Samurai Shodown V Special/Zankuro Minazuki

From Mizuumi Wiki
Jump to navigation Jump to search
壬無月 斬紅郎, Minazuki Zankuro


Big bad bossman has big bad problems.

Equipped with a humongous blade that may or may not be compensating for something, this incarnation of Zankuro is far from living up to his reputation as a fearsome slayer of hundreds. Low tier without a doubt, Zankuro struggles a bit thanks to a weak pressure game and the tendency to empty his entire sword gauge upon whiffing one of his big dick ABs. Of course, this is 5 Special and you can definitely make Zankuro do some work, but it will take some persistence and matchup knowledge.

Strengths Weaknesses
  • Most damaging strong slash in the game
  • Good jabs and kicks
  • Decently well-rounded punish game
  • Universal sword catch counter
  • Fast, almost full screen punish special
  • Tons of recovery and incredibly bad hurtboxes on all strong slashes
  • Big and slow target
  • Terribly bad mixups and rushdown
  • Below average in almost any aspect
  • Perpetually empty sword gauge means he struggles to deal meaningful damage


  • Damage taken: 100%
  • Rage duration: 8 seconds
  • Amount to rage: 29
  • Walk speed: 480
  • Backwalk speed: 448
  • Dash speed: 1328
  • Jump duration: 45 frames
  • Width: 28
  • Throw range: 16


Far Slashes

Ss5sp Zankuro 5A.png
Properties: Cancelable.
Quick punch with slightly worse damage than 5B and decent reach/active period. Combos with 236C for a quick, decent damage punish. Not that good on block though. Be careful with n.5A range.
Ss5sp Zankuro 5B.png
Properties: Recoil cancel on block. Deflectable.
Fast, decently damaging slash. A nice option during footsies, but unless you aim to hit them with the tip you'll frequently get n.5B instead.
Ss5sp Zankuro 5AB.png
Properties: Recoil cancel on block. Deflectable.
Large slash that covers a huge amount of space in front, but doesn't hit above Zankuro at all. Does a lot of damage on hit. Huge recovery on whiff/block. Even though Zankuro have specials that cover various scenarios in case of recoil cancel, it is still very risky and gimmicky to throw 5AB randomly. Empties entire kenki gauge upon whiff.
Ss5sp Zankuro 2A.png
Another quick, low damage punch. This time while crouching! Better range and less negative on block than 2C.
Ss5sp Zankuro 2B.png
Properties: Recoil cancel on block. Deflectable.
Crouching version of 5B.
Ss5sp Zankuro 2AB.png
Properties: Recoil cancel on block. Deflectable.
Zankuro does a giant upwards swing with his sword while sitting. Good anti-air from surprising distances as long as you use it early enough. This attack is prone to trading if you don't use it soon enough or if they have a strong downwards jumping slice, and if you get beaten out you'll take a deep hit for your trouble. Empties entire kenki gauge upon whiff.

Near Slashes

Ss5sp Zankuro n5A.png
Properties: Cancelable.
Quick little punch. Tiny bit faster startup and two times safer on block than 5A. While cancelable, it won't combo with any of Zankuro specials.
Ss5sp Zankuro n5B.png
Properties: Recoil cancel on block. Cancleable. Deflectable.
Zankuro hits twice with the butt of his sword, doing decent damage. Hit-confirmable, and has surprising range for a near attack. The second hit reaches above Zankuro and can anti-air or catch them trying to jump out.
Ss5sp Zankuro n5AB.png
Properties: Recoil cancel on block. Deflectable.
Zankuro swings his sword upwards. Basically a standing version of 2AB, except slightly faster and stronger. A decent anti-air if anyone is in that range. Empties entire kenki gauge upon whiff.
Ss5sp Zankuro 2A.png
Same as far 2A.
Ss5sp Zankuro n2B.png
Properties: Recoil cancel on block. Cancleable. Deflectable.
Crouching version of n.5B. For some reason during second hit Zankuro doesn't have hurtbox on his hands, so, potentially, it can used as AA. It's much more risky than n.5B because getting hit by a jumpin during this = you get deep hit.
Ss5sp Zankuro 2AB.png
Properties: Recoil cancel on block. Deflectable.
Same as far 2AB.


