User:Pythmere/VSAV/Bishamon

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Introduction

Bishamon (ビシャモン), the Cursed Armor

When browsing a shop selling antiquities, Bishamon uncovered a curious sword and armor that appeared to call to him. He was then surprised to find himself back in his home with the sword and armor beside him and with no recollection of forcing the shop keeper to give them to him. Letting his intrigue get the better of him, Bishamon donned the armor and immediately became lost to the bloodthirsty magic of the sword, Kien, and the armor, Hannya. After the arrival of Pyron, Bishamon overcame the grasp of the objects. After learning the origins of Hannya and Kien, Bishamon dedicated himself to preventing the items from ever taking another soul. In order to finally stop the malevolent objects, Bishamon confronted them in Jedah's Majigen.

Bishamon has link combos, Renda combos, unblockables, effective bugs, and big damage. Bishamon is recommended for players with great execution & who enjoy training - lab monsters excel with Bish! He can compete with the entire roster.

Gameplay

Primary objectives:

  • Defensively control space leveraging Iai Giri, Karame Dama, jump attacks & 66MP
  • Gain meter with defensive normal attacks
  • Start offense with dashing light attacks
  • Confirm dashing light attacks into big combos for damage & meter gain
  • Once inside use regular throws, frame-traps, low attacks, & instant overheads to open up your opponent
  • Anti-air with Iai Giri > Togakubi Sarashi for big damage
  • Use the proper input/strings/spacing to set UBs/UB loop & maximize damage
Strengths Weaknesses
  • Amazing space control with Iai Giri, 66MP, & crouching attacks
  • Lots of opportunities to convert damage using Slap-Chop
  • Effective unblockable setups against most of the cast - most can loop
  • Numerous ways to open-up the opponent, once inside
  • Effective ground dash which links into a full combo
  • High combo damage without meter
  • Above average health
  • Effective Dark Force that can avoid UBs & Cheap Kills
  • UB loops are meter dependent & may be avoided by counter DF or jump
  • Tall while standing: vulnerable to jump-in offense
  • Tall while crouching: vulnerable to various instant overheads
  • Wide while standing & crouching: vulnerable to cross-ups
  • Play style makes him more susceptible to Guard Cancels
  • Although he does have a few effective anti-airs, he does have dead zones, so he often relies on Guard Cancel to anti-air & struggles against opponents who own the skies
  • No UBs against crouching Morrigan or Lilith
VSAV Bishamon Art.png


/Data

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-BI-5-lp.png
Vsav-BI-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 8 4 H: 6 G: 3 W: 0
Simple punch, useful all around.
5MP
5 MP
5MP
Vsav-BI-5-mp.png
Vsav-BI-5-mp-1-hitbox.png
Vsav-BI-5-mp-2-hitbox.png
Vsav-BI-5-mp-3-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2,2,8 11 2 1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 7+6+4 4+3+2 H: 7+4+4 G: 5+2+2 W: 3
Best used during a forward dash. The combination of the forward movement provided by the dash and the swinging motion of the normal will catch careless jump up or jump back attempts. Also, it offers frame advantage regardless of hit or block. Becomes 3-hits when used during a dash. A great way to control space, advance forwards, and establish offense.
5HP
5 HP
5HP
Vsav-BI-5-hp.png
Vsav-BI-5-hp-1-hitbox.png
Vsav-BI-5-hp-2-hitbox.png
Vsav-BI-5-hp-3-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 3,3,3 29 -7 -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 9+7+6 5+4+3 H: 12+6+6 G: 9+3+3 W: 6
A three-part, one hit normal. Despite its appearance, it is difficult to anti air jump-ins with this move due to its hittable boxes. However, the gigantic upwards swinging motion can be utilized when executed during a forward dash. This is an excellent way to tag jump out attempts (especially when the opponent is backed into the corner) while covering forward movement.
5LK
5 LK
5LK
Vsav-BI-5-lk.png
Vsav-BI-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 9 7 6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 8 4 H: 6 G: 3 W: 0
A great normal for a dash in. Has lots of frame advantage when it connects, so you can either combo it into light attacks or attempt a tick throw.
5MK
5 MK
5MK
Vsav-BI-5-mk.png
Vsav-BI-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 1 14 6 5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 15 7 H: 15 G: 9 W: 3
Has some frame advantage when it connects. Not an especially useful normal.
5HK
5 HK
5HK
Vsav-BI-5-hk.png
Vsav-BI-5-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 16 6 5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 8 H: 24 G: 15 W: 6
An important normal. Comes out fast, recovers quickly and has frame advantage when it connects. Close HK will space you at the correct distance for an unblockable ES fireball against most characters. Builds good amount of meter, mixing this with the charged slash (Iai Giri) will fill a bar in no time.

