Samurai Shodown V Special/Rera

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レラ, Rera


Delivering Nature's punishment one wolf headbutt at a time.

Rera is a unique, agile character who can ride on her wolf Shikuru for an alternate moveset with different properties, like canceling her normals into dashes or backdashes, or even using the dismount as a double jump to escape safely or trick the opponent. She has a lot of tools, and playing her requires a lot of moving around to bait the opponent into getting hit, so play her if you feel that's your kind of playstyle.

Strengths Weaknesses
  • Fast movement speed all around.
  • j.AB's hitbox and damage are both stupidly good.
  • Wolf dash is extremely versatile: can (back)dash cancel normals, cross through opponents, turn around instantly after crossing up, and block immediately.
  • Wolf dismount can be used as a double jump.
  • Combos are really easy to hit confirm and do solid damage.
  • An infinite combo, if you're good enough to do it.
  • Normals don't have long range, making it difficult to punish some attacks.
  • Fewer defensive options when riding the wolf, but no specials or combos when not.
  • Has trouble forcing damage against someone willing to just turtle up in the corner.


  • Damage taken: 115%
  • Rage duration: 10 seconds
  • Amount to rage: 27
  • Walk speed: 688 (wolf is 1024)
  • Backwalk speed: 640
  • Dash speed: 1792 (wolf is 2128)
  • Jump duration: 45 frames (wolf diagonal jumps are 40 frames, neutral jump is still 45)
  • Width: 20
  • Throw range: 8
  • Throw recovery: 46 frames
  • Tier placing: A


Far Slashes

Properties: Recoil cancel on block. Cancelable. Deflectable.
Rera leans forward for a long range poke. The range and recovery on this are really nice, but the startup is a bit on the slow side. Still, good all-around poke.
Properties: Recoil cancel on block. Deflectable.
Takes a step forward and slices from head to toe. Range is the furthest of Rera's normals, but the startup is horrible, damage is not really worth the gamble. You probably don't want to be using this, but it'll beat rolls and other lows, so it's a good general purpose anti-approach normal.
Properties: Recoil cancel on block. Deflectable.
Leans forward to slice in an arc for massive damage. This is a great punisher if you have an opening for it. It's actually faster than 5B on startup, and while it doesn't hit as far it's still surprisingly long range. This is your preferred punisher on the ground.
Properties: Hits low. Cancelable. Deflectable.
Obnoxiously fast low poke, recovers very quickly. Doesn't do much damage but it's safe enough to throw out against just about anything.
Properties: Recoil cancel on block. Deflectable.
Nako's rolling attack. Starts slow, lousy hitbox, so-so damage. It's safe on block but this doesn't really set anything up for you, so it's pretty useless.
Properties: Hits low. Recoil cancel on block. Deflectable.
Two hit upwards slice. The first hit connects low, and the second hits diagonally upwards. The startup is the slowest of Rera's normals, and while there is a recoil animation, it is NOT cancelable on block.
This is actually pretty good antiair against some characters if you start it early. Be careful of anyone with a strong downwards slash, though.

Near Slashes

Properties: Recoil cancel on block. Cancelable. Deflectable.
Extremely fast mid height poke. Good all around tool for spacing or tick throwing.
Properties: Recoil cancel on block. Cancelable. Deflectable.
Looks the same as n.5A, but is slower in general in tradeoff for double the damage. Not very useful.
Properties: Recoil cancel on block. Deflectable.
Two hit slash, first downwards and then the second upwards. Comes out very quickly so it's a great punisher, but because the first hit will cause a reset on airborne opponents don't use it for anything else because you'll probably get hurt.
Properties: Hits low. Cancelable. Deflectable.
Same as 2A.
Properties: Deflectable.
Same as 2B.
Properties: Deflectable.
Same as 2AB.


Properties: Hits high. Knockdown.
Forward hop into an overhead kick. The range on this is really bad and it leaves you point blank afterwards. Really not recommended.
Properties: Hits high. Knockdown.
Rera hops up high to kick downwards. The startup on this is extremely slow, making this mostly for show.


Properties: Cancelable.
Side kick. The range, hitbox, and recovery speed are all nice, but with the slow startup there's just not much use for it.
Properties: Cancelable. Knockdown.
Runs up the opponent, knocking him down. This comes out faster than most jabs, making it a great general purpose punish/get off me type attack. Near the corner it combos with 8BC for good damage.
Because she's airborne, you can't cancel with anything but 8BC, and the recovery is terrible, so be careful.
Properties: Hits low.
Good range all purpose low kick. Great for spacing or setting up tick throws.
Properties: Hits low. Knockdown.
Kicks out with both feet. Hits pretty far away, and is high enough to catch forward hops. It's not the best move ever but it's a good general purpose sweep. The recovery is punishable, though, so be careful.


