Samurai Shodown V Special/Rimururu

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リムルル, Rimururu
Colors

Introduction

"Tondeke!"

Fast and small. Bad pokes makes it hard for Rimururu to get in, but once she does she can run mixups all day. She has a wide variety of (mostly) useful projectiles that may not be the worlds greatest zoning tools, but give her some good keepaway and turtling tactics in addition to being vital to her mixup and okizeme game.

Strengths Weaknesses
  • Has excellent vertical mobility, with Konru Shirar (ice platforms) effectively granting you two walljumps
  • The former point allows her to be very good at timescamming on lifelead
  • Rupush Kuare (Tondeke!) provides oki options from short to full range
  • All of her specials can be used while unarmed
  • The hitbox of her WFT is massive and has great ground coverage
  • Most of her B normals are special cancelable
  • Her overhead doubles as a great poke and kara cancel tool for ice platforms
  • High pursuit (8BC) hurts a ton and can be easily comboed into
  • All her normals have short range and average damage
  • Frail character, her over-reliance on mixups means you cannot afford to make too many mistakes
  • Can only use 1 ice special at any given time with the exception of Upon Op (mash S)
  • If you're caught sitting on an ice platform during State of Nothingness, prepare to be j.AB to death
  • Beginners might miss her j.2S timing and have a regular air normal come out instead
  • Can't join KOF because her sister is hella insecure

Data

  • Damage taken: 120%
  • Rage duration: 7 seconds
  • Amount to rage: 14
  • Walk speed: 688
  • Backwalk speed: 500
  • Dash speed: 1664
  • Jump duration: 47 frames
  • Width: 12
  • Throw range: 12

Normals

Far Slashes

5A
5A
Ss5sp rimururu 5A.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
6 - Mid 10 4 11 -4 -4 -3 -
  • Good range but not fast or cancelable.

Additional Frame Data: Cancel 14~15(2) Deflectable

5B
5B
Ss5sp rimururu 5B.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
11 - Mid 18 2 24 .8 0 -9 -
  • Slow as hell, but special cancelable during the whole thing.

Additional Frame Data: Cancel 4~34(31) Weapon Clash 14~17(4) / 20~30(11) Deflectable

5AB
5AB
Ss5sp rimururu 5AB.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
27 - Mid 20 4 36 -3 +7 -21 -
  • Decent range (for Rimu), so it can be useful as a punisher.

Additional Frame Data: Weapon Clash 4 Deflectable

2A
2A
Ss5sp rimururu 2A.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
5 - Mid 4 1 12 -2 -2 -3 -
  • Fast startup and good on block/hit making it the move you want to tick throw off of.


Additional Frame Data: Deflectable

2B
2B
Ss5sp rimururu 2B.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
7 - Mid 15 5 17 -4 +4 -9 -
  • Crappy range and speed and special cancelable during the whole thing.

Additional Frame Data: Cancel 15~33(19) Deflectable

2AB
2AB
Ss5sp rimururu 2AB.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
27 - Low 15 3 24 -21 KD KD -
  • Only useful as a lazy punish, not recommended unless you have flashing sword gauge because she has better options.

Near Slashes

n.5A
n.5A
Ss5sp rimururu n5A.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 - Mid 5 2 10 -2 -2 -3 -
  • Effectively the same as 2A.

Additional Frame Data: Weapon Clash 1~4(4) Deflectable

n.5B
n.5B
Ss5sp rimururu n5B.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
7 Cancelable Mid 7 5 21 -8 0 -9 -
  • Fast and special cancelable.

Additional Frame Data: Cancel 7~29(23) Weapon Clash 1~46(6)

n.5AB
n.5AB
Ss5sp rimururu n5ABa.png
Ss5sp rimururu n5ABb.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
27 - Mid 19 4 30 +3 +13 -21 -
  • More damage than far AB but no effective use at that range unless you can't go into 623S for some reason.