Crouching Normals

2LP
2 LP
2LP
Vsav-BI-2-lp.png
Vsav-BI-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 5 8 7 H: 11 G: 10
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 6 3 H: 6 G: 3 W: 0
Has a long reach for a crouching jab. Its reach and speed makes it excellent for poking during both offense and defense. A useful pressure/combo starter due to the extra frame advantage provided by the rapidfire/renda bonus.
2MP
2 MP
2MP
Vsav-BI-2-mp.png
Vsav-BI-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 14 4 3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 15 7 H: 15 G: 9 W: 3
Fast, cancelable normal with good range. Great for comboing into ES fireball.
2HP
2 HP
2HP
Vsav-BI-2-hp.png
Vsav-BI-2-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4 25 -4 -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 8 H: 24 G: 15 W: 6
Slower than most of Bishamon's pokes but provides a lot of reach. Great for spacing and poking from a far distance. Canceling this with 5HK regardless of hit or block will offer quicker recovery plus a bit of meter building.
2LK
2 LK
2LK
Vsav-BI-2-lk.png
Vsav-BI-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 5 8 7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 6 3 H: 6 G: 3 W: 0
A quick crouching slash. The range is limited but hits low and offers a lot of frame advantage. Another important pressure/combo starter for Bishamon.
2MK
2 MK
2MK
Vsav-BI-2-mk.png
Vsav-BI-2-mk-1-hitbox.png
Vsav-BI-2-mk-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3(8)3 12 6 5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low first - 8+7 4+4 H: 9+6 G: 6+3 W: 3
2 hit low attack. 1st hit is cancelable. Decent for comboing into ES fireball although 2MP has more range.
2HK
2 HK
2HK
Vsav-BI-2-hk.png
Vsav-BI-2-hk-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 4(12)4 15 - 5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 18,16 8,7 H: 24(24) G: 15+9 W: 6
Knockdown move. Quite slow, range is not great either. Strangely enough, the second slash does less damage.