Properties: Hits high. Deflectable.
Quick downwards slice. Decent all around, but when you have j.AB it doesn't have much use.
Properties: Hits high. Deflectable.
Cuts straight ahead, and would make good air to air, except you have j.AB. It does have slightly more horizontal range.
Properties: Hits high. Deflectable.
The hitbox on this attack is more or less godlike. Easily one of the best jumping attacks in the entire game. It comes out quickly, is active for a little while, and is probably what you're going to want to come in with every time you jump.
It doesn't have much horizontal range, though, so be careful of using this as a deep hit as you can be deflected.
Kick that looks just like her overhead. Is active for a completely ridiculous amount of time, and has no hitstop, making it a great option against throw mash or to set up tick mixups.


Properties: Deflectable.
Long, long range poke that comes out very quickly. Unfortunately it's also punishable on block, so use with caution.
Good general purpose stab, though.
Properties: Hits high.
Slow starting overhead that knocks backwards for a reset. In time slow you can juggle from this into Issen. Otherwise, it's just too slow to use.
Properties: Knockdown.
Rera dashes diagonally upwards, stabbing for four hits and forcing a knockdown. This strange looking move is actually decent antiair, but isn't much good as anything else as the damage is low and it's extremely punishable on block.
Properties: Hits low. Knockdown.
Sliding low kick, good to use as a surprise to get some breathing room, but doesn't hurt much. At least you can 2BC off it.


Hand swipe. Comes out fast and is a decent poke all around. Good for tick setups.
Lower hand swipe. Comes out faster, but otherwise not as useful.
Properties: Hits high.
Downwards piercing fingers of death.
Huge active time, but no real advantages over j.C.
Properties: Knockdown.
Fast, good range poke that recovers quickly. Knocks down on hit, sets up tick mixups on block. This is pretty great and you should use this.
Because Rera's 8BC doesn't have much range, you can't combo into it from this midscreen.

Wolf-riding Normals

Properties: Cancelable. Deflectable.
Quick mid slice. Good for setting up dash mixups, but also combos into 66AB if needed.
Properties: Cancelable. Deflectable.
Great punisher and just generally pretty great all around.
Properties: Cancelable. Deflectable.
Like w.5A, only slightly lower and shorter range. There is no reason to use this instead.
Properties: Hits low. Cancelable. Knockdown.
Fast low sweep, cancelable even on block so it can be made safe, but the range is a bit on the low side.
Properties: Hits high. Cancelable. Deflectable.
Very quick attack. Only real advantage over j.AB is the speed with which it comes out, so you can use it for air to air situations that you didn't expect.
Properties: Hits high. Cancelable. Deflectable.
Much like normal j.AB, has a godly hitbox. This is really scary to be hit by, so you can create all sorts of mixups based off this jumpin.
Properties: Hits high. Cancelable.
Hops forward for an overhead slice. Resets the opponent rather than knocking down like most other overheads; you can pressure off of this.
Still not too fast, but unlike other overheads it's cancelable into j.236S for a tricky delayed overhead and it's completely almost safe on block, giving you a free dash on landing. Be wary of throws.
Properties: Knockdown.
Good range slice that forces a far knockdown. This is the only normal that can't be canceled, so be careful.

Wolf-riding Unarmed

Properties: Cancelable.
Everyone loves slaps! Does a surprising amount of damage, combos with 421S or 66AB, but it's hilariously punishable on block so be prepared to cancel it with something if it doesn't work.
Properties: Cancelable.
More or less the same attack as w.u.5S, only lower.
Properties: Hits high. Cancelable.
Air to air slap. Fast, but not active for very long, so it's not really recommended.
Properties: Hits high. Knockdown.
Unlike the weapon equipped overhead, this actually knocks the opponent down. You can't cancel it anymore, but it's still safe on block.
Properties: Knockdown.
Knockdown slap. Damage is surprisingly decent when comboed, but it's actually even less safe on block, so be careful.


