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
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
<A name="attack1"></A>通常技 | ||||||||||
強度 | 発生 | 持続 | 硬直 | H硬直差 | G硬直差 | ゲージ増加量 (空/防/当) |
ガード方向 | キャンセル | 備考 | |
立 ち |
弱P | 6 | 3 | 6 | +5 | +3 | // | 立 屈 | ○/連打可 | |
中P | 8 | 3・2・2 | 21 | -4 | -6 | // | 立 屈 | × | ||
強P | 9 | 3・3・3 | 28 | -8 | -10 | // | 立 屈 | × | ||
弱K | 6 | 3 | 8 | +6 | +4 | // | 屈 | ○/連打可 | ||
中K | 7 | 1 | 11 | +7 | +5 | // | 立 屈 | ○/連打可 | ||
強K | 8 | 3 | 13 | +7 | +5 | // | 立 屈 | × | ||
前入ち |
<IMG src="../../../pic/command/6.gif" width="11" height="11" border="0"> + 弱P | 7 | 3 | 14 | -3 | -5 | // | 立 屈 | ○ | |
弱P返し | - | 3 | 5 | +6 | +4 | // | 立 屈 | × | ||
<IMG src="../../../pic/command/6.gif" width="11" height="11" border="0"> + 中P | 8 | 3 | 17 | -1 | -3 | // | 立 屈 | × | ||
中P返し | - | 3 | 5 | +11 | +9 | // | 立 屈 | × | ||
<IMG src="../../../pic/command/6.gif" width="11" height="11" border="0"> + 強P | 9 | 3 | 24 | -4 | -6 | // | 立 屈 | × | ||
強P返し | - | 3 | 13 | +7 | +5 | // | 立 屈 | × | ||
<IMG src="../../../pic/command/6.gif" width="11" height="11" border="0"> + 弱K | 6 | 3 | 8 | +3 | +1 | // | 屈 | ○/連打可 | ||
<IMG src="../../../pic/command/6.gif" width="11" height="11" border="0"> + 中K | 7 | 3 | 14 | +2 | 0 | // | 立 屈 | ○ | ||
<IMG src="../../../pic/command/6.gif" width="11" height="11" border="0"> + 強K | 8 | 3 | 19 | +1 | -1 | // | 立 屈 | × | ||
しゃみ |
弱P | 6 | 3 | 6 | +5 | +3 | // | 立 屈 | ○ | |
中P | 7 | 3 | 13 | +3 | +1 | // | 立 屈 | ○ | ||
強P | 10 | 4 | 24 | -5 | -7 | // | 立 屈 | × | ||
弱K | 6 | 3 | 6 | +5 | +3 | // | 屈 | ○ | ||
中K | 7 | 3(8)3 | 13 | +3 | +1 | // | 屈 | ○+× | ||
強K | 12 | 4(12)4 | 11 | 転倒 | +6 | // | 屈 | × | ||
<A name="attack-air"></A>通常技 (ジャンプ中) | ||||||||||
強度 | 発生 | 持続 | 硬直 | H硬直差 | G硬直差 | ゲージ増加量 (空/防/当) |
ガード方向 | キャンセル | 備考 | |
垂 直 |
弱P | 7 | 3(3)3(7)3(3)3 | 着地まで | - | - | // | 立 空 | ○+×x4 | |
中P | 7 | 3(6)3 | 7 | - | - | // | 立 空 | ○+× | ||
強P | 8 | 3(9)3 | 7 | - | - | // | 立 空 | × | ||
弱K | 6 | 着地まで | - | - | - | // | 立 空 | ○ | ||
中K | 7 | 9 | 4 | - | - | // | 立 空 | ○ | ||
強K | 9 | 5 | 10 | - | - | // | 立 空 | × | ||
斜 め |
弱P | 8 | 3 | 7 | - | - | // | 立 空 | × | |
中P | 7 | 3(6)3 | 7 | - | - | // | 立 空 | ○+× | ||
強P | 12 | 3 | 7 | - | - | // | 立 空 | × | ||
弱K | 6 | 着地まで | - | - | - | // | 立 空 | ○ | ||
中K | 7 | 9 | 4 | - | - | // | 立 空 | ○ | ||
強K | 9 | 5 | 10 | - | - | // | 立 空 | × | ||
<A name="sp-move"></A>必殺技 | |||||||||
