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

Normal Moves

Far Slashes

5A
5A
Ss5sp rimururu 5A.png
Damage Guard Cancel Invul Property Level
6 Mid 14~15(2) - Deflectable (Weak) Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 4 11 -4 -4 -3

Good range but not fast or cancelable.

5B
5B
Ss5sp rimururu 5B.png
Damage Guard Cancel Invul Property Level
11 Mid 4~34(31) - Deflectable (Medium),
Weapon Clash 14~17(4) / 20~30(11)
Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
18 2 24 .8 0 -9

Slow as hell, but special cancelable during the whole thing.

5AB
5AB
Ss5sp rimururu 5AB.png
Damage Guard Cancel Invul Property Level
27 Mid - - Deflectable (Heavy),
Weapon Clash 4
Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 4 36 -3 +7 -21

Decent range (for Rimu), so it can be useful as a punisher.

2A
2A
Ss5sp rimururu 2A.png
Damage Guard Cancel Invul Property Level
5 Mid - - Deflectable (Weak) Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
4 1 12 -2 -2 -3

Fast startup and good on block/hit making it the move you want to tick throw off of.

2B
2B
Ss5sp rimururu 2B.png
Damage Guard Cancel Invul Property Level
7 Mid 15~33(19) - Deflectable (Medium) Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 5 17 -4 +4 -9

Crappy range and speed and special cancelable during the whole thing.

2AB
2AB
Ss5sp rimururu 2AB.png
Damage Guard Cancel Invul Property Level
27 Low - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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 Guard Cancel Invul Property Level
4 Mid - - Deflectable (Weak),
Weapon Clash 1~4(4)
Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
5 2 10 -2 -2 -3

Effectively the same as 2A.

n.5B
n.5B
Ss5sp rimururu n5B.png
Damage Guard Cancel Invul Property Level
7 Mid 7~29(23) - Deflectable (Medium),
Weapon Clash 1~46(6)
Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 5 21 -8 0 -9

Fast and special cancelable.

n.5AB
n.5AB
Ss5sp rimururu n5ABa.png
Ss5sp rimururu n5ABb.png
Damage Guard Cancel Invul Property Level
27 Mid - - Deflectable (Heavy),
Weapon Clash 17~18(2)
Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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.

n.2A
n.2A
Ss5sp rimururu n2A.png
Damage Guard Cancel Invul Property Level
5 Mid - - Deflectable (Weak) Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
4 1 12 -2 -2 -3

Same as far 2A.

n.2B
n.2B
Ss5sp rimururu n2B.png
Damage Guard Cancel Invul Property Level
7 Mid - - Deflectable (Medium) Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 5 17 -4 +4 -9

Same as far 2B.

n.2AB
n.2AB
Ss5sp rimururu n2AB.png
Damage Guard Cancel Invul Property Level
27 Low - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 3 24 KD KD -21

Same as far 2AB.

Overheads

5BC
5BC
Ss5sp rimururu 5BC.png
Damage Guard Cancel Invul Property Level
14 High - - Knockdown Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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 Guard Cancel Invul Property Level
14 High 12~19(7) - Knockdown Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 4 23 KD KD -21

Kicks

5C
5C
Ss5sp rimururu 5C.png
Damage Guard Cancel Invul Property Level
5 Mid - 1-9f Throw Invul - Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
27 9 2 -7 +15 -6

Not really good, but can be annoying because she hops forward (meaning airborne) and is pretty safe.

6C
6C
Ss5sp rimururu 6C.png
Damage Guard Cancel Invul Property Level
4 Low 1~4(4) / 12~17(6) - Cancelable Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
12 6 11 +1 +9 -12

Fast hits low and special cancelable.

2C
2C
Ss5sp rimururu 2C.png
Damage Guard Cancel Invul Property Level
2 Low 1~5(5) - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 4 8 -2 -2 -7

Fast and hits low.

3C
3C
Ss5sp rimururu 3C.png
Damage Guard Cancel Invul Property Level
5 Low 14~24(11) 14-25f Throw Invul Knockdown,
Cancelable
-
Startup Active Recovery Hit Adv Backhit Adv Block Adv
14 11 10 KD KD -16

Not fast but good range and 8BC cancelable for auto-combo. Low hit.

Jumping

j.A
j.A
Ss5sp rimururu jA.png
Damage Guard Cancel Invul Property Level
5 High - - Deep Deflectable (Weak) Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
14 4 6 - - -
j.B
j.B
Ss5sp rimururu jB.png
Damage Guard Cancel Invul Property Level
10 High - - Deep Deflectable (Medium) Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
14 3 2 - - -
j.AB
j.AB
Ss5sp rimururu jAB.png
Damage Guard Cancel Invul Property Level
23 High - - Deep Deflectable (Heavy) Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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.

j.C
j.C
Ss5sp rimururu jC.png
Damage Guard Cancel Invul Property Level
3 High - - - Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 27 7 - - -

Good normal to throw early in the jump animation due to its long active frames. Also recommended to use when descending from an ice platform.

