Vampire Savior/Bishamon/Archive

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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

}}


Normal Moves

Standing

5LP

Bisha sLP.png
left
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? Yes/Rapid Mid 5 ? ? +6 +5 H:+9 B:+8 ?

Simple punch, useful all around.

5MP

Bisha sMP01.png
Bisha sMP02.png
Bisha sMP03.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Mid 10 ? ? +2 +1 N/A ?

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

Bisha sHP01.png
Bisha sHP02.png
Bisha sHP03.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Mid 8 ? ? -7 -8 N/A ?

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

Bisha sLK.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? Yes Mid 5 ? ? +7 +6 N/A ?

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

Bisha sMK.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Mid 6 ? ? +6 +5 N/A ?

Has some frame advantage when it connects. Not an especially useful normal.

5HK

Bisha sHK.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? NO Mid 7 ? ? +6 +5 N/A ?

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

2LP

Bisha cLP.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? Yes/Rapid Mid 5 ? ? +8 +7 H:+11 B:+10 ?

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

Bisha cMP.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? Yes Mid 6 ? ? +4 +3 N/A ?

Fast, cancelable normal with good range. Great for comboing into ES fireball.

2HP

Bisha cHP.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Mid 9 ? ? -4 -5 N/A ?

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

Bisha cLK.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? ? Low Only 5 ? ? +8 +7 N/A ?

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

Bisha cMK01.png
Bisha cMK02.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Low Only 6 ? ? +6 +5 N/A ?

2 hit low attack. 1st hit is cancelable. Decent for comboing into ES fireball although 2MP has more range.

2HK

Bisha cHK01.png
Bisha cHK02.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Low Only 11 ? ? KND +5 N/A ?

Knockdown move. Quite slow, range is not great either. Strangely enough, the second slash does less damage.

Jumping

j.LP

Bisha jLP01.png
Bisha jLP02.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No High 6 (from Neutral Jump)
7 From Fwd/Back Jump
? ? Variable Variable N/A ?

Air horzontal slash. Will swing multiple times before landing if used during a neutral jump. Otherwise, Bishamon will only swing once.

j.MP

Bisha jMP01.png
Bisha jMP02.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No High 6 ? ? Variable Variable N/A ?

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.HP

Bisha jHP01.png
Bisha jHP02.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No High 7 (from Neutral Jump)
11 (Fwd/back Jump)
? ? Variable Variable N/A ?

Similar to his j.MP. Using this during a neutral jump will cause Bishamon to slash twice.

j.LK

Bisha jLK.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No High 5 ? ? Variable Variable N/A ?

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

Bisha jMK.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No High 6 ? ? Variable Variable N/A ?

Good jump in move. Chain into j.HP or j.HK for additional damage.

j.HK

Bisha jHK.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No High 8 ? ? Variable Variable N/A ?

Quite similar to his j.MK. Has a little more range, so you can backdash and j.HK for an instant overhead.

Command Normal Moves

6LP

Bisha 6LP.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Mid 6 ? ? -2 -2 N/A ?

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

Bisha 6MP.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Mid 7 ? ? 0 -1 N/A ?

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

Bisha 6HP.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Mid 8 ? ? -3 -4 N/A ?

Can be inputted twice for an additional slash. The first slash can be used as an anti-air if spaced properly.

6LK

Bisha 6LK.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Mid 5 ? ? +4 +3 N/A ?

6MK

Bisha 6MK.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Mid 6 ? ? +3 +2 N/A ?

6HK

Bisha 6HK.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Mid 7 ? ? -7 -8 N/A ?

Pursuit Attack

Pursuit: 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.

Movement

Walk:

Dash:

Jump:

Specials & Throws

Throws

Punch Throw — (Close) 6/4.MP/HP
Damage 14/22 1f
Bishamon throw normal.png
Tech Damage 7/11
Hit Advantage Knockdown
Tech Advantage +16f to +20f
Meter Gain 9
Active Frames 1

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


Kirisute Gomen [Command Throw] — (Close) 360.MP/HP/ESCheck description for LP version input
Damage LP:16/22
MP:17/24
HP:18/26
ES:25/35
1f
Bishamon throw cmd 01.png
2f
Bishamon throw cmd 02.png
8f
Bishamon throw cmd 03.png
13f
Bishamon throw cmd 04.png
14f
Bishamon throw cmd 05.png
Hit Advantage Knockdown
Meter Gain Whiff:12
LP:14+2
MP:14+2+2
HP:14+2+2+2
Active Frames 1 6 5 1 49
13f Invincible

A command grab. Not throw-techable.