Additional Frame Data: Weapon Clash 17~18(2)

n.2A
n.2A
Ss5sp rimururu n2A.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
5 - Mid 4 1 12 -2 -2 -3 -
  • Same as far 2A.

Additional Frame Data: Deflectable

n.2B
n.2B
Ss5sp rimururu n2B.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
7 - Mid 15 5 17 -4 +4 -9 -
  • Same as far 2B.

Additional Frame Data: Deflectable

n.2AB
n.2AB
Ss5sp rimururu n2AB.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
27 - Low 15 3 24 KD KD -21 -
  • Same as far 2AB.

Overheads

5BC
5BC
Ss5sp rimururu 5BC.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
14 - High 20 4 16 KD KD -14 -
  • One of the best overheads in the game. Has good range and speed. Like most hopping UOHs it hops over lows and knocks down.
  • Cancelable into j.2S during startup.
u.5BC
u.5BC
Ss5sp rimururu 5BC.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
14 - High 20 4 23 KD KD -21 -
Additional Frame Data: 12~19(7)

Kicks

5C
5C
Ss5sp rimururu 5C.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
5 - Mid 27 9 2 -7 +15 -6 1-9f Throw INvul
  • Not really good, but can be annoying because she hops forward (meaning airborne) and is pretty safe.
6C
6C
Ss5sp rimururu 6C.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 Cancelable Low 12 6 11 +1 +9 -12 -
  • Fast hits low and special cancelable.

Additional Frame Data: Cancel 1~4(4) / 12~17(6)

2C
2C
Ss5sp rimururu 2C.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
2 - Low 6 4 8 -2 -2 -7 -
  • Fast and hits low.

Additional Frame Data: Cancel 1~5(5)

3C
3C
Ss5sp rimururu 3C.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
5 Cancelable Low 14 11 10 KD KD -16 14-25f Throw Invul
  • Not fast but good range and 8BC cancelable for auto-combo. Low hit.

Additional Frame Data: Cancel 14~24(11)

Jumping

j.A
j.A
Ss5sp rimururu jA.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
5 - High 14 4 6 - - - -

Additional Frame Data: Deflectable

j.B
j.B
Ss5sp rimururu jB.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
10 - High 14 3 2 - - - -

Additional Frame Data: Deflectable

j.AB
j.AB
Ss5sp rimururu jAB.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
23 - High 8 3 20 - - - -
  • The move you generally use. Nearly as fast as j.C, for some reason. Alright hitbox but not anything like Rera's.

Additional Frame Data: Deflectable

j.C
j.C
Ss5sp rimururu jC.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
3 - High 6 27 7 - - - -
  • Good move because it's fast and lasts ridiculously long.

Dashing

66A
66A
Ss5sp rimururu 66A.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
7 - Mid 5 4 9 -3 -3 -21 -
  • Pretty quick ranged poke in the vein of 5A. Carries the usual risk of running attacks, being that it's really unsafe on block and will get you disarmed if it's deflected.

Additional Frame Data: Deflectable

66B
66B
Ss5sp rimururu 66B.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 - Mid 11 9 4 +8 +8 -8 -
  • Frame advantage on hit safe on block.
66AB
66AB
Ss5sp rimururu 66ABa.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
15 - Mid 7 6 23 KD KD -34 -
  • This knockdown slash is more or less her bread and butter attack in combination with other setups. It's fast enough and damaging enough, and has a hitbox that easily hits people well above her head. If they get frozen by ice, hit them with this.
  • If they jump over an icicle, just dash under them and hit them with this on the crossup. It's almost too easy.

Additional Frame Data Weapon Clash 5~6(2)

66C
66C
Ss5sp rimururu 66C.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
2,3 - Low 9 3 55 -20 -12 -33 -
  • Really weird auto combo move that isn't much of a combo and also very slow, you can j.2S after it though. Generally useless because after the incredibly weak kicks, she floats backward and some characters can punish her at that point, either with or without you using the j.2S.