撥ね刃<IMG src="../../../pic/command/4.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/1.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/2.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/3.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/6a.gif" width="11" height="11" border="0"> + P |
強度 | 発生 | 持続 | 硬直 | H硬直差 | G硬直差 | ゲージ増加量 (空/防/当) |
ガード方向 | 備考 |
弱 | 12 | - | 全体:24~42 | 拘束 | +20 | // | 立 屈 空 | 発生の( )内は密着状態からヒットするフレーム気絶時間:60F |
|
中 | 12 | - | 全体:24~64 | 拘束 | +20 | // | 立 屈 空 | ||
強 | 12 | - | 全体:24~89 | 拘束 | +20 | // | 立 屈 空 | ||
ES | 9 (15) | - | 全体:60~111 | 自決 | -14 | 0/ 0/ 0 | 立 屈 空 | ||
返し刃<IMG src="../../../pic/command/4.gif" width="11" height="11" border="0"> + P |
強度 | 発生 | 持続 | 硬直 | H硬直差 | G硬直差 | ゲージ増加量 (空/防/当) |
ガード方向 | 備考 |
弱 | - | - | 全体:20~ | ダウン | - | 0/ 0/ 0 | - | 鬼炎斬使用可 | |
中 | - | - | 全体:20~ | ダウン | - | 0/ 0/ 0 | - | ||
強 | - | - | 全体:20~ | ダウン | - | 0/ 0/ 0 | - | ||
ES | - | - | - | - | - | - | - | ||
辻疾風<IMG src="../../../pic/command/2.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/3.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/6.gif" width="11" height="11" border="0"> + P |
強度 | 発生 | 持続 | 硬直 | H硬直差 | G硬直差 | ゲージ増加量 (空/防/当) |
ガード方向 | 備考 |
弱 | 7 | 可変(28)可変 | 41 | ダウン | // | 立 屈 | |||
中 | 7 | 可変(28)可変 | 41 | ダウン | // | 立 屈 | |||
強 | 7 | 可変(28)可変 | 41 | ダウン | // | 立 屈 | |||
ES | - | - | - | - | - | - | - | ||
骸封じ<IMG src="../../../pic/command/8.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/9.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/6.gif" width="11" height="11" border="0"> + P |
強度 | 発生 | 持続 | 硬直 | H硬直差 | G硬直差 | ゲージ増加量 (空/防/当) |
ガード方向 | 備考 |
弱 | 25 | - | 可変+着地7 | 憑依 | // | 立 屈 空 | 気絶:のけぞり後180F レバガチャで短縮可 |
||
中 | 25 | - | 可変+着地7 | 憑依 | // | 立 屈 空 | |||
強 | 25 | - | 可変+着地7 | 憑依 | // | 立 屈 空 | |||
ES | 25 | - | 可変+着地7 | 憑依 | 0/ 0/ 0 | 立 屈 空 | |||
鬼炎斬(GC技)<IMG src="../../../pic/command/6.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/2.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/3.gif" width="11" height="11" border="0"> + P (*1) |
強度 | 発生 | 持続 | 硬直 | H硬直差 | G硬直差 | ゲージ増加量 (空/防/当) |
ガード方向 | 備考 |
弱 | 4 | 20 | 15+着地10 | ダウン | -24 | // | 立 屈 空 | 出際のガード:立 屈完全無敵:9 |
|
中 | 4 | 20 | 23+着地10 | ダウン | -32 | // | 立 屈 空 | ||
強 | 4 | 20 | 28+着地10 | ダウン | -37 | // | 立 屈 空 | ||
ES | 4 | 3・1・2・14 | 28+着地10 | ダウン | 0/ 0/ 0 | 立 屈 空 | |||
上段居合い斬り(タメ時間で変化) |
強度 | 発生 | 持続 | 硬直 | H硬直差 | G硬直差 | ゲージ増加量 (空/防/当) |
ガード方向 | 備考 |
1段階 | 14 | 2 | 20 | +1 | -1 | // | 立 屈 | ||
