Night Warriors: Darkstalkers' Revenge/Bishamon

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Introduction

Moves List

Normal Moves

Standing Normal Frame Data


Name State Startup Hit adv Blk adv Buff Blk pos
Jab Close 6 +5 +3 y H/L
Far 6 +5 +3 y H/L
Strong Close 8 -4 -6 n H/L
Far 8 -4 -6 n H/L
Fierce Close 9 -8 -10 n H/L
Far 9 -8 -10 n H/L
Short Close 6 +6 +4 y L
Far 6 +6 +4 y L
Forward Close 7 +7 +5 y H/L
Far 7 +7 +5 y H/L
Roundhouse Close 8 +7 +5 n H/L
Far 8 +7 +5 n H/L

Crouching Normal Frame Data


Name State Startup Hit adv Blk adv Buff Blk pos
Jab crouching 6 +5 +3 y H/L
Strong crouching 7 +3 +1 y H/L
Fierce crouching 10 -5 -7 n H/L
Short crouching 6 +5 +3 y L
Forward crouching 7 +3 +1 y/n L
Roundhouse crouching 12 kd +6 n L


Vertical Jumping Normal Frame Data

>
Name State Startup Blk pos
Jab jumping 7 H
Strong jumping 7H
Fierce jumping 8 H
Short jumping 6 H
Forward jumping 7 H
Roundhouse jumping 9 H

Diagonally Jumping Normal Frame Data

>
Name State Startup Blk pos
Jab jumping 8 H
Strong jumping 7H
Fierce jumping 12 H
Short jumping 6 H
Forward jumping 7 H
Roundhouse jumping 9 H

Special Moves

Alternate Strikes: Press f + LP or LK or MP or MK or HP or HK


Name Startup Hit adv Blk adv Blk pos Buff
f + LP 7 -3 -5 H/L y
f + MP 8 -1 -3 H/L n
f + HP 9 -4 -6 H/L n
f + LK 6 +3 +1 L y
f + MK 7 +2 0 H/L y
f + HK 8 +1 -1 H/L n
  • Alternate Strikes (LP/LK/MK) are all cancellable


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 high Bishamon goes.

ES Kien Zan just does more damage.

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.

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


Special Move Frame Data


Name Strength Startup Hit adv Blk adv Blk pos invincibility
Hane Na Jab 12 restraint +20 H/L
Strong 12 restraint +20 H/L
Fierce 12 restraint +20 H/L
ES 9 kd -14 H/L
Tsuji Hayate Jab 5 kd -22 H/L
Strong 5 kd -28 H/L
Fierce 4 kd -34 H/L
ES 5 kd -34 H/L
Kaeshi Ha Jab - kd - - -
Strong - kd - - -
Fierce - kd - - -
ES - - - - -
Kien Zan Jab 4 kd -24 H/L 0-9
Strong 4 kd -32 H/L 0-9
Fierce 4 kd -37 H/L 0-9
ES 4 kd - H/L 0-9
Kien Zan (Guard Reversal) Jab 6 - - - 0-33
Strong 6 - - - 0-33
Fierce 6 - - - 0-33
ES 6 - - - 0-33
Iagiri (High) Jab 14 +1 -1 H/L
Strong 12 +1 -1 H/L
Fierce 12 +3 +1 H/L
ES 12 +16 +9 H/L
Iagiri (Low) Short 12 +3 +1 L
Forward 10 +3 +1 L
Roundhouse 10 +5 +3 L
ES 10 +18 +11 L
Kirisute Gomen Jab 2 kd - UBK
Strong 2 kd - UBK
Fierce 2 kd - UBK
ES 2 kd - UBK
Mukuro Fuuji Jab 25 stun - H/L
Strong 25 stun - H/L
Fierce 25 stun - H/L
ES 25 stun - H/L
Pursuit Regular 30 - - -
ES 30 - - -

Super Moves

Tsurane Giri - HCF + 2K

Oni Kubi Hineri - HCB + 2P

EX Move Frame Data


Name Invincibility Startup Hit adv Blk adv Blk pos
Tsurane Giri 0-48 53 kd -18 H/L
Oni Kubi Hineri 0-9 17 kd - UBK

The Basics

Combos

Alternate Strikes LK, MP, MK, HP, crouching HK

Crouching MP, Hane Na,Tsuji Hayate

Crouching MK, ES Iagiri (Low)

Standing close MK, Obi Kuni Hineri

Advanced Strategy

Match-ups

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