Ss5sp Zankuro 5C.png
Zankuro knees the opponent. Fast, decent reach, long active period, but low damage. Quite negative on block unless used at distance or as meaty.
Ss5sp Zankuro 6C.png
Properties: Canceable.
Decently ranged, moderate speed kick that combos into any special Zankuro has, including WFT and Zetsumei Ougi. Low damage on its own. Will whiff on any crouched character (excluding Zankuro, Gedo and Gaira) rendering 6C's usability very limited.
Ss5sp Zankuro 2C.png
Properties: Low.
Quick low foot poke. Minimal damage and range, quite negative on block. One of Zankuro's two lows.
Ss5sp Zankuro 3C.png
Properties: Knockdown.
Decently ranged kick that knocks down, it don't hit low for some reason. Low damage, but very fast startup and it significantly lowers Zankuro hurtbox. Lousy on block, but it can be negated by doing it at max range or as meaty, since it has a ton of active frames. You could abuse the active frames and stick this out as an anti-approach tool.


Ss5sp Zankuro jA.png
Properties: Hits high.
Basically a jumping version of 5A. Slow, short range attack with low damage.
Ss5sp Zankuro jB.png
Properties: Hits high. Deflectable.
Jumping version of 5B, but it comes out a bit slower. Best horizontal range. Works as an anti-air or air-to-air, however, it has a lot less active frames than j.A.
Ss5sp Zankuro jAB.png
Properties: Hits high. Deflectable.
Zankuro swings his sword downwards while jumping. Your main jump in and defensive neutral jump option. Does good damage, but doesn't hit in front, only below Zankuro, and extends his hurtbox a lot. Empties entire kenki gauge upon whiff. Deep hitting with this is going to be important, because a simple j.AB 5AB combo will deal about half a lifebar -- probably more.
Ss5sp Zankuro jC.png
Properties: Hits high.
Zankuro does a diagonal kick. Fast, tons of active frames and can deep hit easily. This is your best quick air-to-air, because j.B is notably slower. Be mindful that this has a good amount of pushback on hit. Funnily enough this counts as a heavy, so a heavy slash followup off of a deep hit will knock down.


Ss5sp Zankuro 66A.png
Properties: Recoil cancel on block. Deflectable.
Zankuro punches with the butt of his sword. Fast, but deflectable and incredibly punishable on block. It sometimes can be used to hit opponent out of the air, though 66C largely outclasses it in this use. It is a very risky running attack thanks to the recoil and losing to deflects, so avoid it unless you want a gamble on recoil cancel.
Ss5sp Zankuro 66B.png
Properties: Hits high. Knockdown.
Overhead hopping slash that knocks down. Average speed for an overhead, good reach, jumps over a lot of stuff, and even can beat attempts to jump out, but it is punishable. At max range some characters can't punish it with strong attacks. The problem is that Zankuro has no running lows, so this isn't much of a high/low tool. Use it for the tech jump and not much else.
Ss5sp Zankuro 66AB.png
Properties: Knockdown.
First hit is an upwards hit with the butt of Zankuro's sword that launches the opponent, second hit is downwards slash with the sword that knocks the opponent down. Decently fast attack, nice hitbox, but it is astonishingly punishable on whiff/block. Sadly the second strike will not connect on backhit.
Ss5sp Zankuro 66C.png
Properties: Knockdown.
Basically 3C with the same low-profiling properties, but add on forward momentum and slightly better frame data. It still doesn't hit low. But unlike 3C, this doesn't count as a crouching attack, so losing to a jumpin with this doesn't result in you eating a deep hit. The autocorrect on running normals combined with other upsides makes this in almost all situations outright better than 3C. Overall an important if low-damaging option for punishing jumps, stuffing approaches, and a pretty okay meaty, all things considered.