Additional Frame Data: Cancel 46~68(22)

Unarmed

u.5S
u.5S
Ss5sp rimururu u5S.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
3 - Mid 10 2 9 -1 -1 -6 -
  • Mid 2 finger poke.
u.2S
u.2S
Ss5sp rimururu u2S.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
3 - Mid 6 9 1 0 0 -5 -
  • Low 2 finger poke, neutral on hit (!).
ju.S
ju.S
Ss5sp rimururu ujS.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
2 - High 4 6 4 - - - -
  • Standard airborne jab with low active frames.
u.66S
u.66S
Ss5sp rimururu u66S.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 - Mid 7 8 11 KD KD -14 -
  • Good range and speed and also gives knockdown so you can small pursuit or retrieve your weapon.
u.66C
u.66C
Ss5sp rimururu u66C.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 Cancelable Low 3 7 14 KD KD -16 -
  • A thousand times better than the armed version. It's fast and knocks down so you can follow up with a heavy pursuit for undeserving damage.

Additional Frame Data: Cancel 14~24(10)

u.66BC
u.66BC
Ss5sp rimururu u66BC.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 - High 7 16 46 KD KD -57 -
  • Butt launch to the face. Hits overhead and knocks down, doing less damage than a regular 2A. No real reason to use this instead of 5BC, except maybe for a laugh or, of course, humiliation.

Additional Frame Data: Cancel 1~6(6)

r.u.66BC
Rage u.66BC
Ss5sp rimururu u66BC.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
1,1,1,1,1,6 - Mid 15 10 124 KD KD -52 -
  • With full rage, Rimu keeps stumbling like crazy for more damage and hits, but the move loses its "High" property, now hitting mid instead.

Additional Frame Data:

u.66AC
u.66AC
Ss5sp rimururu u66AC.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 - High 7 8 39 KD KD -52 -
  • Kamikaze dive with pretty much the same properties as u.66BC.
r.u.66AC
Rage u.66AC
Ss5sp rimururu u66AC.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
1,1,1,1,1,6 - Mid 12 7 149 KD KD -37 -
  • Kamikaze dive with pretty much the same properties as Rage u.66BC.

Additional Frame Data:

Pursuit

2BC
Pursuit
2BC
Ss5sp rimururu 2BC.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 - Mid 17 2 33 - - - -
u.2BC
Unarmed Pursuit
2BC
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
4 - Mid 28 10 37 - - - -

Additional Frame Data: Cancel 63~75(13)

8BC
Heavy Pursuit
8BC
Ss5sp rimururu 8BC.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
18 - Mid 39 25 20 - - - -
u.8BC
Unarmed Heavy Pursuit
8BC
Ss5sp rimururu 8BC.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
18 - Mid 39 25 20 - - - -
  • Same as 8BC

System

Deflect
Deflect
216D
Ss5sp rimururu 216D.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- - - - - - - - - -
Taunt Disarm
Taunt Disarm
Start x 3
Ss5sp rimururu 3xstart.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- - - - - - - - - -
  • Occasionally used as a real tactic by people who prefer the unarmed moveset.
  • The weapon can also do damage to opponents on the ground, but usually only if they don't bother to ever press a button after a knockdown.
Weapon Pickup
Weapon Pickup
5A near weapon
Ss5sp rimururu wpickup.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- - - - - - - - - -
Sankabu Tobi
Sankabu Tobi
j.9 or j.3 near wall
Ss5sp rimururu wjump.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
- - - - - - - - - -
  • Wall jump. May be performed before or after j.2S.

Special Moves

Specials

j.2S
Konru Shirar
j.2S at apex (Can be used unarmed)
Ss5sp rimururu j2S.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
13 - High 32 - - - - - -
  • Rimu squats on an ice platform for a period of time before it falls down. She can jump off in any direction. The icicle persists for a while after being jumped off of, before falling to the floor. Hits high regardless of position and can be used to cross up. If she doesn't jump off the platform before it falls down she will get knocked down. She is easily punished in this state after the icicle has fallen.
  • The move counts as a projectile and will generally stuff attempts to jump up and hit you while you are on it automatically. It is however possible to hit her while she stands on this. This move can be performed off a regular jump, wall jump, backdash, 5BC startup, and 66C recovery.