Air Normals

8J.LP
8J LP
8J.LP
Vsav-BI-j-lp.png
Vsav-BI-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 {3(3)3(7)}x2・2 - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 8+7+8+7+8 4x5 H: 6x5 G: 3x5 W: 0
Air horzontal slash. Will swing multiple times before landing if used during a neutral jump. Otherwise, Bishamon will only swing once.
9J.LP
9J LP
9J.LP
Vsav-BI-j-lp.png
Vsav-BI-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 8 4 H: 6 G: 3 W: 0
Air horzontal slash. Will swing multiple times before landing if used during a neutral jump. Otherwise, Bishamon will only swing once.
8J.MP
8J MP
8J.MP
Vsav-BI-j-mp.png
Vsav-BI-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3(6)3 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 17+14 7+6 H: 15+12 G: 9+6 W: 3
An aerial 2 hit horizontal slash. Backdashing into this move could be good for stopping a dash in. Otherwise, it's a fairly good air to air move.
9J.MP
9J.MP
9J.MP
Vsav-BI-j-mp.png
Vsav-BI-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - - - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
- - - - - H: - G: - W: -
An aerial 2 hit horizontal slash. Backdashing into this move could be good for stopping a dash in. Otherwise, it's a fairly good air to air move.
J.HP8
8J HP
J.HP8
Vsav-BI-j-hp.png
Vsav-BI-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3(9)3 4 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 23+18 10+8 H: 24+18 G: 15+9 W: 6
Similar to his j.MP. Using this during a neutral jump will cause Bishamon to slash twice.
9J.HP
9J HP
9J.HP
Vsav-BI-j-hp.png
Vsav-BI-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 3 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 23 10 H: 24 G: 15 W: 6
Similar to his j.MP. Using this during a neutral jump will cause Bishamon to slash twice.
J.LK
J LK
J.LK
Vsav-BI-j-lk.png
Vsav-BI-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 8 4 H: 6 G: 3 W: 0
Short range downward attack. An early j.LK can hit a standing opponent, and chaining it into his j.MK and j.HK can make quite a deadly jumping chain.
J.MK
J MK
J.MK
Vsav-BI-j-mk.png
Vsav-BI-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 6 4 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 16 7 H: 15 G: 9 W: 3
Good jump in move. Chain into j.HP or j.HK for additional damage.
J.HK
J HK
J.HK
Vsav-BI-j-hk.png
Vsav-BI-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 10 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - - 9 H: 24 G: 15 W: 6
Quite similar to his j.MK. Has a little more range, so you can backdash and j.HK for an instant overhead.

Command Normals

6LP
6 LP
6LP
Vsav-BI-6-lp.png
Vsav-BI-6-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 15 -2 -3 H: 1 G: 0
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 7 3 H: 3 G: 1 W: 0
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- 3 6 7 6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6 3 H: 3 G: 1 W: 0
Used as a combo confirm or a frame-trap with a very easy DMG conversion. The chain of 6LP, 6MP has no recovery. Use this for easy combo routes
6MP
6 MP
6MP
Vsav-BI-6-mp.png
Vsav-BI-6-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 18 0 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 7 H: 9 G: 6 W: 3
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- 3 6 12 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 13 6 H: 9 G: 6 W: 3
Outside of the 6LP, 6MP chain advantages listed above, 6MP is a great poke used at mid-range when you have a slight advantage. This occurs often after a d.mp or Karama Dama on block. From the 6mp, effective Bishamon's like to cancel to 5MK then confirm the hit/block into more offense. If the 6MP catches the opponents jump start-up, Bishamon is likely in a position to setup a UB Karame Dama.
6HP
6 HP
6HP
Vsav-BI-6-hp.png
Vsav-BI-6-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 3 25 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 8 H: 15 G: 10 W: 6
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- 3 14 8 7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 7 H: 15 G: 10 W: 6
Can be inputted twice for an additional slash. The first slash can be used as an anti-air if spaced properly.


6LK
6 LK
6LK
Vsav-BI-6-lk.png
Vsav-BI-6-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 9 4 3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 7 3 H: 6 G: 3 W: 0
6MK
6 MK
6MK
Vsav-BI-6-mk.png
Vsav-BI-6-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 15 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 7 H: 15 G: 9 W: 3
6HK
6 HK
6HK
Vsav-BI-6-hk.png
Vsav-BI-6-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 20 -7 -8 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 8 H: 24 G: 15 W: 6

Normal Throws

6MP or 6HP
P THROW
6MP or 6HP
Vsav-bi-ground-throw.png
Vsav-bi-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 42 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-41 whole body 22 (11) 8 (4) H: 9 G: 0 W: 0

An important tool of Bishamon's mixup game. Good setup for EX pursuit or whiffed pursuit.

