Night Warriors: Darkstalkers' Revenge/Bishamon: Difference between revisions

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[[File:VHBishamon.png|left]]
= Introduction =
= Introduction =



Revision as of 12:24, 30 October 2016

Introduction

The samurai ghost of the game, his rushdown moves are too similar to SF2 Boxer in specials, but more focused in keepaway strategies with his ground command moves.

Moves List

Normal Moves

Standing LP - whiff crouching characters

Standing MP - can be an anti air

Standing Forward LK - excellent low hitbox range

Standing Forward MP -

Standing Forward MK - most useful against crouching characters, can be rapid linked twice or three times

Standing forward HP - had good high range but not for an anti air

Standing Forward HK - your far combo ender

Crouching LK - hits low and combo starter

Crouching HP - had large low horizontal hitbox and your far combo ender

Jumping MK - large one for overheads

Jumping HP - you air-to-air attack

Jumping HK - deepest one and

Special Moves

Hane Na - HCF + P [ES]

Bishamon projects his sword across the screen, impaling his opponent for a follow-up. This attack does fall under the damage scaling for projectiles. However, it can negatie other projectiles but not be used in projectile wars, thus it cannot defeat a projectile and continue on to connect with the opponent. Button strength determines the distance, LP - goes less than half-screen, MP - goes roughly more than half-screen and HP - goes full-screen. Don't be afraid to use this during rushdown, it is extremely safe on block and allows only for more block strings. Beware, if you hit a jumping opponent it will down them but not restrain them fr a follow-up.

For the ES Hane Na, Bishamon's spirit and his sword leave his armor and project themselves full-screen to connect with the opponent for a knock down. It does roughly 3 times as much damage as the normal Hane Na, which is not known for its damage. It retains the same properties with jumping opponents and projectiles, except it will not be scaled down for damage. This move has no push back, instead it knocks the opponent down right where they are standing and due to the long recovery period you cannot pursuit. With this said, execute this move from as far away as possible, doing right next to a cornered opponent would be rather foolish.


>Tsuji Hayate - After Hane Na, QCF + P

After Bishamon restrains the opponent, he charges forward slicing their upper body. This is probably his best follow-up due to the damage and it easy execution. A simple two-in-one Hane Na, Tsuji Hayate combo can result in almost 40% damage. If you wait to long, the opponent can block this attack.


>Kaeshi Ha - After Hane Na, Press B + P

Bishamon pulls the opponent towards him for a juggle. However, juggling is hard due to the strict time you have. Really the only thing you can juggle with is Kien Zan.


Kien Zan - F, D, DF + P (Guard Reversal) [ES]

Bishamon's own shoryuken but has strict limitations in it's usage. 1)You can use immediately after a jump-in. 2)As a guard reversal and 3) As a follow-up to Kaeshi Ha. You will go most use out of it as a Guard Reversal. The Hane Na, Kaeshi Ha, Kien Zan combo takes some timing and practice, plus does slightly less damage than the Tsuji Hayate follow-up. Stick to using the LP version only since has much less recovery, so you can pursuit the opponent. Button strength determines how far and high Bishamon goes. LP travels 1/6th, MP travels 1/4th and HP travels 1/3rd of the screen.

ES Kien Zan just does more damage and has the same properties as the HP version.


Iagiri (High) - Charge B for 2 seconds, press F + P [ES]

Bishamon executes a multi-hitting special slash attack. This special can be used in combos, but a Hane Na, follow-up is better suited for combos due to damage and the lack of a charge time. It cannot be air-blocked but most characters can crouch under it. Iagiri (High) is a good poke to throw out once in a while. Use it at the end of block strings or to negate fireballs. Button strength determines both damage and range. To the naked eye it can be hard to notice the range differences since they are very subtle.

ES Iagiri (High) has more range, does more damage and is safer. You can combo it but a hit or two will whiff resulting in moot damage, since a regular Iagiri (High) combo would have gotten you about the same damage.


Iagiri (Low) - Charge B for 2 seconds, press F + K [ES]

This is similar as the High version except this cannot be crouched under and hits low. It can be easily jumped over of course. It's also quicker and safer. The uses will be similar has the high version - pokes, pressure and negating fireballs. Throw it out every once and while to make sure the opponent is blocking low.