Nidan Jump: 7 or 9

  • You can still wall jump as you would normally after this jump.
6SS
Upon Op
6SS (Can be used unarmed)
Ss5sp rimururu 6SSSa.png
Ss5sp rimururu 6SSSb.png
Version Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
A 2xn(up to 8), 6 - Mid 26 13 59 KD KD -23 -
  • Extremely long startup and punishable recovery makes this move very bad. However it does do decent chip damage, and that's really its only use. You can actually use this while she has another projectile out, even though it is a projectile.
  • The A version has semi-decent startup and does a very surprising amount of chip damage.
B 2xn (up to 14), 6 - Mid 26 13 83 KD KD -23 -
AB 2xn (up to 20), 6 - Mid 26 13 106 KD KD -23 -


236S
Rupush Kuare
236S (Can be used unarmed)
Ss5sp rimururu 236A.png
A and B Version
Ss5sp rimururu 236AB.png
AB Version
Version Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
A and B 10 - Mid 67 20 Total 45 - - - -
  • Rimu tosses out an ice-ball that either travels a short (A version) or long (B version) distance before landing and blossoming into an ice flower. The ice flower stays around for some time, and freezes on hit for a brief moment allowing you to followup with a combo. This move is a staple in Rimus oki and very useful at neutral as well.
AB 10 - Low 28 96 Total 55 +14 KD -15 23-27f Throw Invul
  • Unlike the A and B ver this one will roll across the screen for a long period of time. It will blossom when it connects with something. Otherwise, it crystallize in the corner of the screen. This move is useful for providing ground pressure, and combined with the anti-air hitbox of 66AB makes for a powerful setup. Beware of characters who can hop over the ice with their ground attacks.
623S
Konru Nonno
623S (Can be used unarmed)
Ss5sp rimururu 623S.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
1,15,1,1,1 - Mid 16 45 6 KD KD -27 -
  • Rimu crouches and summons a giant ice flower in front of her that will rise vertically until it leaves the screen. This move is very strong anti air and air control (especially against an opponent jumping in the corner). If you are feeling daring you can throw it out as a "DP" because it will trade in your favor, however it's very unsafe if you fail.
214S
Konru Mem
214S (Can be used unarmed)
Ss5sp rimururu 214S.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
0 - Low 51 56 Total 64 +56 +56 -2 -
  • Hits low, but terrible startup and recovery make this move virtually useless as she can't use her other ice summon moves while it is out.
421S
Kamui Shituki
421S (Can be used unarmed)
Ss5sp rimururu 421Sa.png
Ss5sp rimururu 421Sb.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
1 - Mid 13 37 17 -10 -10 -39 -
  • Summons an ice mirror a short distance in front of rimu that will persist for awhile and then turn into a spike and move forward as a second attack. This is the move you want to use most of the time as a reversal as it's generally very safe, however getting it to hit right is tricky and generally it will just reset you to a neutral-ish situation.
  • Touching this on the ground will freeze them for almost no damage, and resets situation to more or less neutral. However, a select number of attacks can penetrate this mirror to hit her, or trade with it, which is just as bad since it does almost no damage.
  • The real motivation to use the mirror is for its anti-air properties. Touching the upper rim of the mirror will cause a knockdown that can be chained with 8BC for fantastic damage.
  • More rarely, the spike that comes out of the mirror will actually hit them. This will usually happen when they are in mid-air, as the spike attack telegraphs like no other. The spike does a really good amount of damage if it actually hits.
  • Even more rarely, the mirror will actually "deflect" a deflectable attack, and the spike will then hit them for high damage.