  • (L Version)
Perform by pressing LP+MP or LP+HP with no meter.
  • (M Version)
  • (H Version)
  • (ES Version)


Air Throw — (Close) j6/4.MP/HP
Damage 13/21 1f
Bishamon throw air.png
Tech Damage 6/10
Hit Advantage Knockdown
Tech Advantage -13f to -10f
Meter Gain 9
Active Frames 1

Grabs the opponent and throws downward. Punishable when teched.

Special Moves

Karame Dama - 41236P (Air OK) then either 236P or 4P->623P :

Bisha 426p.png
Bisha 426pp.png
Bisha j426p.png
Bisha j426pp.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No All
Unblockable (ES Only, Specific Range)
? Variable Variable STUN (Grounded hit)
KND (Air Only)
Variable N/A ?
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.
  • (L Version)

Slowest version, not really useful.

  • (M Version)

Average speed. Again, not really useful.

  • (H Version)

Most used of the non-meter versions. Can combo from cancelable normals but only up close.

  • (ES Version)

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.

Tsuji Hayate - 236P (after hitting with Karame Dama) :

Bisha 236p1.png
Bisha 236p2.png
Bisha 236pp1.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No All ? Variable Variable HARD KND
(Cannot Roll)
Variable N/A ?
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.
  • (L Version)
  • (M Version)
  • (H Version)
  • (ES Version)

Iai Giri (high) - [4]6P:

Bisha 46p.png
Bisha 46pp.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No All ? ? Variable Variable Variable N/A ?
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.
  • (Level 1)

Charge for 45 frames.

  • (Level 2)

Charge for 52 frames.

  • (Level 3)

Charge for 82 frames.

  • (ES Version)

Charge for 45 frames.

Iai Giri (low) - [4]6K:

Bisha 46k.png
Bisha 46kk.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Low only ? ? Variable Variable Variable N/A ?
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.
  • (Level 1)

Charge for 45 frames.

  • (Level 2)

Charge for 52 frames.

  • (Level 3)

Charge for 82 frames.

  • (ES Version)

Charge for 45 frames.

Kienzan - 623P (GC) (only usable when landing from a jump, as a guard cancel or in reversal situations):

Bisha 623p1.png
Bisha 623p2.png
Bisha 623p3.png
Bisha gc.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No All -
Unblockable (GC First Startup frames only)
? ? Variable KND -
HARD KND (ES only - Cannot roll)
Variable N/A ?
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.

  • (L Version)
  • (M Version)
  • (H Version)
  • (ES Version) 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.
  • (GC Version) 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.

EX Moves

Togakubi Sarashi - 22PP:

Bisha 22pp.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Pursuit Only ? Variable Variable ? N/A N/A ?

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.

Enma Seki - 41236KK:

Bisha 426kkk.png
Red Dmg. White Dmg. Cancelable Guard Direction Startup Active Recovery Hit Adv. Guard Adv. Renda Bonus Meter (Whiff/Block/Hit)
? ? No Low Only ? Variable Variable ? N/A N/A ?

Must be blocked low. Kinda decent move to use once in awhile. Save meter for his other moves.


Oni Kubi Hineri [Command Throw] — 6324PP
Damage Base:24/36
Max Mash:34/51
Counter Mash:??/??
Both Mash:??/??
1f
Bishamon ex hand 01.png
10f
Bishamon ex hand 02.png
17f
Bishamon ex hand 03.png
18f
Bishamon ex hand 04.png
Hit Advantage Knockdown
Meter Cost 1
Frames 9 7 1 39

Command grab. Great range and damage but really slow startup. Some blockstrings ending with this can be very lethal. Use sparingly though.

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

Strategies

Frame Data

Normals

Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Cancel Notes
LP 5 +6 +5 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+9 G:+8
MP 10 +2 +1 3/ 5+2+2/ 7+4+4 Mid ×
HP 8 -7 -8 6/ 9+3+3/ 12+6+6 Mid ×
LK 5 +7 +6 0/ 3/ 6 Mid Yes
MK 6 +6 +5 3/ 9/ 15 Mid Yes
HK 7 +6 +5 6/ 15/ 24 Mid ×


Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Cancel Notes
6LP 6 -2 -3 0/ 1/ 3 Mid x Renda+: H:+1 G:0
6LPx2 --- +7 +6 0/1/3 Mid x
6MP 7 0 -1 3/ 6/9 Mid x
6MPx2 --- +12 +11 3/ 6/9 Mid x
6HP 8 -3 -4 6/ 10/15 Mid x
6HPx2 --- +8 +7 6/ 10/15 Mid x
6LK 5 +4 +3 0/ 3/ 6 Mid x
6MK 6 +3 +2 3/ 9/15 Mid x
6HK 7 -7 -8 6/15/24 Mid x


Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Cancel Notes
c.LP 5 +8 +7 0/ 3/ 6 Mid Yes Renda+: H:+11 G:+10
c.MP 6 +4 +3 3/ 9/ 15 Mid Yes
c.HP 9 -4 -5 6/ 15/ 24 Mid x
c.LK 5 +8 +7 0/ 3/ 6 Low Yes
c.MK 6 +6 +5 3/ 6+3/ 9+6 Low Yes + x
c.HK 11 Down +5 6/ 15+9/ 24 low ×


Move Startup Meter

Whiff/Block/Hit

Guard Cancel Notes
j8.LP 6 0/ 3x5/ 6x5 High Yes + Xx4
j8.MP 6 3/ 9+6/ 15+12 High Yes + X
j8.HP 7 6/ 15+9/ 15+12 High x
j8.LK 5 0/ 3/ 6 High Yes
j8.MK 6 3/ 9/15 High x
j8.HK 8 6/ 15/ 24 High x
j7/9.LP 7 0/ 3/ 6 High Yes
j7/9.MP 6 3/ 9+6/15+12 High Yes + x
j7/9.HP 11 3/ 9+6/ 15+12 High x
j7/9.LK 5 0/ 3/ 6 High Yes
j7/9.MK 6 3/ 9/15 High x
j7/9.HK 8 6/ 15/ 24 High ×

Specials

Move Startup Hit

Advantage

Block

Advantage

Meter

Whiff/Block/Hit

Guard Notes
41236LP 12 possessed -9 12/ 15/ 18 Mid Knocks down airborne, stuns for 63f
41236LP 12 possessed -4 12/ 15/ 18 Mid Knocks down airborne, stuns for 93f
41236LP 12 possessed 0 12/ 15/ 18 Mid Knocks down airborne, stuns for 123f
41236LP 12 possessed 0 0/ 0/ 0 Mid Knocks down airborne, stuns for 123f
j.41236LP 28 possessed --- 12/ 15/ 18 Mid Knocks down airborne, stuns for 63f, landing suki: 8f
j.41236LP 28 possessed --- 12/ 15/ 18 Mid Knocks down airborne, stuns for 93f, landing suki: 8f
j.41236LP 28 possessed --- 12/ 15/ 18 Mid Knocks down airborne, stuns for 123f, landing suki: 8f
j.41236LP 28 possessed --- 0/ 0/ 0 Mid Knocks down airborne, stuns for 123f, landing suki: 8f
4P followup --- Down --- 0/ 0/ 0/ --- Any followup will knock down, can also followup with 623P
236P followup 7 Down --- 12/ 14+2/ 16+4 Mid Knocks down airborne
623LP 6 Down -21 22/ 26/ 31 Mid landing suki: 8f
623MP 6 Down -28 22/ 26/ 31 Mid landing suki: 8f
623HP 6 Down -33 22/ 26/ 31 Mid landing suki: 8f
623PP 4 Down -29 0/ 0/ 0 Mid landing suki: 8f
[4]6P Level 1 12 +8 +7 18/ 19/ 21 Mid Knocks down airborne, charge for 45f
[4]6P Level 2 12 +10 +9 18/ 19+1/ 21+3 Mid Knocks down airborne, charge for 52f
[4]6P Level 3 12 +12 +11 18/ 19+1+1/ 21+3+3 Mid Knocks down airborne, charge for 82f
[4]6PP 12 +12 +11 0/ 0/ 0 Mid Knocks down airborne, charge for 45f
[4]6K Level 1 10 +10 +9 18/ 19/ 21 Mid Knocks down airborne, charge for 45f
[4]6K Level 2 10 +12 +11 18/ 19+1/ 21+3 Mid Knocks down airborne, charge for 52f
[4]6K Level 3 10 +14 +13 18/ 19+1+1/ 21+3+3 Mid Knocks down airborne, charge for 82f
[4]6KK 10 +14 +13 0/ 0/ 0 Mid Knocks down airborne, charge for 45f
360LP 8 Down --- 12/ 14+2 Throw Performed by pressing LP+MP or LP+HP, Invulnerable Time: 13F
360MP 8 Down --- 12/ 14+2+2 Throw Invulnerable Time: 13F
360HP 8 Down --- 12/ 14+2x3 Throw Invulnerable Time: 13F
360PP 8 Down --- 0/ 0 Throw Invulnerable Time: 13F

Supers

Move Gauge Startup Hit

Advantage

Block

Advantage

Guard Notes
624PP 1 17 Down --- Throw
426KK 1 18 Down -5 Low
22PP 34 Pursuit --- --- ---

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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