ES version has more range, does more damage and is safer. Unlike the ES Iagiri (High), this one is less prone to whiffing a hit or two. You can actually combo from close range and get every hit out of it. In fact, a simple two-in-one will result in 50% to your opponent.


Kirisute Gomen - Close, 360 + P [ES]

Bishamon's command throw that cannot be teched like a normal throw. It does slightly more damage than a normal throw, but isn't central to his game.

ES Kirisute Gomen is a waste, seeing that its damage is never consistent. It may do slightly more damage sometimes and others it does the same.


Mukuro Fuuji - In air, U, UF, F + P [ES]

Bishamon throws a projectile at a downward angle at the opponent. Of course this move is subject to the standard projectile rules. This projectile isn't known for its damage but its ability to stun the opponent and leave them in the state to land a free combo. The projectile travels about half-screen.

ES Mukuro Fuuji can do slightly more damage and sends two projectiles - one at a higher angle across the screen and the other at a downward angle, thus doubling your chances to land it.




Super Moves

Tsurane Giri - HCF + 2K

Bishamon disappears and a line of ghostly samurai appear slashing the opponent. It has alot of start-up but invincibility. You can use it against jump-ins or for full-screen punish. Getting the most damage out if can be tricky due to the positioning you need to get every samurai to connect.


Oni Kubi Hineri - HCB + 2P

A command throw super with some range and can be comboed. To get the most out it you need to mash for extra damage. In the end, you get a 40%+ damage combo out of this. Strangely, this move does knock down but leaves them in state where Bishamon cannot pursuit them.


The Basics

Combos

Alternate Strikes LK, MP, MK, HP, crouching HK - 4 hits, 30% damage

Dashing MK, link standing LP, Alternate Strikes, HP, HK - 4 hits, 35% damage

Crouching MP, Hane Na, Tsuji Hayate - 4 hits, 40% damage

Dashing MK, link standing LP, Hane Na, Tsuji Hayate - 5 hits, 43% damage

Dashing MK, link standing LP, Hane Na, Kaeshi Ha, ES Kien Zan - 7 hits, 45% damage (you can tack on an ES Pursuit for a possible 56% damage combo)

Crouching MK, ES Iagiri (Low)- 10 hits, 50% damage

Standing close MK, Obi Kuni Hineri - 2 hits, 42% damage

Advanced Strategy

Frame Data

Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes

LP 6 3 6 +5 +3 // LM ○/連打可
MP 8 3・2・2 21 -4 -6 // LM ×
HP 9 3・3・3 28 -8 -10 // LM ×
LK 6 3 8 +6 +4 // L ○/連打可
MK 7 1 11 +7 +5 // LM ○/連打可
HK 8 3 13 +7 +5 // LM ×



 

F.gif + LP 7 3 14 -3 -5 // LM
LP返し - 3 5 +6 +4 // LM ×
F.gif + MP 8 3 17 -1 -3 // LM ×
MP返し - 3 5 +11 +9 // LM ×
F.gif + HP 9 3 24 -4 -6 // LM ×
HP返し - 3 13 +7 +5 // LM ×
F.gif + LK 6 3 8 +3 +1 // L ○/連打可
F.gif + MK 7 3 14 +2 0 // LM
F.gif + HK 8 3 19 +1 -1 // LM ×
Crouching LP 6 3 6 +5 +3 // LM
MP 7 3 13 +3 +1 // LM
HP 10 4 24 -5 -7 // LM ×
LK 6 3 6 +5 +3 // L
MK 7 3(8)3 13 +3 +1 // L ○+×
HK 12 4(12)4 11 Fall +6 // L ×
 







Jumping Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes

LP 7 3(3)3(7)3(3)3 着地まで - - // HM ○+×x4
MP 7 3(6)3 7 - - // HM ○+×
HP 8 3(9)3 7 - - // HM ×
LK 6 着地まで - - - // HM
MK 7 9 4 - - // HM
HK 9 5 10 - - // HM ×