Deflect - 216D:
Weapon Pickup - 5A:
Taunt Disarm - Start Start Start:


Kamui Fumukesupu - j.2C: (can be used unarmed)
Knockdown kick. If the first hit is blocked, it can connect a second time. Good horizontal range, handy as a jumpin or air to air to get some breathing room.
Ookami ni Noru - 214C: (can be used unarmed)
Rides the wolf. This command will only work if the wolf is near Rera, otherwise it can't be used.
While riding, you have a number of properties that you normally do not:
  • All normal slashes, except for w.66S, are special, dash, and backdash cancelable.
  • The Kenki Gauge will not go down on whiffed or blocked attacks, only hits. However, it will not regenerate automatically when on the wolf, only doing so when Rera blocks attacks. This forces Rera to get off the wolf to reliably gain back Kenki.
  • You can instantly block from a forwards dash.
  • Dashes will cross through the opponent, but dash attacks will not change direction.
  • If you are behind the opponent, you can tap the up direction to instantly change direction with no recovery period, allowing you to do things like 66 8 w.5S.
  • You do not have access to any D button commands or throws.
  • Being hit in any way will cause you to get off the wolf, and if you are grounded you will remain grounded for a full combo. You are not protected from deflection.
Note that all of these can be used while unarmed, and that all the specials will still do full damage.
  • Ookami kara Oriru - w.C:
Dismounts from the wolf with a jump. You can use this in midair to get a double jump, which is extremely useful for air control. Once dismounted, it acts like a normal jump and you can do anything off of it.
  • Mer Shikite - w.412S
Forward dash with the wolf. Startup is completely invincible, so this is a straightforward reversal. Because it starts pretty fast you can do this on reaction to dashes or other obvious attacks. If blocked far it's safe, but close up it's punishable if not canceled with the separation attack, which itself is punishable. It's also punishable on hit if you don't cancel into it!
  • Kanto Shikite - w.623S:
Upwards angled rush. It's invincible to hits on startup, so it can makes for good antiair, but it doesn't leave you in a good position on landing. Usually you're better off just doing a normal jump j.AB, unless you really need the invincibility frames.
If used empty, you can use this with the separation attack to go over projectiles or melee, which is an incredibly silly gimmick.
  • Imeru Shikite - w.j.236S:
Ground dive. This is a form of air control, and you can use it with no delay, so you can use it to mess with the angle with which you are moving to give the opponent a headache. Punishable on block, so be careful.
  • Bunri Kougeki - any Shikite xx [1/4/7/3/6/9]C:
Separation attack, Rera dives in the direction pressed. You can cancel this before you actually connect with the opponent, so you can do fakeout dashes or confirmation. There's huge recovery on it, though, so be careful.
From w.412S you can't do the 1C or 3C versions.
Rera Kishima Tek - j.[1/2/3/4/6]C: (can be used unarmed)
Airthrow. While it's not listed on the frame data, it does a fixed 18 damage.
As with all airthrows, you have to do it from slightly below the opponent.
Nubeki Kamui Shikite - 236CD - WFT:
First, if Rera isn't on the wolf, she mounts first, which adds to the startup. Once she's on, it's a quick long range forwards dash that goes into an autocombo if it connects.
Damage is solid, good for beating out backdashes, combos from w.5AB, and it can't be exploded.
Surprisingly, it recovers fast enough that heavies are too slow to punish with, only lights, mids or throws will hit.



  • w.5S ...
These apply for all wolf slashes. w.5A/w.5B cancels are considerably tighter, while w.5AB does more damage.
  • ... xx w.66S
Standard and easy, sets up a far knockdown which gives you time to get off the wolf or set up an oki situation. This is what you'll be using most of the time.
  • ... xx w.412S xx 6C
6C cancel must be immediate, and you'll be punished if you don't do it. For when you need damage, but it puts you in a bad position.
  • ... xx w.623S xx 9C
Tall characters only, slightly more damage than the above. Most damaging non-WFT option, but again not a great position on landing.
  • w.5AB ...
  • ... xx w.236CD
The only way to combo into WFT, you'll want to do this if you ever land a w.5AB while raged.
  • ... xx w.66(crosspast) 8 w.5B xx w.669AB w.5B xx w.669AB w.5B xx w.669AB ...
The infamous infinite. Works on everyone. If they're tall you can do 66 j9.AB instead of w.669AB, otherwise you must hit 9 and AB on the exact same frame.
  • w.j.236S xx 9C
  • w.412S xx 6C
  • w.623S xx 9C
For that extra little bit of damage.
  • 66AB 2BC
  • 66C 2BC
  • 3C 2BC
Rera's 2BC is incredibly slow and does very little damage, but you can follow up for a little more damage this way.
  • 6C xx 8BC
Connects near corner only.

