SvC Chaos: SNK Vs Capcom/Genjyuro Kibagami: Difference between revisions

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(→‎Introduction: Made a bad introduction.)
(→‎Moves List: Made the Normal Moves. Only that.)
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=Moves List=
=Moves List=
==Throws==
==Normal Moves==
:''Press AB when near:''             '''Tsukitobashi'''
''s.LP -'' (Close) A short jab that can combo on itself and it's cancelable, it's good for some combos. (Far) One of his safest pokes, but the recovery is someting different for a LP. The damage is small, the recovery is bad, and isn't cancelable. Use this move only for pokes.<br>
:''Press CD when near:''             '''Ashige'''
''s.LK -'' (Close) Almost the same use that cl.LP has, but the damage is better and this move cannot combo on itself. (Far) Good poke. The LP poke is better, in my opinion, because the LP poke has best startup and recovery, but you can use. This move isn't cancelable.<br>
''s.HP -'' (Close) A move with two hits, and the first is cancelable. Can be the most damaging cancelable move. The second hit can be useful on MAXIMUM Mode combos. (Far) Probably his best long range poke. The damage and reach are nice, but the recovery and startup are bad, so use this only as a poke.<br>
''s.HK -'' The far and the close versions are the same. Three kicks, three hits. The far version can be useless sometimes. The second hit is cancelable and good on combos. Don't try to use the first hit as an anti-air.
 
''j.LP -'' The Neutral and Diagonal versions are the same. Good for some tick-throws. It comes out fast, so time well when you're going to use this(the timing can be different for some characters).<br>
''j.LK -'' The Neutral and Diagonal versions are the same. This is a nice move with nice reach. Can be useful as a jump-in attack(Genjyuro has better jump-in moves) and as an air weapon.<br>
''j.HP -'' (Neutral) A fast slash with nice priority. You can try use this on defensive situations. (Diagonal) His best combo starter(probably). The priority and reach are nice, and the startup is good.<br>
''j.HK -'' The Neutral and Diagonal versions are the same. A kick that can be used as a jump-in, but the j.HP is better. Not so good as an air weapon. It can miss low crouching characters if this is not timed well.
 
''cr.LP -'' Same use as the cl.LP, but the reach is bad.<br>
''cr.LK -'' Damage is nice for a Light attack, you can use it as a low poke. This move isn't cancelable.<br>
''cr.HP -'' Can be used as a long range poke, but the f.HP has more range. You can use it if you want. This move isn't cancelable.<br>
''cr.HK -'' You can avoid it if you want. Why? It knocks down, but the opponent can block it high or low. The range is good, damage is normal, it isn't cancelable, and you don't need to use it.
==Command Moves==
==Command Moves==
:''df + C:''                        '''Gekikaze'''
:''df + C:''                        '''Gekikaze'''

Revision as of 10:10, 28 December 2015

Introduction

Genjyuro Kibagami is a character from the Samurai Shodown series, and his first appearence was on the second game. Some players think that he's hard to play, but I tried him, and I liked, really. Now, his Good and Bad things.

Genjyuro's Good and Bad things

Good Things:

  • Some of his moves have a great range;
  • Some attacks have a great priority;
  • Has a good reversal;
  • Has combos with good damage;
  • Has an unblockable move;
  • When he uses the first part of his Exceed, it can be carried to the next round.

Bad Things:

  • Has only one Super(On Samurai Shodown II the characters can have only one, I think);
  • Almost all of his low attacks are bad on combos;
  • Some of his moves have a bad startup/recovery, which can be something dangerous for him;
  • Almost all of his Special Moves are risky if they whiff or if they are blocked.

Moves List

Normal Moves

s.LP - (Close) A short jab that can combo on itself and it's cancelable, it's good for some combos. (Far) One of his safest pokes, but the recovery is someting different for a LP. The damage is small, the recovery is bad, and isn't cancelable. Use this move only for pokes.
s.LK - (Close) Almost the same use that cl.LP has, but the damage is better and this move cannot combo on itself. (Far) Good poke. The LP poke is better, in my opinion, because the LP poke has best startup and recovery, but you can use. This move isn't cancelable.
s.HP - (Close) A move with two hits, and the first is cancelable. Can be the most damaging cancelable move. The second hit can be useful on MAXIMUM Mode combos. (Far) Probably his best long range poke. The damage and reach are nice, but the recovery and startup are bad, so use this only as a poke.
s.HK - The far and the close versions are the same. Three kicks, three hits. The far version can be useless sometimes. The second hit is cancelable and good on combos. Don't try to use the first hit as an anti-air.

j.LP - The Neutral and Diagonal versions are the same. Good for some tick-throws. It comes out fast, so time well when you're going to use this(the timing can be different for some characters).
j.LK - The Neutral and Diagonal versions are the same. This is a nice move with nice reach. Can be useful as a jump-in attack(Genjyuro has better jump-in moves) and as an air weapon.
j.HP - (Neutral) A fast slash with nice priority. You can try use this on defensive situations. (Diagonal) His best combo starter(probably). The priority and reach are nice, and the startup is good.
j.HK - The Neutral and Diagonal versions are the same. A kick that can be used as a jump-in, but the j.HP is better. Not so good as an air weapon. It can miss low crouching characters if this is not timed well.

cr.LP - Same use as the cl.LP, but the reach is bad.
cr.LK - Damage is nice for a Light attack, you can use it as a low poke. This move isn't cancelable.
cr.HP - Can be used as a long range poke, but the f.HP has more range. You can use it if you want. This move isn't cancelable.
cr.HK - You can avoid it if you want. Why? It knocks down, but the opponent can block it high or low. The range is good, damage is normal, it isn't cancelable, and you don't need to use it.

Command Moves

df + C: Gekikaze
f + D: Suso Kosuri

Special Moves

qcf + P: Sanren Satsu: Kiba(MC)
_qcf + P or qcb + P: Sanren Satsu: Tsuno
_qcf + P or qcb + P: Sanren Satsu: Rin
qcb,f + P: Hyakki Satsu(MC)
qcb + K (can hold): Gashin Totsu(MC)
qcb + P: Ouka Zan
f,d,df + K when near: Gekka Zan
f,d,df + P: Touha Kouyoku Jin(MC)

Super Move

qcf,qcf + P: S^ Gokou Zan

Exceed Move

Press ABC: X^ Ikari Bakuha
_press BCD: Issen

The Basics

Advanced Strategy

Match-Ups