Ss5sp Zankuro 5BC.png
Properties: Hits high. Knockdown.
Zankuro hops forward while doing what is basically his j.C, only stronger. In theory it is a pretty good move: it have good reach, almost twice than average active frames and one frame less than average block recovery. But in reality Zankuro don't have threatening low attacks, so 5BC can only be used to avoid lows and throws.
Ss5sp Zankuro u5BC.png
Properties: Hits high. Knockdown.
Exactly the same as his 5BC.


Ss5sp Zankuro u5S.png
Same as 5A, except not cancellable.
Ss5sp Zankuro u2S.png


Same as 2A.
Ss5sp Zankuro ujS.png


Same as j.A.
Ss5sp Zankuro u66S.png
Properties: Knockdown.
A light punch that still somehow knocks down. It has a really long active period like 66C.


Ss5sp Zankuro 2BC.png
Small Pursuit - 2BC:
A fairly slow stomp with an unreasonable amount of active frames. You can tack this on after almost any combo in the corner, and after some midscreen knockdowns too. Zankuro struggles for damage most of the time, so this is important to get every bit you can.
Ss5sp Zankuro 8BC.png
Big Pursuit - 8BC:
Like his small pursuit, Zankuro can land this after all sorts of combo knockdowns, and the jump gives it extra range letting him use it even midscreen depending on the knockdown. The only problem is its short active period means you have to time it precisely, meaning it has a penchant to miss if you screw it up. He isn't left too vulnerable if it whiffs, however, so it's usually worth going for if you think you have it down.


Ss5sp Zankuro 216D.png
Deflect - 216D:
Average deflect.
Ss5sp Zankuro wpickup.png
Weapon Pickup - 5A:
Average pickup.
Ss5sp Zankuro startx3.png
Taunt Disarm - Start Start Start:
Zankuro lodges his sword into the ground and pose with crossed arms for a bit, taunting his opponent.


Ss5sp Zankuro 236S.png
Mugen-ryuu Shippuuzan - 236S
Properties: Hits low.
A low-hitting Reppuken style fireball attack. Zankuro's strongest low attack, though it's punishable on block at closer ranges. Because of the somewhat fast startup and its inconspicuous animation it can sneak under the vision of careless players. Does alright damage, and will trade with any other projectile with low enough collision box.
This move has a big problem, where the animation will stay onscreen even if it trades with a fireball. As long as the sprite is onscreen, you will not be able to throw another one until it leaves, leaving Zankuro at a disadvantage in fireball wars against characters with similar projectiles.
Ss5sp Zankuro 623S.png
Mugen-ryuu Tenhouzan - 623S
Properties: Knockdown.
Zankuro does a shoulder charge, and slashes if he reaches the enemy. Lower body invuln, knocks down, can combo from various normals. The low invuln means he can run right through Reppuken-style projectiles (like his own 236S) and even crush throws with this. Zankuro will not slash if his run exceeds certain (max) distance, which depends on version used, and this sometimes happens on hit if he connects with the shoulder from too far.
Ss5sp Zankuro 236C.png
Mugen-ryuu Muhouken - 236C
Properties: Knockdown. Can be used unarmed.
Rushpunch. Knocks down, moves Zankuro across the screen rather fast, potentially safe-ish on block if it connects near the end of the rush. Good vs anyone who whiffs a long recovery move when you aren't in range for 5AB, or if you block a non-recoil cancelable move with a long enough recovery. This is surprisingly threatening even near fullscreen, because it can catch people by surprise and hit them for good damage if they're trying to approach. Also makes a nice mid-range anti air option if used preemptively. Will whiff on short, crouched characters!
Ss5sp Zankuro 214C.png
Mugen-ryuu Fudou - 214C
Properties: Knockdown.
Catches any grounded slash attack (including lows/highs/specials) at the start of the animation. Airborne/jumping slashes beat it clean. Active on first frame, so it can be used as reversal. Strong damage, but very punishable. This move can go a long way to making matchups with characters like Charlotte more manageable, by catching moves like her 214S with it.
Ss5sp Zankuro 236CD.png
Mugen-ryuu Mugen Hou - 236CD
Properties: Knockdown.
Screen-filling shockwave. Primarily used as a psychic anti-air, though some floaty jumps can be sniped on reaction with it. Takes forever to startup and even longer to recover. Deals a lot of chip damage on block, but the huge recovery means even if they somehow can't punish you, they have enough time to run up to you and start pressuring from there. Initial hitbox is displaced from his body, so it can whiff entirely against some characters standing right next to him. Can be combo'd into from 6C and deep j.C/j.AB.



