Vampire Savior/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 & can often be avoided by 1f DF
  • 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
Used with a dash as it quickly advances, provides +frames & also is tall enough to catch Ireppa. Used to setup UB loops on Large weight class opponents. 66LP spacing is good for ESKD UBs.
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
Can be used as a situational Anti-air, but is mostly used at mid-range with dashing MP as it beats Ireppa and also Anti-airs. This Anti-air spacing is ideal because it enables UB or effective dashing Okizeme. This move is weak to Guard Cancels and hits fewer times when the opponent crouches
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
Can be used as a situational Anti-air, but is mostly used at mid-range with dashing 66HP as it beats Ireppa and also Anti-airs. This move covers more vertical distance, so it's a better dashing anti-air solution against Gallon, Felicia, Jedah & Lei-Lei. Dashing HP can be especially effective when used in the corner. This move is weak to Guard Cancels.
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
Used with a dash as it quickly advances & provides +frames. 66LK gives more +frames than 66LP, but is less effective at beating ireppa.
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
Used to setup UB loops on mid-weight class opponents. 66MK spacing is good for ESKD UBs.
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 quickly gain meter. Go-to normal for mid-far range meter building.

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. When you miss a Tech-Hit & this move connects, you can still link into a full combo. It's very strong.
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. It is great for combos but not used as a poke.
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 mid-far distance. Canceling this with 5HK regardless of hit or block will offer quicker recovery plus a bit of meter building. Use this to beat or trade with ground fireballs. You can use this to punish the opponent at mid-far range when they would usually be relatively safe - like a whiffed DP that is away. It's an effective tool.
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. Nakanishi will Okizeme with dash stop 2mk xx ESKD as a high damage low option that is out of throw 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. This move is rarely used. It is only worth doing if you cannot link into ES KD. A realistic example would be fighting a short crouching opponent, by chaining into 2HK you enable a Slap-Chop.

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. Terrible move, not used in competitive play.
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. Terrible move, not used in competitive play.
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. This is a great low commitment air to air tool. It recovers in time to descend with a 8J.MK & if the J8.MP connects, Bishamon has effective routes on hit or block to maintain advantage or setup UBs.
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. This is a great low commitment air to air tool. It recovers in time to descend with a 9J.MK & if the 9J.MP connects, Bishamon has effective routes on hit or block to maintain advantage or setup UBs.
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
Only used with a backdash to cover space & build meter.
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
The horizontal range of this move is more than anything else is the air, so at a max jump-in range against standing opponents, Bishamon will chain into 9J.HP to setup a 2MP xx ES KD. This scenario is very common in the mirror match.
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. This is used as a 3-hit Jump-in chain against tall opponents. J.LK is also used after the IOH string as it's an effective angle with a quick start-up to often maintain your advantage.
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. This move is often used to build meter as ascending J.MK, descending J.HK. The angle & disjointed box makes it a very effective jump-in, beating out lots of traditional anti-air normals. Great IOH tool with an instant ascending 9J.MK. An effective route is to chain to 9J.HP (whiff), descend 9J.LK
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 option. This move is often used to build meter as ascending 8J.MK, descending 8J.HK

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 damage 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 66MP or Karama Dama on block. From this 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 input twice for an additional slash. The first slash can be used as an anti-air if spaced properly. It's a decent anti-air but has some start-up, so you need to look for the opportunity ahead of time. It is also used to setup proximity block in Dizzy Bug setups against select opponents like Zabel. lastly, This is a great grounded unblockable attack in the corner that enables UB ES KD spacing too.


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
It's an ineffective move not used in competitive play.
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
It's an ineffective move not used in competitive play.
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
It's an ineffective move not used in competitive play.

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 Slap-Chop or whiffed pursuits. If the opponent Tech's the throw, you can setup UB ES KD spacing.

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 tech'd low to the ground, but it is extremely quick, so nobody is reacting to the scenario. It just happens.

Special Moves

Karame Dama

4123P
KARAME DAMA
4123P
Vsav-BI-karame-dama.png
Grounded Normal
Vsav-BI-es-karame-dama.png
Grounded ES
Vsav-BI-air-karame-dama.png
Air Normal
Vsav-BI-es-air-karame-dama.png
Air ES
Vsav-BI-karame-dama-hitbox.png
Grounded Normal
Vsav-BI-es-karame-dama-hitbox.png
Grounded ES
Vsav-BI-air-karame-dama-hitbox.png
Air Normal
Vsav-BI-es-air-karame-dama-hitbox.png
Air ES
Hitboxes Off
Hitboxes On
Bishamon's go to combo tool. Be careful as it requires most opponents to be standing to connect. Outside of combos, it can be a great zuurashi / frame-trap when canceling cr.LK into a the LP or MP version. If the opponent trades on the hit, Bishamon gains full control for huge damage potential.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 78 2~86 - -9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 11 4 H: 18 G: 15 W: 12

Slowest version, only used for frame-traps

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 65 2~73 - -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 11 4 H: 18 G: 15 W: 12

Average speed, used for frame-traps

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 56 2~63 - 0 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 11 4 H: 18 G: 15 W: 12

Used for standing combos without meter

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
12 41 2~47 - 0 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 14 7 H: 0 G: 0 W: 0

ES KD is an effective mid-range poke due to it's high damage potential, disjointed box & overall speed. It also has some unblockable frames when standing set distances away from your opponent's hurtbox. There are numerous character specific setups to enable it. 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.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
28 - variable + landing 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 11 4 H: 18 G: 15 W: 12

It's an ineffective move not used in competitive play.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
28 - variable + landing 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 11 4 H: 18 G: 15 W: 12

It's an ineffective move not used in competitive play.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
28 - variable + landing 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 11 4 H: 18 G: 15 W: 12

Decent poke in select match-ups like Victor or Bishamon

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
28 - variable + landing 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 14 7 H: 0 G: 0 W: 0
It's an ineffective move not used in competitive play.

