BC
Hits low. High damage, at least.
  • 3C 2BC
Basic stuff.
  • 66C 2BC
Basic stuff.
  • 214S dash 8BC
Good damage, but 214S is really risky as anything but a punisher.
  • 214S 421AB 2BC
Variation of the above for when you land 214S from far away, somehow. Sometimes the timing is awkward on the portal and you can't get the pursuit followup.
  • n.5A 236A 2BC
Useful when you need a tad faster punish
  • (66B or n.5B or n.2B) ...
  • ... xx 214S 8BC
Mizuki's strongest combo. Really nice damage. Do it whenever you can, preferably with 66B starter.
Sometimes even a point blank n.5B or n.2B will push the opponent far enough so it will not combo. 66B is more consistent, but even that one can still not combo, and it's tough to get from close range.
It always works from behind regardless of starter, so if they're dumb enough to do something that lets you punish from behind you should always let this one rip.
  • ... xx 236A/B 2BC
Less damage, but the combo doesn't drop all the time and you can reliably do it point blank. Knocks the enemy down closer to you.
  • 6C xx 236A 2BC
Hits low. Damage is somewhat poor, and 2AB exists, but you can do this. They might mash between the hits on block and get nailed if they don't realize what's going on.
  • 236AB 8BC
If the other guy actually gets hit by 236AB, you can follow it up for some nice damage.
  • 214C 8BC
If you somehow manage to land 214C in the corner, then you can squeeze an extra damage.
  • 66AB 8BC
Corner only. It doesn't have to be antiair hit.
  • u.66S xx 8BC
Unarmed swag.

Time slow

  • 2C 623S 8BC or 6C xx 623S 8BC
Low hit that combos into the overhead dog. This can be exploded on reaction to the low, so be careful.
Second hit can crossup if 623AB is used and if it connects your only option is dash xx 8BC.
If the second hit of the dog doesn't connect, you can Issen instead or do few j.AB reps. This is character specific, working best on characters with high juggle boxes like Haohmaru.
  • j.AB j.AB j.AB ...
Boring, but if you can't wait for them to come down to Issen them, that's what you're stuck with.
  • 5AB x n Issen
Boring, but she doesn't have much. Explodable, so just do the Issen.
  • 214C
Finish weak opponents off with this. If he jumps, backdashes, or tries some other way try to escape, use an Issen.

Strategies

General

If you pick this character, you lost at the character select screen. At least you didn't pick Nakoruru.
Your pokes are kind of okay, and your movement is not half bad. Try and use your range to your advantage, with lots of ranged pokes like 5B.
Abuse 623C pig grab liberally, try to tick throw into it off of 66A. Roll into it during lulls or as a fast punish.
Punish jumps with 5AB, neutral jump AB, backroll 236A, or WFT depending on situation.
If you do Mizuki's 623AB in very close range and enemy blocks first hit, Mizuki jumps over enemy and second hit become cross-up. Is it useful? Hell no!

Damage and defense

Best punishers:
  • 2AB - Surprisingly fast for what it is, forces a knockdown.
  • 66B xx 214A 8BC - This is always your best option if they're open enough to be hit by it.
Antiair:
  • 5AB - Spaced right, this is a really nice option that beats many jumpins clean.
  • 1D xx 236A - Backroll claw is fast and beats a lot of near jumpins clean.
  • 66AB - When crossing under the opponent.
  • 236CD - Also works from a backroll like claw.

Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 5 10 3 22 x 1~9(9) -2 -2 -3 Mid Weak attack, Deflectable(weak)
5B 11 11 5 30 x 1~10(10) -1 +7 -9 Mid Medium attack, Deflectable(med)
5AB 29 19 3 58 x 5~18(14) -2 +8 -26 Mid Heavy attack, Deflectable(heavy)
2A 5 10 3 22 x 6~9(4) -2 -2 -3 Mid Weak attack, Deflectable(weak)
2B 11 11 5 30 x 4~10(7) -1 +7 -9 Mid Medium attack, Deflectable(med)
2AB 28 14 3 43 x - KD KD -24 Low Knockdown attack
n.5A 5 7 3 19 7~9(3) - -2 -2 -7 Mid Weak attack
n.5B 4, 4 9 3 32 12~17(6) - -2 +6 -9 Mid Medium attack, Deflectable(med)
n.5AB 17, 17 12 1 52 x 2~10(9) -2 +8 -26 Mid Heavy attack, Deflectable(heavy)
n.2A 5 7 3 19 x - -2 -2 -7 Mid Weak attack
n.2B 4, 4 9 3 32 12~17(6) - -2 +6 -9 Mid Medium attack, Deflectable(med)
n.2AB 28 14 3 43 x - KD KD -24 Low Knockdown attack
5C 5 11 3 30 x - -1 +7 -14 Mid Medium attack
6C 5 13 3 33 16~18(3) - -2 +6 -15 Low Medium attack
2C 2 6 3 18 x - -2 -2 -7 Low Weak attack
3C 6 11 3 33 x - KD KD -17 Low Knockdown attack
j.A 6 11 3 22 x - -- -- -- High Weak attack
j.B 9 12 6 23 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 24 14 3 25 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 8 6 19 x - -- -- -- High Heavy attack
ju.C 4 8 6 19 x - -- -- -- High Heavy attack
5BC 14 20 4 41 x - KD KD -15 High Medium attack Knockdown attack
u.5BC 14 20 4 41 x - KD KD -15 High Medium attack Knockdown attack
66A 5 7 3 19 7~9(3) - -2 -2 -7 Mid Weak attack
66B 4, 4 9 3 32 12~17(6) 2~9(8) -2 +6 -26 Mid Medium attack, Deflectable(heavy)
66AB 16 10 3 32 x - KD KD -17 Mid Knockdown attack
66C 6 11 3 33 x - KD KD -17 Low Knockdown attack
u.5S 5 7 3 19 x - -2 -2 -7 Mid Weak attack
u.2S 5 7 3 19 x - -2 -2 -7 Mid Weak attack
ju.S 6 11 3 22 x - -- -- -- High Weak attack
u.66S 5 7 3 19 7~9(3) - KD KD -7 Mid Knockdown attack
u.66C 6 11 3 33 x - KD KD -17 Low Knockdown attack
2BC 4 14 3 39 x - -- -- -- Mid
u.2BC 4 14 3 39 x - -- -- -- Mid
8BC 13 39 15 92 x - -- -- -- Mid
u.8BC 13 39 15 92 x - -- -- -- Mid
Juka Soudan - 236A 18 12 3 40 x - KD KD -22 Mid Knockdown attack
Juka Soudan - 236B 12x2 20 2 67 x - KD KD -20 Mid Deflectable(med) Knockdown attack
Juka Soudan - 236AB 5x6 32 2 73 x - KD KD -9 Mid Deflectable(heavy) Knockdown attack
Jashin Kyoumei - 214C 17 55 3 82 x - KD KD x x Knockdown attack
1-11f throw invincible
Shinma Messatsu Jin - 623C 20 3 1 41 x - KD KD x Mid Fixed damage Knockdown attack
Haki Inmetsu Jin - 214S 2x6, 4, 30 20 x 81 x - KD KD -49 Low Knockdown attack
Gashin Kyoumei Kon - 623S 8, 12 29 11 101 x - KD KD -20 High Medium attack Knockdown attack
Makai Tensei - 421S x x x 51 x - -- -- -- Mid 18-24f fully invincible
Tenchi Makyou Jin - 236CD 3x7, 28 23 67 90 x - KD KD -8 Mid 1-16f melee invincible
Samurai Shodown V Special
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