If you're worried you'll whiff, nearly every 8BC listed below can be replaced with 2BC for much greater stability.

  • 5A xx 236C 8BC
Fastest, medium range punish with nice damage, but be careful not to get n.5A instead.
  • (n.5B or n.2B)...
  • ... xx 623S dash xx 8BC
Fast, hit-confirmable punish with good damage. Using 623A will frequently result in the last hit not coming out and you being left punishable.
  • ... xx 236C 8BC
At max n.5B\n.2B range second hit will not connect and 623S will be blocked. Use 236C to prevent this.
  • 6C ...
  • ... xx 236C
The reliable combo from 6C, as 623S won't fully connect.
  • ... xx 236CD
Shy of a deep hit, this is your only actual combo into WFT.
  • ... xx 214CD
Swag match ender. Good luck landing it.
  • 236A 236C 8BC
At specific spacing just shy of fullscreen, after 236A hits the opponent you will recover in time for 236C to combo.
  • (3C or 66C) 2BC
Corner only. It possible to do it midscreen after 66C, but opponent must land very close, so don't bother.
  • 66C 8BC
Only works if you hit at the end of the active period, like during a meaty situation.


  • (n.5B or n.2B)...
... xx 623A (one hit) n.5B xx 623A n.5B xx 623A etc 8BC
Backhit loop. Number of reps depends on closeness to corner and enemy width. The 623A finisher will knock the opponent through you, so if you corner them and use this to finish the combo you'll end up in the corner instead of them.
  • ... xx 236S 8BC
By itself, 623A loop is way better. But using this to finish the loop will keep them in the corner rather than knocking them back out, and the pursuit is much harder to mistime.
  • ... xx 214CD
You won't see opportunity for it to land that often, and this doesn't combo from max distance. Very satisfying to pull off though.
  • 66AB 2BC
On backhit 66AB opponent will be launched high, so it is your only option.
  • (j.9AB)...
Instant j.9AB will hit standing tall characters, on backhit this will give enough advantage to start 623A loop or simply a 5AB upon landing. It's most useful if you hop behind Gaira or Gedo when they attempt to use their command grabs.
There are categories in the cast regarding this move. It hits standing and during hitstun, it only hits standing during hitstun (i.e. after a back throw weapon pickup cancel), it hits standing but not during hitstun, or it doesn't hit at all.
  • Works on: Haohmaru, Hanzo, Galford, Kyoshiro, Gaira, Amakusa, Jubei, Zankuro, Charlotte, Tam Tam, Rasetsumaru, Suija, Yunfei, Kusaregedo, Gaoh, Mizuki.
  • Only during hitstun: Ukyo, Kazuki, Sogetsu, Enja.
  • Not during hitstun: Genjuro, Basara, Rera, Yoshitora.
  • Doesn't work: Nakoruru, Rimururu, Shizumaru, Mina.
These categories ultimately don't mean much, because it can still be inconsistent depending on your distance from the opponent, or if their animation while recovering from an attack shrinks their hurtbox, even if it is supposed to hit them consistently while standing. But landing this backhit starter where you can results in a huge damage increase, so whether it's worth the risk of dropping is up to the player's discretion.


Since Zankuro j.C is fast and has very downward hitbox and it can be mixed up with his empty jump 2C for Issen setup.
Best scenario is to catch opponent mid air so you can issen them on landing or 2AB\n.5AB them to death. Be careful opponent will try to kick you out of concentration with j.C since Zankuro hurtbox on most attacks is bad.


  • 236C can catch people off guard since it's so fast.