Dashing

66A
66A
Ss5sp rimururu 66A.png
Damage Guard Cancel Invul Property Level
7 Mid - - Deflectable (Weak) Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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.

66B
66B
Ss5sp rimururu 66B.png
Damage Guard Cancel Invul Property Level
4 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 9 4 +8 +8 -8

Frame advantage on hit safe on block.

66AB
66AB
Ss5sp rimururu 66ABa.png
Damage Guard Cancel Invul Property Level
15 Mid - - Knockdown,
Weapon Clash 5~6(2)
-
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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.
66C
66C
Ss5sp rimururu 66C.png
Damage Guard Cancel Invul Property Level
2,3 Low 46~68(22) - - Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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.

Unarmed

u.5S
u.5S
Ss5sp rimururu u5S.png
Damage Guard Cancel Invul Property Level
3 Mid - - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 2 9 -1 -1 -6

Mid 2 finger poke.

u.2S
u.2S
Ss5sp rimururu u2S.png
Damage Guard Cancel Invul Property Level
3 Mid - - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 9 1 0 0 -5

Low 2 finger poke, neutral on hit (!).

ju.S
ju.S
Ss5sp rimururu ujS.png
Damage Guard Cancel Invul Property Level
2 High - - - Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
4 6 4 - - -

Standard airborne jab with low active frames.

u.66S
u.66S
Ss5sp rimururu u66S.png
Damage Guard Cancel Invul Property Level
4 Mid - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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 Guard Cancel Invul Property Level
4 Low 14~24(10) - Knockdown,
Cancelable
-
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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.

u.66BC
u.66BC
Ss5sp rimururu u66BC.png
Damage Guard Cancel Invul Property Level
4 High 1~6(6) - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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.

r.u.66BC
Rage u.66BC
Ss5sp rimururu u66BC.png
Damage Guard Cancel Invul Property Level
1,1,1,1,1,6 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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.

u.66AC
u.66AC
Ss5sp rimururu u66AC.png
Damage Guard Cancel Invul Property Level
4 High - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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 Guard Cancel Invul Property Level
1,1,1,1,1,6 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
12 7 149 KD KD -37

Kamikaze dive with pretty much the same properties as Rage u.66BC.

Pursuit

2BC
Pursuit
2BC
Ss5sp rimururu 2BC.png
Damage Guard Cancel Invul Property Level
4 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
17 2 33 - - -
u.2BC
Unarmed Pursuit
2BC
Damage Guard Cancel Invul Property Level
4 Mid 63~75(13) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
28 10 37 - - -
8BC
Heavy Pursuit
8BC
Ss5sp rimururu 8BC.png
Damage Guard Cancel Invul Property Level
18 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
39 25 20 - - -
u.8BC
Unarmed Heavy Pursuit
8BC
Ss5sp rimururu 8BC.png
Damage Guard Cancel Invul Property Level
18 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
39 25 20 - - -

Same as 8BC

System

Deflect
Deflect
216D
Ss5sp rimururu 216D.png
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -
Taunt Disarm
Taunt Disarm
Start x 3
Ss5sp rimururu 3xstart.png
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -
  • 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 Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -
Sankabu Tobi
Sankabu Tobi
j.9 or j.3 near wall
Ss5sp rimururu wjump.png
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

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 Guard Cancel Invul Property Level
13 High - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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
A Damage Guard Cancel Invul Property Level
2xn(up to 8), 6 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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 Damage Guard Cancel Invul Property Level
2xn (up to 14), 6 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
26 13 83 KD KD -23
AB Damage Guard Cancel Invul Property Level
2xn (up to 20), 6 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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
A and B Damage Guard Cancel Invul Property Level
10 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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 Damage Guard Cancel Invul Property Level
10 Low - 23-27f Throw Invul - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
28 96 Total 55 +14 KD -15

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 Guard Cancel Invul Property Level
1,15,1,1,1 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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 Guard Cancel Invul Property Level
0 Low - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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 Guard Cancel Invul Property Level
1 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
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

Rupush Kamui Emush (Toitoi)
236CD (Can be used unarmed)
Ss5sp rimururu 236CD.png
Damage Guard Cancel Invul Property Level
25 Mid - 1-24f Upper Body Invul - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
27 53 48 KD KD -25
  • 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

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