Time slow

  • 66B Issen
Overhead, can't be rage exploded.



Rera is good both on and off the wolf, but in different ways. Learning to differentiate between when each is useful is a very good thing to be able to do.
  • Off the wolf
She has throws, D button actions, deflects, can triangle jump, and regains Kenki Gauge normally. Her strengths are in her agile movement, quick pokes with 5A/2A/2C/66C, long range 5AB, an easy knockdown punish with 6C's incredibly fast startup, and her fast jump with her godlike j.AB and easy knockdown j.2C.
Her poking game is good to keep opponents on their toes, setting up tick throws and other shenanigans, and the speed of her jump along with the amazing hitbox with j.AB means it's very difficult for players to deal with her directly in the air. Don't hesitate to just walk up to them and annoy them into getting hit or baiting out fodder for deflects, but be careful to not get deflected yourself.
Despite this, her dashing game is not very good. While she can do a very quick dash up throw with it, which is a great punishment tool, her dashing attacks are not very good so players are often willing to challenge her if they see it coming. 66A is a long range poke that is very nice if it hits but is horrible on block, so use with caution. 66C is a good tool for stopping all kinds of obnoxious attacks, since she slides pretty far and has a good hitbox, but it doesn't hurt much.
  • On the wolf
She can get on the wolf by doing 214C from neutral while she is close to the wolf. While riding the wolf, she doesn't have any of the stuff mentioned in the above section, but she can cancel all of her normals, even w.2AB and w.5BC, into specials, dashes or backdashes. She can also block instantly from a dash, has invincible reversals in w.412S and w.623S, has limited air control with w.j.236S and w.j.C, dismounting for what is effectively a double jump, can use her WFT, and of course still has her godlike w.j.AB. Since the Kenki Gauge will not recover when she is on the wolf, she needs to get off after doing damage to regain it.
It's very important to know that you can cancel all of her normals, even the sweep, into dashing or backdashing. This gives her a lot of mobility most characters would not have. Her overhead can't be canceled into it, but it's safe on block so backdash is generally free afterwards.
w.412S is an often overlooked move. Its startup is very fast and invincible to all attacks, but it covers a very far distance in a short time, which can be used to punish whiffed attacks or obvious dashes/backdashes. At far range it's actually advantageous on block, and is good for closing the gap if they can't react in time. Closer up, it's not safe on block and you're almost guaranteed to be thrown. You absolutely must hitconfirm it, though, because if it does connect it not only will not knock down, it will leave you at point blank range to be thrown, so you need to be able to hit confirm it to cancel into 6C. A problem with this move is when it catches outstretched hitboxes, you can't combo with it, so be careful.
w.236CD, her WFT, has much less invincibility but crosses the screen much faster, making it good to beat all kinds of whiffs, blocked attacks, or bad jumpins. It's actually not punishable by heavy attacks, so unless the opponent has a very quick and damaging combo the worst you're going to eat is a throw punish.
Jumping backwards into j.w.236S is a good bait for attacks if you're close to the opponent, since becuase of its speed it's sort of like a confirmable punish. Doing a jumpin attack and then immediately jumping backwards to test to see their reactions can help, but don't do it too often or they'll mash out antiairs.
Canceling any of the wolf specials into the separation 4C or 1C is a good way to escape, but much of the cast can punish with heavies so you're sometimes better off just eating the throw. Alternatively, you can start an attack and then cancel it early, before it connects, to fake out or evade projectiles, e.g. w.623S xx 3C.
The wolf dash can cross through the opponent, and unlike most dashes you do not automatically turn around when you do a dash normal. Normally you'd have to spend time turning around, but she can instantly change direction by tapping 8, which will also push you outside of the opponent's collision box if you're still inside, letting you set up an instant mixup with w.5BC or w.2AB, possibly setting up the backhit infinite off of w.5B. You do need to be careful of being thrown when doing this, though, so you should be aware of your opponent's throw range and willingness to mash it out.
Trying for a crossup off of a blocked attack is generally not a good idea, because it gives the opponent easy timing to throw you. w.5AB's cancel period is later than w.5A/w.5B, making it even easier for you to be thrown out of it, so use sparingly. It's better to try it out in the open, because they won't know if you're going for it or something else. Even better, if you space yourself correctly their throw mash will cause them to hop instead, leaving them open.
Finally, the dismounting the wolf for a double jump is one of her most useful tools, allowing you to bait out DPs, avoid many obvious attacks, or simply change your angle. Be creative!
  • The infinite
Rera is one of the few characters with a genuine infinite combo, done off of a back hit. Her Kenki Gauge will empty out doing this, so it doesn't do as much damage as you'd hope, but it can eventually kill. You can start it by either doing w.5AB xx 66 8 w.5A to get behind them, or simply start it with a normal backhit w.5A.
Against tall characters, like Zankuro or Gaira, you can do: w.5A xx 66 9 j.AB land w.5A xx 66 9 j.AB land etc... Which is not too difficult to do and is a true infinite.
Against shorter characters, you have to abuse an input glitch: w.5A xx 66 9AB w.5A xx 66 9AB etc... 9 and AB must all be pressed on the exact same frame. This glitch will cancel the start of the jump into w.5AB, allowing you to dash cancel from a grounded normal into another grounded normal almost instantly.
It's a good tool, but if you can't do it don't sweat it.