Frame advantage when teched varies based on the character:
  • +16: Aulbath, Felicia
  • +17: Lei-Lei, Morrigan
  • +18: Bishamon, Bulleta, Demitri, Jedah, Lilith, Sasquatch, Victor
  • +19: Anakaris, Gallon, Q-Bee
  • +20: Zabel
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-BI-air-throw.png
Vsav-BI-air-throw.png
Hitboxes Off
Hitboxes On
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 37+12+landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-37 whole body 21 (10) 8 (4) H: 9 G: 0 W: 0
Grabs the opponent and throws downward. Punishable when teched.

Special Moves

Karame Dama

412[6]P
KARAME DAMA
412[6]P
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Grounded Normal
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Grounded Es
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Air Normal
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Air Es
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Grounded Normal
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Grounded Es
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Air Normal
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Air Es
Hitboxes Off
Hitboxes On
His fireball special. Recovery time starts when the fireball connect, so at close range this is a great tool for pressure. Use the 236P follow up for untechable knockdown and pursuit setup, or the 4P follow up to remove the chance the opponent might mash out of the stun. Without meter the only useful version for combos is HP, but even so it will fail to connect from time to time. Use ES version for more consistency.

No results Slowest version, not really useful. No results Average speed. Again, not really useful. No results Most used of the non-meter versions. Can combo from cancelable normals but only up close. No results Has some unblockable frames. This only happens if the opponent isn't already in blockstun so canceling a normal into ES fireball will remove the unblockable. To get an idea of the unblockable distance try to do a HK right next to Sasquatch then do an ES fireball. Some other strings to space yourself for the unblockable (all are done at point blank) :

2LP - 2LK >> 2LK

2LP - 2MP

6LP - 6LK - 6MP

...

There are a lot more setups : resets (MP or HP) , whiffed pursuit on an opponent rolling away ... but you have to be precise with the distance. Against some characters (like Lilith) this is much more difficult to do. After an unblockable fireball quickly followup with 236P (untechable) , then dash back to the unblockable distance again and do a meaty ES fireball. This can be looped over and over until you run out of meter. About 5 stocks will guarantee a kill from full health. No results No results No results

No results

Tsuji Hayate

236P
TSUJI HAYATE
236P
Vsav-BI-tsuji-hayate.png
Normal
Vsav-BI-es-tsuji-hayate.png
Es
Vsav-BI-tsuji-hayate-1-hitbox.png
Vsav-BI-tsuji-hayate-2-hitbox.png
Normal
Vsav-BI-es-tsuji-hayate-hitbox.png
Es
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 variable (27) variable 42 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 10+10 4+4 H: 16+4 G: 14+2 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 variable 1 - -45 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 10+22 4+6 H: 0 G: 0 W: 0
Useable only if Karame Dama hits. Not ground techable. Useful for resetting the unblockable ES Karame Dama loop in corner against some characters. This can however, be blocked in the unusual circumstance that the opponent got out of the Karame Dama stun, or if Bishamon is too slow with getting the followup out. Usually though, this is not blocked.

Kienzen

623P
KIENZEN
623P
Vsav-BI-kienzan.png
Normal
Vsav-BI-es-kienzan.png
Es
Vsav-BI-kienzan-1-hitbox.png
Vsav-BI-kienzan-2-hitbox.png
Vsav-BI-kienzan-3-hitbox.png
Normal
Vsav-BI-es-kienzan-hitbox-1.png
Vsav-BI-es-kienzan-hitbox-2.png
Vsav-BI-es-kienzan-hitbox-3.png
Es
Hitboxes Off
Hitboxes On
Fast dragon punch type move. Unless it is used as a guard cancel it provides no invincibility.

The non-guard cancel version can only be performed briefly after specific situations, one being right after landing from a jump, and the other when coming out of recovery (such as getting up from being knocked down, or coming out of hit or block stun). After either of those scenarios Bishamon is allowed for 10 frames to perform a Kienzan.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 18 19 + landing 8 - -21 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 23,16 7,6 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 18 26 + landing 8 - -28 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 25,17 8,6 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 18 31 + landing 8 - -33 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 24,18 6,6 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 3,1,2,12 31 + landing 8 - -29 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19+9x3 8+4x3 H: 0 G: 0 W: 0
Adds more hits and damage, faster startup, still no invulnerability. Successful hit will automatically slice the opponent in half when they land on the ground, which also prevents pursuits. Pretty good use of meter.