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
Enabled only if Karame Dama connects. The opponent cannot ground roll afterwards, allowing consistent Okizeme. Useful for resetting the unblockable ES Karame Dama loop. If the opponent mashes out & trades hits with Tsuji Hayate, Bishamon has lots of time for a huge damage combo.
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

Bishmon travels at different speed depending if the opponent is standing or crouching.

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
rarely used as the damage is lower then the loops or you lose the grounded un-tech advantage

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
Relatively ineffective dragon punch looking move. It has no invincibility. It is not a Dragon Punch. The non-guard cancel version can only be performed within 5f of landing or waking up. It's not a great move & finds rare uses in competitive play.
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

Terrible move not utilized in competitive play

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

Terrible move not utilized in competitive play

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

Terrible move not utilized in competitive play

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. This extended knockdown enables new Okizeme routes.

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
Gains some invulnerability on startup. One of the best GC's in the game due to it's speed & range. It has a quick fast startup. Use this often! We see this move often in competitive play because Bishamon is designed to have dead zones in his overall anti-air game, so Guard Cancel becomes an effective & often utilized Anti-air solution.
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

Go-to choice without meter

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

Terrible move not utilized in competitive play

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

Terrible move not utilized in competitive play

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
The initial attack frames of the ES Guard Cancel is unblockable. The split-in-half extended knockdown enables new Okizeme routes

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. It has Great range, is very fast & builds loads of meter. Overall, it is an effective special to use at mid-range. Can be used in combos without without meter. The attack nullifies most projectiles at neutral. This is a low commitment tool to cover ireppa & projectiles at mid-range with a great damage potential due to Slap-Chop.
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. Rarely used in competitive play. Enables a cr.mp link

Iai Giri Low

[4],6K
IAI GIRI LOW
[4],6K
Vsav-BI-k-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. It is a low attack that often whiffs against air-state opponents. Great range, very fast and builds loads of meter. Overall, great special to throw at mid-range. Can be used in combos (especially ES version) but must be done at close range or it will whiff a lot of hits. This is a low commitment tool to cover ground dashes at mid-range.
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. Enables a cr.mp link. Great tool for Cheap Kills after a normal or ES Pursuit

Command Throws

360+P
KIRISUTE GOMEN
360 MP or HP
Vsav-BI-kirisute-gomen-throw.png
Vsav-BI-kirisute-gomen-throw.png
Hitboxes Off
Hitboxes On
An effective command grab that is used within the core meta of VSAV's defensive options. It has reliable invulnerability & a quick start up. Use it to punish Blocking & Tech-Hits.
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
It recovers very quickly on whiff & puts you right next to the opponent. From here you can either throw them or c.LK into a combo. This is often used to setup the Dizzy Bug
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

Rarely used as your Oki options diminish & you get more OTG damage with Slap-Chop. I only see it used against Anakaris as you can buffer a backdash & punish the Portal of Blame

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
If you mis-input the Slap-Chop you can quickly input this to Option-Select your damage route.

Ex Moves

63214PP
ONI KUBI HINERI
63214PP
Vsav-BI-oni-kubi-hineri.png
Vsav-BI-oni-kubi-hineri-throw.png
Hitboxes Off
Hitboxes On
Although it's a command grab, consider it more of a disjointed unblockable attack that works on short crouchers like Morrigan, Lilith & Gallon. Nakanishi likes to use it after he crosses the opponent & they really respect him, like Okizeme dash through into Oni Kubi on the other side.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
17 1 39 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 15+3x(3~13) 5+1x(1~13) H: 0 G: 0 W: 0
4123KK
ENMA SEKI
4123KK
Vsav-BI-enma-seki.png
Vsav-BI-enma-seki-hitbox.png
Hitboxes Off
Hitboxes On
Low projectile used to punish some silly full screen moves like Huntsman. This EX can be UB if spaced correctly & often occurs against Gallon & Q-Bee.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
18 off screen 40-107 - -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 5+10+3x1 2+3x3 H: 0 G: 0 W: 0
22PP
TOGAKUBI SARASHI
22PP
Vsav-BI-22pp.png
Vsav-BI-22p-es-hitbox.png
Hitboxes Off
Hitboxes On
EX Pursuit attack. This is an amazing & unique move, it adds HUGE damage to your combos including throws. Know which knockdowns you can follow up to maximize opportunities. Be careful to not whiff it.
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

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 RASTO SAMURAI
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 - https://www.fightcade.com/id/So%20Hai Seasoned NekoPunchi member, incredibly understanding of the game and always available to help beginners. So Hai Seu Pai.
Hikardo ヒッキー HK Bishamon color hk small.png Brazil https://www.fightcade.com/id/hikardo Aggressive Bishamon, known for his consistency with very long and precise grounded links. Also a very skilled Vampire Hunter player.


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Anakaris
Aulbath
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