Damage and defense

Rera has a variety of ground punishers available to her, both on and off the wolf:
  • 66 throw - Rera's dash speed is very quick, and if you can't get something with one of your other attacks, this is always a good option.
  • 5AB - Boring, but it's fast, good range, and does a lot of damage. Be careful about using this after a deflect, because it doesn't hit all that far.
  • n.5AB - Same, but much faster startup. Do not use outside of a guaranteed punish, because the first hit can juggle in a way that's very bad for you.
  • 66C 2BC - This is for those times you can dash in but are not able to get close enough to throw. Doesn't hurt much, but nets you a knockdown.
  • w.5S xx w.412S xx 6C - Quick and painful. Works for any of the wolf slashes, with AB doing the most but A/B being faster. Figure out which you think is more likely to hit.
  • w.5S xx w.66S - Easy to confirm, forces a far knockdown which gives you time to get off and recover your sword gauge.
  • w.412S xx 6C - This crosses the screen deceptively fast, so it can be used to punish things normally very difficult for Rera to deal with.
Antiair tools:
  • jump j.AB - The hitbox on this is godly enough that it will beat out or stuff a lot of things they can do, so don't worry too much about being hit by it.
  • 2AB - Slow, but against some characters the tip will beat anything they can do clean. Don't use it on anyone with a good downwards smash.
  • 66AB - Low damage but the angle is weird and it comes out very quickly, so it's your best option on crossunder.
  • w.66 8 w.5AB - Crossunder shenanigans. Safe but the timing is tricky.
  • w.623S xx 9C - Works, but is not the recommended option because it leaves you in a poor situation. It does take you off of the wolf, though, which is useful if you need the gauge refilled.

