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

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'''Gekka Zan'''
'''Gekka Zan'''
* DP+K - Well, it's a throw special move, so it can be done only close. All versions can be comboed, and it leaves the opponent into a juggle state. LK version is better for combos, because you have more time to combo(I cannot confirm if you can combo with the HK version, but I could not connect when I use it).
* DP+K - Well, it's a throw special move, so it can be done only close. All versions can be comboed, and it leaves the opponent into a juggle state. LK version is better for combos, because you have more time to combo(I cannot confirm if you can combo with the HK version, but I could not connect when I use it). The possible followups will be on the Combos section.


'''Touha Kouyoku Jin'''
'''Touha Kouyoku Jin'''

Revision as of 17:19, 29 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

Gekikaze

  • df+HP - Can work as an anti-air, and it's cancelable. The damage is better than the Light attacks, and you can use it on some combos(I think you can connect it with Normal Moves only on MAXIMUM Mode). If it hits as an anti-air, you can cancel into your QCB+Kick for an unblockable setup. If you want some chip damage, you can use your qcf+Punch(3x) for a nice setup. The best is the unblockable setup, but it needs to be well timed, because the opponent can do a recovery roll from this Command Move.

Suso Kosuri

  • f+HK - Can work as a sweep(It's better than the cr.HK). It hits low and knocks down, and I don't know why, but it's cancelable. The startup is not that good. You can use as a setup for the QCB+Kick, which can be useful(but not safe) sometimes. A better setup for this move is: Use this move, cancel into QCF+LP(Only one time), and you will pass under the opponent. And then combo with cr.LP, QCF+LP(3x). It's not hard for you, but is hard for the opponent, who will wake up with his back turned(Because of the first part, and I don't know if it's a bug, but it works). You can confuse your opponent with this setup, but don't abuse of it.

Special Moves

Sanren Satsu: Kiba/Tsuno/Rin

  • QCF+P(3x) - Nice move for easy combos and some wake-up setups. You can use QCB+P on the second and third hits. The LP version is better for combos, and the HP version cannot combo because it comes out slower. If the first hit is blocked, you cannot continue with the other two. The HP version can confuse your opponent sometimes, because it forces your opponent to block in the opposite direction. You can delay the hits(like Iori's QCB+P) and you can switch beetween the versions after the first hit(Only on the HP version), like this: QCF+HP, QCF/B+LP(2x). This move is part of a incredible setup(It is on the Command Moves section). Don't abuse of it, but it's a incredible move.

Hyakki Satsu

  • QCB,f+P - Genjyuro slashes forward until one slash hits(if not he'll stop), and when it happens, Genjyuro uses some kind of throw, but can be blocked. On the LP version he performs two slashes, and in the HP version he performs six slashes(and moves slowly forward). The HP version stays out longer(obviously), but it's risky to use this version. You can use this to punish your opponent if you want.

Gashin Totsu

  • QCB+K - The mighty unblockable move. Genjyuro charges up and then he thrusts forward for an unblockable attack. You can hold the button pressed to delay the attack. Use it ONLY on setups(See the Command Moves section for more details), because the startup of this move is bad. Don't use it near the opponent, because you'll be wide open for those reversals. Holding the button pressed will not increase the damage, but this move is good.

Ouka Zan

  • QCB+P - His projectile. Genjyuro swings his sword and a card comes out. Good to use as something like a meaty fireball, or can be used for spacing. This is bad on combos, due to the slow startup. The damage is okay, but the chip and guard damage are bad. If you get a counter hit on a jumping opponent, he/she'll be on a juggle state.

Gekka Zan

  • DP+K - Well, it's a throw special move, so it can be done only close. All versions can be comboed, and it leaves the opponent into a juggle state. LK version is better for combos, because you have more time to combo(I cannot confirm if you can combo with the HK version, but I could not connect when I use it). The possible followups will be on the Combos section.

Touha Kouyoku Jin

  • DP+P - Well, there's his uppercut-like move(probably the one with the best range). It's good as a/an: Combo finisher, combo on MAXIMUM Mode, anti-air, reversal, and defensive attack. It has some immunity frames(like Ryu's Shoryuken). The LP version is the safest, and the HP version travels further. You can use the HP version on combos, but watch out for its range, because you can get only one hit and no knockdown sometimes. As an example, try to combo: cl./cr.LP(2x), DP+P and see what happens.

Super Move

qcf,qcf + P: S^ Gokou Zan

Exceed Move

Press ABC: X^ Ikari Bakuha
_press BCD: Issen

The Basics

Advanced Strategy

Match-Ups