Frame Data

Move Damage Startup Active Total Cancel Weapon
Guard Notes
5A 6 7 8 26 7~14(8) - -1 +7 -14 Mid Medium attack
5B 9 9 2 28 1~2(2) 3~8(6) -1 +7 -9 Mid Medium attack, Deflectable(med)
5AB 35 19 1 62 1~2(2) 15~18(4) -6 +4 -29 Mid Heavy attack, Deflectable(heavy)
2A 5 6 3 18 x - -2 -2 -7 Mid Weak attack
2B 9 9 2 28 1~4(4) - -1 +7 -9 Mid Medium attack, Deflectable(med)
2AB 28 16 4 56 1~2(2) 8~15(8) -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
n.5A 5 6 6 18 6~18(13) - -2 -2 -7 Mid Weak attack
n.5B 2, 6 9 1 31 10~23(14) - -3 +5 -9 Mid Medium attack, Deflectable(med)
n.5AB 30 15 4 54 1~2(2) 9~14(6) -2 +8 -29 Mid Heavy attack, Deflectable(heavy)
n.2A 5 6 3 18 x - -2 -2 -7 Mid Weak attack
n.2B 2, 6 9 2 32 11~24(14) - -3 +5 -9 Mid Medium attack, Deflectable(med)
n.2AB 28 16 4 56 1~2(2) 8~15(8) -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
5C 5 10 10 30 1~2(2) - -2 +6 -15 Mid Medium attack
6C 6 11 6 46 11~26(16) - +2 +12 -30 Mid Heavy attack
2C 2 5 5 17 1~2(2) - -2 +6 -15 Low Weak attack
3C 6 6 12 30 x - KD KD -19 Mid Knockdown attack
j.A 6 13 10 26 x - -- -- -- High Weak attack
j.B 11 13 4 42 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 27 17 2 41 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 6 7 12 27 x - -- -- -- High Heavy attack
ju.C 6 7 12 27 x - -- -- -- High Heavy attack
5BC 14 20 9 39 x - KD KD -13 High Medium attack Knockdown attack
u.5BC 14 20 9 39 x - KD KD -13 High Medium attack Knockdown attack
66A 5 6 8 17 1~3(3) - -1 -1 -29 Mid Weak attack, Deflectable(heavy)
66B 16 21 7 53 6~7(2) - KD KD -27 High Medium attack Knockdown attack
66AB 3, 17 13 2 83 1~5(5) - KD KD -46 Mid Knockdown attack
66C 6 5 12 27 2(1) - KD KD -17 Mid Knockdown attack
u.5S 6 7 8 26 x - -1 +7 -14 Mid Medium attack
u.2S 5 6 3 18 x - -2 -2 -7 Mid Weak attack
ju.S 6 13 10 26 x - -- -- -- High Weak attack
u.66S 6 4 12 21 1~2(2) - KD KD -12 Mid Knockdown attack
u.66C 6 5 12 27 2(1) - KD KD -17 Mid Knockdown attack
2BC 8 21 22 54 x - -- -- -- Mid
u.2BC 8 21 22 54 x - -- -- -- Mid
8BC 15 39 2 79 x - -- -- -- Mid
u.8BC 5 39 3 78 x - -- -- -- Mid
Mugen-ryuu Muhouken - 236C 18 16 15 49 x - KD KD -28 Mid Knockdown attack
16-30f throw invincible
Mugen-ryuu Fudou - 214C 30 x x 65 x - -- -- -- Mid
Mugen-ryuu Shippuuzan - 236A 14 19 x 54 x - +2 KD -23 Low Medium attack
Mugen-ryuu Shippuuzan - 236B 14 19 x 55 x - +1 KD -24 Low Medium attack
Mugen-ryuu Shippuuzan - 236AB 14 19 x 55 x - +1 KD -24 Low Medium attack
Mugen-ryuu Tenhouzan - 623S 1, 24 15 x x x - KD KD -28 Mid Heavy attack Knockdown attack
1-14f and during rush: feet fully invincible
Mugen-ryuu Mugen Hou - 236CD 30 33 x 118 x - KD KD -65 Mid Knockdown attack
Samurai Shodown V Special



AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro


MechanicsTablesHitboxesHidden Moves