LP 8 3 7 - - // HM ×
MP 7 3(6)3 7 - - // HM ○+×
HP 12 3 7 - - // HM ×
LK 6 着地まで - - - // HM
MK 7 9 4 - - // HM
HK 9 5 10 - - // HM ×
 







Specials
撥ね刃
     
Hcf.gif+ P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
12 - Total:24~42 拘束 +20 // HML Startupの( )内は密着状態
     からヒットするフレーム

気絶時間:60F
12 - Total:24~64 拘束 +20 // HML
12 - Total:24~89 拘束 +20 // HML
ES 9 (15) - Total:60~111 自決 -14 0/ 0/ 0 HML
返し刃
     
撥ね刃ヒット中に
B.gif + P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
- - Total:20~ KD - 0/ 0/ 0 - 鬼炎斬使用可
- - Total:20~ KD - 0/ 0/ 0 -
- - Total:20~ KD - 0/ 0/ 0 -
ES - - - - - - -
辻疾風
     
撥ね刃ヒット中に
Qcf.gif + P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
7 可変(28)可変 41 KD // LM
7 可変(28)可変 41 KD // LM
7 可変(28)可変 41 KD // LM
ES - - - - - - -
骸封じ
     
空中で
Up.gif Uf.gif F.gif + P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
25 - 可変+着地7 憑依 // HML 気絶:のけぞり後180F
レバガチャで短縮可
25 - 可変+着地7 憑依 // HML
25 - 可変+着地7 憑依 // HML
ES 25 - 可変+着地7 憑依 0/ 0/ 0 HML
鬼炎斬
     (GC技)

特定の状況で
Dp.gif + P (*1)
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
4 20 15+着地10 KD -24 // HML 出際のガード:LM
     
完全無敵:9
4 20 23+着地10 KD -32 // HML
4 20 28+着地10 KD -37 // HML
ES 4 3・1・2・14 28+着地10 KD 0/ 0/ 0 HML
上段居合い斬り
     
B.gif Charge F.gif + P
(Charge 時間で変化)
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
1段階 14 2 20 +1 -1 // LM
2段階 12 2・2 20 +1 -1 // LM
3段階 12 2・2・2 18 +3 +1 // LM
ES 12 {2・2・2(8)}x2・2・2・2 10 +16 +9 0/ 0/ 0 LM
下段居合い斬り
     
B.gif Charge F.gif + K
(Charge 時間で変化)
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
1段階 12 2 18 +3 +1 // L
2段階 10 2・2 18 +3 +1 // L
3段階 10 2・2・2 16 +5 +3 // L
ES 10 {2・2・2(4)}x2・2・2・2 8 +18 +11 0/ 0/ 0 L
切り捨て御免
     
相手の近くで
レバー1回転 + P
Strenght Startup Active Recovery 投げ成立 Throw Escape Gauge Increase
(空/当)
Guard Height Notes
2 1(5)1(4)1 48 KD - / 投げ 間合いが遠い場合
Startup:8
2 1(5)1(4)1 48 KD - / 投げ
2 1(5)1(4)1 48 KD - / 投げ
ES 2 1(5)1(4)1 48 KD - 0/ 0 投げ
(*1)起き上がり後、吹き飛び着地時、ジャンプと後方ダッシュの着地時、返し刃中、ガードCancel







Supers
鬼首捻り
     
Hcb.gif> + PP
Startup Active Recovery Hit Guard Guard Height Notes
16 1・7 32 KD - 投げ 完全無敵:9、拳のガード:LM (-18)
Active2F目移行は打撃判定
連ね斬り
     
Hcf.gif+ KK
Startup Active Recovery Hit Guard Guard Height Notes
53 {2・1(5)}x4・2・1 38 KD -18 LM Invincible:48
 







Throws
Close B.gif or F.gif + MP or HP Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
2 1(5)1(4)1 48 KD +26 レバー
 







<A name="throw-air"></A>Air Throw
お互い空中&相手の近くで
Up.gif以外 + MP or HP
Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
1 KD 不可 レバー
 







追い討ち攻撃</
相手KD or Fall時に
     
Up.gif要素 + K
Strenght Startup Active Recovery Gauge Increase
(空/当)
Notes
ノーマル 29 5 着地0 /
ES 29 5 着地0 0/ 0
 

Match-ups

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