Weapon Flipping Technique

WFT
Rupush Kamui Emush (Toitoi)
236CD (Can be used unarmed)
Ss5sp rimururu 236CD.png
Damage Cancel Guard Startup Active Recovery Hit Adv Backhit Adv Block Adv Invul
25 - Mid 27 53 48 KD KD -25 1-24f Upper Body Invul
  • Summons a giant ice cube and then pushes it across the entire screen. The initial placement is an attack that freezes the opponent and the pushing part of the attack knocks down. Can be used to anti air terrible jump attempts, and punish highly unsafe stuff. It's terrible to have this move blocked anywhere near you but it can be safe from further out. Hitting with this shakes the screen for ten years afterwards.

Combos

Staple combos:

  • [5B or c.5B or 2B or c.2B] xx 623AB 8BC
  • 66B c.5B xx 623S 8BC
  • 6C xx 623S 8BC
  • 3C xx 8BC
  • 2AB 2BC

Situational stuff that can be useful:

  • Antiair [236A or 236B] [8BC or 5AB or 66AB etc...]
  • Unarmed 66C xx 8BC (low)
  • Fullscreen 236AB 214CD
  • 236A Rage Explosion (unblockable, can't follow up)

236A Setups:

  • 236A [2C or hop over or whatever] into 66B link combo
  • 236A [whatever] [any B attack] 623S 8BC
  • 236A [whatever] 5BC

State of Nothingness:

  • Whatever into 5AB into issen generally gives you the best damage, replace 5AB with a B level attack if you don't have much meter.
  • You can also combo a 236S freeze into a SoN combo.

Strategies

Neutral Game

While Rimururu has a wide variety of projectiles in her arsenal, because she has stubby limbs she generally has a hard time getting in on the opponent. You should try your best to play patiently and pester them with 236S. You can sneak in a slower 236AB here and there, meaning they will either have to jump or let you in, and you can preempt the jump with a j.AB. j.2S is useful for keeping other people out and ticking the clock, and being annoying in general. Always be watching for a jump because Rimu's 623S is a very strong anti air and can turn the tide in your favor very quickly. Using 412S at the right time can mean the difference between life and death, and avoiding any other characters close up game. But be careful because trading with heavies is almost never in your favor.

Okizeme

Midscreen you can toss a 236S (depending on how you think they will roll) and followup accordingly. If they choose not to roll midscreen you can 236A > 6D/4D crossup mixup.

In the corner the opponent is forced to either wake up into a 236A or roll just in front of it. If they roll forward the ice flower will persist for awhile so you can pressure relatively safeley until it goes away or you push them into it. If they wake up into it you can go into throw/low/overhead mixups.

Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 6 10 4 25 x 14~15(2) -4 -4 -3 Mid Weak attack, Deflectable(weak)
5B 11 18 2 44 4~34(31) 14~17(4) / 20~30(11) -8 +0 -9 Mid Medium attack, Deflectable(med)
5AB 27 20 4 60 x 4 -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
2A 5 4 1 17 x - -2 -2 -3 Mid Weak attack, Deflectable(weak)
2B 7 15 5 37 15~33(19) - -4 +4 -9 Mid Medium attack, Deflectable(med)
2AB 27 15 3 42 x - KD KD -21 Low Knockdown attack
n.5A 4 5 2 17 x 1~4(4) -2 -2 -3 Mid Weak attack, Deflectable(weak)
n.5B 7 7 5 33 7~29(23) 1~6(6) -8 +0 -9 Mid Medium attack, Deflectable(med)
n.5AB 27 19 4 53 x 17~18(2) +3 +13 -21 Mid Heavy attack, Deflectable(heavy)
27f second hit
n.2A 5 4 1 17 x - -2 -2 -3 Mid Weak attack, Deflectable(weak)
n.2B 7 15 5 37 15~33(19) - -4 +4 -9 Mid Medium attack, Deflectable(med)
n.2AB 27 15 3 42 x - KD KD -21 Low Knockdown attack
5C 5 27 9 38 x - -7 +15 -6 Mid Medium attack
1-9f throw invincible
6C 4 12 6 29 1~4(4) / 12~17(6) - +1 +9 -12 Low Medium attack
2C 2 6 4 18 1~5(5) - -2 -2 -7 Low Weak attack
3C 5 14 11 35 14~24(11) - KD KD -16 Low Knockdown attack
14-25f throw invincible
j.A 5 14 4 24 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 10 14 3 19 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 23 8 3 31 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 3 6 27 38 x - -- -- -- High Heavy attack
ju.C 3 6 27 38 x - -- -- -- High Heavy attack
5BC 14 20 4 40 x - KD KD -14 High Medium attack Knockdown attack
u.5BC 14 20 4 47 12~19(7) - KD KD -21 High Medium attack Knockdown attack
66A 7 5 4 18 x - -3 -3 -21 Mid Weak attack, Deflectable(heavy)
66B 4 11 9 24 x - +8 +8 -8 Mid
66AB 15 7 6 46 x 5~6(2) KD KD -34 Mid Knockdown attack
66C 2, 3 9 3 68 46~68(22) - -20 -12 -33 Low Medium attack
u.5S 3 10 2 21 x - -1 -1 -6 Mid Weak attack
u.2S 3 6 9 16 x - +0 +0 -5 Mid Weak attack
ju.S 2 4 6 14 x - -- -- -- High Medium attack
u.66S 4 7 8 26 x - KD KD -14 Mid Knockdown attack
u.66C 4 3 7 24 14~24(10) - KD KD -16 Low Knockdown attack
2BC 4 17 2 52 x - -- -- -- Mid
u.2BC 6 28 10 75 63~75(13) - -- -- -- Mid
8BC 18 39 25 84 x - -- -- -- Mid
u.8BC 18 39 25 84 x - -- -- -- Mid
Kamui Shituki - 421S 1 13 37 67 x - -10 -10 -39 Mid
Konru Mem - 214S 0 51 56 64 x - +56 +56 -2 Low
Rupush Kuare (Nishi) - 236A, 236B 10 67 20 45 x - ?? ?? ?? Mid
Rupush Kuare (ToiToi) - 236AB 10 28 96 55 x - +14 KD -15 Low 23-27f throw invincible
Konru Shirar - j.2S 13 32 x x x - ?? ?? ?? High Heavy attack
Konru Nonno - 623S 1, 15, 1, 1, 1, 1 16 45 67 x - KD KD -27 Mid Knockdown attack
Upon Op - 6A x2 2xn, 6 26 13 98 x - KD KD -23 Mid Knockdown attack
Up to 8 hits
Upon Op - 6B x2 2xn, 6 26 13 122 x - KD KD -23 Mid Knockdown attack
Up to 14 hits
Upon Op - 6AB x2 2xn, 6 26 13 146 x - KD KD -23 Mid Knockdown attack
Up to 20 hits
Rupush Kamui
Waysan-Pekoru - u.66AC
4 7 8 64 1~3(3) / 59~64(6) - KD KD -52 High Medium attack Knockdown attack
Rupush Kamui
Waysan-Pekoru - u.66BC
4 7 16 69 1~6(6) - KD KD -57 High Medium attack Knockdown attack
Rupush Kamui
Waysan-Pekoru - r.u.66AC
1, 1, 1, 1, 1, 6 12 7 168 163~168(6) - KD KD -37 Mid Medium attack Knockdown attack
Rupush Kamui
Waysan-Pekoru - r.u.66BC
1, 1, 1, 1, 1, 6 15 10 149 1~14(14) - KD KD -52 Mid Medium attack Knockdown attack
Rupush Kamui Emush - 236CD 25 27 53 118 x - KD KD -25 Mid Knockdown attack
1-24f upper body invincible
80f second hit start
Samurai Shodown V Special
General

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Characters

AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro

Mechanics

MechanicsTablesHitboxesHidden Moves