Frame Data

Move Damage Startup Active Total Cancel Weapon
Guard Notes
5A 6 10 2 21 1~5(5) / 10~13(4) 1~9(9) / 12~18(7) -1 -1 -3 Mid Weak attack, Deflectable(weak)
5B 11 15 2 36 3~8(6) 6~14(9) -3 +5 -9 Mid Medium attack, Deflectable(med)
5AB 28 14 2 53 1(1) 7~13(7) -2 +8 -21 Mid Heavy attack, Deflectable(heavy)
2A 5 5 6 16 1~2(2) / 5~10(6) - -1 -1 -3 Low Weak attack, Deflectable(weak)
2B 5, 5, 7 15 11 60 1~14(14) - -1 +7 -9 Mid Heavy attack, Deflectable(med)
2AB 4, 25 17 2 54 1~4(4) - +4 +14 -21 Low Heavy attack, Deflectable(heavy)
n.5A 4 5 5 16 1~2(2) / 5~9(5) 1~4(4) -1 -1 -3 Mid Weak attack, Deflectable(weak)
n.5B 8 8 6 27 1~3(3) / 8~18(11) 6~7(2) -1 +7 -9 Mid Medium attack, Deflectable(med)
n.5AB 5, 25 10 2 57 1(1) 2~9(8) / 12~19(8) +0 +10 -21 Mid Heavy attack, Deflectable(heavy)
n.2A 5 5 6 16 1~2(2) / 5~10(6) - -1 -1 -3 Low Weak attack, Deflectable(weak)
n.2B 5, 5, 7 15 11 60 1~14(14) - -1 +7 -9 Mid Heavy attack, Deflectable(med)
n.2AB 4, 25 17 2 54 1~4(4) - +4 +14 -21 Low Heavy attack, Deflectable(heavy)
5C 6 13 6 24 13~18(6) - -1 -1 -6 Mid Weak attack
6C 3, 3, 2 4 1 46 4~6(3) - KD KD -32 Mid Medium attack Knockdown attack
2C 2 6 4 17 1~5(5) - -1 -1 -6 Low Weak attack
3C 6 14 6 37 1~6(6) - KD KD -18 Low Knockdown attack
j.A 5 5 6 28 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 10 6 4 27 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 24 9 6 40 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 8 27 40 x - -- -- -- High Heavy attack
ju.C 4 8 27 40 x - -- -- -- High Heavy attack
5BC 14 20 6 40 x - KD KD -14 High Medium attack Knockdown attack
u.5BC 14 30 9 50 x - KD KD -14 High Medium attack Knockdown attack
66A 5 5 4 18 x - -3 -3 -21 Mid Weak attack, Deflectable(heavy)
66B 14 21 4 43 11~14(4) - KD KD -17 High Medium attack, Deflectable(heavy)
Knockdown attack
66AB 5, 5, 5, 6 6 8 69 x - KD KD -54 Mid Knockdown attack
66C 5 4 10 31 1~3(3) / 25~31(7) - KD KD -22 Mid Knockdown attack
u.5S 3 7 3 18 1~4(4) - -1 -1 -6 Mid Weak attack
u.2S 3 6 5 17 1~5(5) - -1 -1 -6 Mid Weak attack
ju.S 4 7 21 32 x - -- -- -- High Weak attack
u.66S 6 9 5 19 1~8(8) - KD KD -5 Mid Knockdown attack
u.66C 6 4 10 31 1~3(3) / 25~31(7) - KD KD -22 Mid Knockdown attack
2BC 5 17 17 69 x - -- -- -- Mid
u.2BC 5 15 10 63 x - -- -- -- Mid
8BC 14 39 17 114 x - -- -- -- Mid
u.8BC 12 39 3 83 x - -- -- -- Mid
Kamui Fumukesupu - j.2C 8 14 12 35 x - KD KD -- High Medium attack Knockdown attack
Ookami ni Noru - 214C x x x 29 x - -- -- -- Mid
Ookami kara Oriru - w.C x x x 46 x - -- -- -- Mid
w.5A / w.5B 10 9 2 30 14~30(17) - -3 +5 -16 Mid Medium attack, Deflectable(weak)
w.5AB 26 15 4 50 23~50(28) - +2 +12 -30 Mid Heavy attack, Deflectable(weak)
w.2A / w.2B 10 9 2 30 14~30(17) - -3 +5 -16 Mid Medium attack, Deflectable(weak)
w.2AB 26 12 2 43 25~43(19) - KD KD -26 Low Knockdown attack
w.j.A / w.j.B 10 4 2 26 1~26(26) - -- -- -- High Weak attack, Deflectable(weak)
w.j.AB 25 14 4 39 1~10(10) / 18~39(22) - -- -- -- High Heavy attack, Deflectable(weak)
w.66S 18 6 6 32 6~11(6) - KD KD -21 Mid Knockdown attack
w.BC 12 20 2 30 1~13(13) / 24-30(7) - KD KD -4 High Medium attack Knockdown attack
1-12f feet invincible
w.u.BC 12 20 2 29 1~13(13) - KD KD -3 High Medium attack Knockdown attack
w.u.5S 12 9 4 32 1~8(8) / 13~27(15) - -5 +3 -18 Mid Medium attack
w.u.2S 12 9 3 31 1~8(8) / 12~31(20) - -4 +4 -17 Mid Medium attack
w.ju.S 12 3 3 17 1~17(17) - -- -- -- High Heavy attack
w.u.66S 12 6 3 35 6~32(27) - KD KD -24 Mid Knockdown attack
Mer Shikite - w.412S 19 11 23 52 11~33(23) - -18 -10 -12 Mid Medium attack
1-10f fully invincible
Kanto Shikite - w.623S 22 11 20 86 11~30(20) - KD KD -69 Mid Knockdown attack
1-10f hit invincible
Imeru Shikite - w.j.236S 17 14 x x x - KD KD -13 High Medium attack Knockdown attack
Bunri Kougeki - ... 7/9C 8 17 9 x x - KD KD ?? Mid Knockdown attack
Bunri Kougeki - ... 4/6C 8 17 8 x x - KD KD ?? Mid Knockdown attack
Bunri Kougeki - ... 1/3C 8 17 x x x - KD KD ?? Mid Knockdown attack
Nubeki Kamui Shikite - 236CD 30 14 x x x - KD KD -13 Mid Knockdown attack
1-13f feet invincible
Samurai Shodown V Special



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