Guard Cancel

623P
KIENZEN GC
623P
Vsav-BI-kienzan.png
Normal
Vsav-BI-es-kienzan.png
Es
Vsav-BI-gc-kienzan-hitbox.png
Vsav-BI-kienzan-2-hitbox.png
Vsav-BI-kienzan-3-hitbox.png
Normal
Vsav-BI-gc-kienzan-hitbox.png
Vsav-BI-es-kienzan-hitbox-2.png
Vsav-BI-es-kienzan-hitbox-3.png
Es
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 18 19 + landing 8 - -21 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-10 whole body 11,8 3,3 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 18 26 + landing 8 - -28 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-10 whole body 12,8 4,3 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 18 31 + landing 8 - -33 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-10 whole body 12,9 3,3 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 3,1,2,12 31 + landing 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-10 whole body 9+4x3 4+2x3 H: 0 G: 0 W: 0
Gains some invulnerability on startup. One of the best GC's in the game due to it's speed and range. Extremely fast startup. Use often. The initial attack frames of the ES Guard Cancel is unblockable.

Iai Giri High

[4],6P
IAI GIRI HIGH
[4],6P
Vsav-BI-p-iai-giri.png
Normal
Vsav-BI-es-p-iai-giri.png
Es
Vsav-BI-p-iai-giri-lvl1-hitbox.png
Level 1
Vsav-BI-p-iai-giri-lvl2-hitbox.png
Level 2
Vsav-BI-p-iai-giri-lvl3-hitbox.png
Level 3
Vsav-BI-es-p-iai-giri-hitbox-1.png
Es
Hitboxes Off
Hitboxes On
Multiple hit slash special. P version whiffs against crouchers. K version is a low attack and whiffs against jumpers. Great range, very fast and builds loads of meter. Overall, great special to throw out once in awhile. Can be used in combos (especially ES version) but must be done at close range or it will whiff a lot of hits. Can also be comboed off of if close enough.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 2 15 8 7 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22 10 H: 21 G: 19 W: 18

Charge for 45 frames.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 2,2 13 10 9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22+8 10+3 H: 21+3 G: 19+1 W: 18

Charge for 52 frames.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 2,2,2 11 12 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22+8+5 10+3+2 H: 21+3x2 G: 19+1x2 W: 18

Charge for 82 frames.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 2,2,2(8),2,2,2(8),2,2,2 11 12 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6x9 1x9 H: 0 G: 0 W: 0
Charge for 45 frames.

Iai Giri High

[4],6K
IAI GIRI LOW
[4],6K
Vsav-BI-p-iai-giri.png
Normal
Vsav-BI-es-k-iai-giri.png
Es
Vsav-BI-k-iai-giri-lvl1-hitbox.png
Level 1
Vsav-BI-k-iai-giri-lvl2-hitbox.png
Level 2
Vsav-BI-k-iai-giri-lvl3-hitbox.png
Level 3
Vsav-BI-es-k-iai-giri-hitbox-1.png
Es
Hitboxes Off
Hitboxes On
Multiple hit slash special. P version whiffs against crouchers. K version is a low attack and whiffs against jumpers. Great range, very fast and builds loads of meter. Overall, great special to throw out once in awhile. Can be used in combos (especially ES version) but must be done at close range or it will whiff a lot of hits. Can also be comboed off of if close enough.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2 13 10 9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 8 H: 21 G: 19 W: 18

Charge for 45 frames.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2,2 11 12 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18+8 8+3 H: 21+3 G: 19+1 W: 18

Charge for 52 frames.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2,2,2 9 14 13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18+8+5 8+3+2 H: 21+3x2 G: 19+1x2 W: 18

Charge for 82 frames.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 2,2,2(4),2,2,2(4),2,2,2 9 14 13 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6x9 1x9 H: 0 G: 0 W: 0
Charge for 45 frames.