2段階 | 12 | 2・2 | 20 | +1 | -1 | // | 立 屈 | ||
3段階 | 12 | 2・2・2 | 18 | +3 | +1 | // | 立 屈 | ||
ES | 12 | {2・2・2(8)}x2・2・2・2 | 10 | +16 | +9 | 0/ 0/ 0 | 立 屈 | ||
下段居合い斬り(タメ時間で変化) |
強度 | 発生 | 持続 | 硬直 | H硬直差 | G硬直差 | ゲージ増加量 (空/防/当) |
ガード方向 | 備考 |
1段階 | 12 | 2 | 18 | +3 | +1 | // | 屈 | ||
2段階 | 10 | 2・2 | 18 | +3 | +1 | // | 屈 | ||
3段階 | 10 | 2・2・2 | 16 | +5 | +3 | // | 屈 | ||
ES | 10 | {2・2・2(4)}x2・2・2・2 | 8 | +18 | +11 | 0/ 0/ 0 | 屈 | ||
切り捨て御免レバー1回転 + P |
強度 | 発生 | 持続 | 硬直 | 投げ成立 | 投げ抜け | ゲージ増加量 (空/当) |
ガード方向 | 備考 |
弱 | 2 | 1(5)1(4)1 | 48 | ダウン | - | / | 投げ | 間合いが遠い場合 発生:8 |
|
中 | 2 | 1(5)1(4)1 | 48 | ダウン | - | / | 投げ | ||
強 | 2 | 1(5)1(4)1 | 48 | ダウン | - | / | 投げ | ||
ES | 2 | 1(5)1(4)1 | 48 | ダウン | - | 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、ガードキャンセル |
EX必殺技 | |||||||
鬼首捻り<IMG src="../../../pic/command/6.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/3.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/2.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/1.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/4a.gif" width="11" height="11" border="0"> + PP |
発生 | 持続 | 硬直 | H硬直差 | G硬直差 | ガード方向 | 備考 |
16 | 1・7 | 32 | ダウン | - | 投げ | 完全無敵:9、拳のガード:立 屈 (-18) 持続2F目移行は打撃判定 |
|
連ね斬り<IMG src="../../../pic/command/4.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/1.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/2.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/3.gif" width="11" height="11" border="0"> <IMG src="../../../pic/command/6a.gif" width="11" height="11" border="0"> + KK |
発生 | 持続 | 硬直 | H硬直差 | G硬直差 | ガード方向 | 備考 |
53 | {2・1(5)}x4・2・1 | 38 | ダウン | -18 | 立 屈 | 打撃無敵:48 | |
<A name="throw"></A>通常投げ | ||||||||
相手の近くで <IMG src="../../../pic/command/4.gif" width="11" height="11" border="0"> or <IMG src="../../../pic/command/6.gif" width="11" height="11" border="0"> + 中P or 強P | 発生 | 持続 | 硬直 | 投げ成立 | 投げ抜け | ゲージ増加量 | 投げ方向 | 備考 |
2 | 1(5)1(4)1 | 48 | ダウン | +26 | レバー | |||
<A name="throw-air"></A>空中投げ | ||||||||
お互い空中&相手の近くで <IMG src="../../../pic/command/8.gif" width="11" height="11" border="0">以外 + 中P or 強P |
発生 | 持続 | 硬直 | 投げ成立 | 投げ抜け | ゲージ増加量 | 投げ方向 | 備考 |
1 | ダウン | 不可 | レバー | |||||
追い討ち攻撃</ | ||||||
相手ダウン or 転倒時に<IMG src="../../../pic/command/8.gif" width="11" height="11" border="0">要素 + K |
強度 | 発生 | 持続 | 硬直 | ゲージ増加量 (空/当) |
備考 |
ノーマル | 29 | 5 | 着地0 | / | ||
ES | 29 | 5 | 着地0 | 0/ 0 | ||
Match-ups
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