Command Throws

360+P
KIRISUTE GOMEN
360+P
Vsav-BI-kirisute-gomen-throw.png
Vsav-BI-kirisute-gomen-throw.png
Hitboxes Off
Hitboxes On
A command grab. Not throw-techable.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 50 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-13 whole body 21+2 5+1 H: 14+2 G: 0 W: 12

Perform by pressing LP+MP or LP+HP with no meter.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 50 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-13 whole body 21+2x2 5+1x2 H: 14+2x2 G: 0 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 50 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-13 whole body 21+2x3 5+1x3 H: 14+2x3 G: 0 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 5 50 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-13 whole body 23+3x5 5+1x5 H: 0 G: 0 W: 0

Pursuits

8P or 8K
PURSUIT
8P or 8K
Vsav-BI-pursuit.png
Normal
Vsav-BI-es-pursuit.png
Es
Vsav-BI-pursuit-hitbox.png
Normal
Vsav-BI-pursuit-es-hitbox.png
Es
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
27 5 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6 6 H: 30 G: 0 W: 6
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
27 5 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6+2x5 6+2x5 H: 0 G: 0 W: 0
This is one of Bishamon's more dangerous move. It recovers very quickly when it misses and puts you right next to the opponent's other side. From here you can either throw them or c.LK into combo.

Ex Moves

632[4]PP
ONI KUBI HINERI
632[4]PP
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results Command grab. Great range and damage but really slow startup. Some blockstrings ending with this can be very lethal. Use sparingly though.
412[6]KK
ENMA SEKI
412[6]KK
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results Must be blocked low. Kinda decent move to use once in awhile. Save meter for his other moves.
22PP
TOGAKUBI SARASHI
22PP
Vsav-BI-22pp.png
Vsav-BI-22p-es-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
34 2 26 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 22 4 H: 0 G: 0 W: 0
Pursuit type EX. Amazing move, it adds HUGE damage to your combos (and even throws !) as long as you have meter. Know which knockdowns you can follow up with this move though, if it whiffs then it's a waste of knockdown and meter.


Dark Force

Kyouka Yoroi: Kogane Katabira - Same strength P + K

  • (Any Version) Gains super armor. Particularly slow deactivation time, use with caution.
  • Bishamon avoids Chip-Damage while in Dark Force
https://twitter.com/VMP_KyleW/status/1002762269875294208

Colors

Colors-bishamon.gif

Notable Players

Japan

Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/17.html

Name (English) Name (Japanese) Color Location Contact Notes
Nakanishi ナカニシ KK Bishamon color kk small.png Kanto region http://twitter.com/sonic883b Bishi-GOD : NAKANISHAMON
Shuu LK Bishamon color lk small.png Kanto region http://twitter.com/shu180sx
Natsu ナツ PP Bishamon color pp small.png Kanto Region https://twitter.com/natsu_bishamon
Norio のりお KK Bishamon color kk small.png Kanto region
Rantii らんてぃ MK Bishamon color mk small.png Kyushu region http://twitter.com/Ran__T
Nuki ヌキ KK Bishamon color kk small.png Kanto region http://twitter.com/nuki2 Retired.
Umehara ウメハラ LK Bishamon color lk small.png Kanto region http://twitter.com/daigothebeast Retired.

North America

Name (English) Name (Japanese) Color Location Contact Notes
Kyokuji キョクジ PP Bishamon color pp small.png Canada https://twitter.com/KyokujiFGC Longtime Fightcade player. Super technical player that also has a history with Street Fighter Alpha 3.

South America

Name (English) Name (Japanese) Color Location Contact Notes
So Hai ソーハイ HP Bishamon color hp small.png Brazil https://twitter.com/LNycholas2000 Frequent player on NekoPunchi's streams


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