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Samurai Shodown VI/Rasetsumaru: Difference between revisions

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[[Samurai Shodown VI/Kyoshiro|Kyoshiro]] gets a stance. [[Samurai Shodown VI/Ukyo|Ukyo]] gets Mist Finers. Rasetsumaru cuts his chest faster.
[[Samurai Shodown VI/Kyoshiro|Kyoshiro]] gets a stance. [[Samurai Shodown VI/Ukyo|Ukyo]] gets Mist Finers. Rasetsumaru cuts his chest faster.


Not-[[Samurai Shodown VI/Haohmaru|Haohmaru]] hasn't changed much at all but the system around him has. Luckily, the system changes have mostly been in his favour. His OTG special can be used to catch the strike vulnerability of short rolls, covering two different wakeup options at once while forcing the least-preferable option of long rolling onto the opponent for consideration. Furthermore, his sped-up self-wounding is not only great for maxing out his Rage in a pinch but couples well with VI Spirit where he doesn't have to worry about landing his WFT in under eight seconds, and furthermore never has to squander it when he has so many ways to confirm into it. Rasetsumaru is a character who works chiefly around Rage and the system mechanics of VI allow him to do so without much disruption.
Not-[[Samurai Shodown VI/Haohmaru|Haohmaru]] hasn't changed much at all but the system around him has. Luckily, the system changes have mostly been in his favour. Senpuu Ha can be used to catch the strike vulnerability of short rolls, covering two different wakeup options at once while forcing the least-preferable option of long rolling onto the opponent for consideration. Furthermore, his sped-up self-wounding is not only great for maxing out his Rage in a pinch but couples well with VI Spirit where he doesn't have to worry about landing his WFT in under eight seconds, and furthermore never has to squander it when he has so many ways to confirm into it. Rasetsumaru is a character who works chiefly around Rage and the system mechanics of VI allow him to do so without much disruption.


==Data==
==Data==
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==Gameplan==
==Gameplan==
Before gaining access to Rage, Rasetsumaru plays a similar midscreen game to [[Samurai Shodown VI/Haohmaru|Haohmaru]], poking with tools such as 5B and 5C and recoil cancelling these into his rising fireballs (236S) or a spaced shoulder tackle (623D) for a possible way in. As for anti-airs your DP (623S) only activates if it comes into your opponent's hurtbox, so you're better off using jB or jC as air-to-airs instead unless the opponent is close enough for it to hit. As far as punishes go, his far mediums can all combo into shoulder tackle for a knockdown, and furthermore his close heavies are unique in that they can lead into combos as well, but if he isn't close enough to punish with these things then he can still settle with 5C and 66C. If he is unarmed his best options for punishing are 3D, 66D and shoulder tackle. Rasetsumaru has a basic running mixup with an overhead (66B) which can be kara cancelled into shoulder tackle, a low (66D) and a throw, in which all of these lead to knockdowns.
Before gaining access to Rage, Rasetsumaru plays a similar midscreen game to [[Samurai Shodown VI/Haohmaru|Haohmaru]], poking with tools such as 5B and 5C and recoil cancelling these into his rising tornadoes (236S) or a spaced shoulder tackle (623D) for a possible way in. As for anti-airs your DP (623S) only activates if it comes into your opponent's hurtbox, so you're better off using jB or jC as air-to-airs instead unless the opponent is close enough for it to hit. As far as punishes go, his far mediums can all combo into shoulder tackle for a knockdown, and furthermore his close heavies are unique in that they can lead into combos as well, but if he isn't close enough to punish with these things then he can still settle with 5C and 66C. If he is unarmed his best options for punishing are 3D, 66D and shoulder tackle. Rasetsumaru has a basic running mixup with an overhead (66B) which can be kara cancelled into shoulder tackle, a low (66D) and a throw, in which all of these lead to knockdowns.


Rasetsumaru becomes scary when Raged, not only because his shoulder tackle combos get a damage boost but because he can then link one of those shoulder tackles into his WFT. This WFT not only juggles from pretty much anything feasible (including his fireballs if you're good enough) but can also be used as an invincible reversal. Rasetsumaru's Rage retention is quite low, but his Rage only lasts for eight seconds tops. VI Spirit mitigates this, allowing Rasetsumaru to hold onto his WFT for however long he sees fit, but in addition to its generally lower damage output being a downside he can't build any meter from getting hit, having to build it all by constantly being on the offense which is a tall order for a character who doesn't have the best neutral game out there. However, Rasetsumaru can build this instantly by cutting his chest (214D), which sacrifices a sixth of his health to max out his Rage instantly. As Rasetsumaru does not have to worry about his Rage timing out in VI Spirit, the measly 16% you lose from cutting your chest is well worth the investment.
Rasetsumaru becomes scary when Raged, not only because his shoulder tackle combos get a solid damage boost but because he can then link one of those shoulder tackles into his WFT. This WFT not only juggles from pretty much anything feasible (including his tornadoes if you're good enough) but it can also be used as an invincible reversal. Rasetsumaru's Rage retention is quite low, but his Rage only lasts for eight seconds tops. VI Spirit mitigates this, allowing Rasetsumaru to hold onto his WFT for however long he sees fit, but in addition to its generally lower damage output being a downside he can't build any meter from getting hit, having to build it all by constantly being on the offense which is a tall order for a character who doesn't have the best neutral game out there. However, Rasetsumaru can also mitigate this by cutting his chest (214D), which sacrifices a sixth of his health to max out his Rage instantly. As Rasetsumaru does not have to worry about his Rage timing out in VI Spirit, the measly 16% you lose from cutting your chest is well worth the investment, provided you can make up for the health lost by dealing damage to your opponent.


What makes his WFT particularly great is not just its properties and how easy it is to combo into, but how Rasetsumaru is particularly good at bullying unarmed opponents afterwards. Not only does Rasetsumaru not have to worry about getting outpoked or outzoned, but his Senpuu Ha (236D) becomes a much better tool overall. Normally it is used to hit a downed opponent, as if they short roll instead of stay put they will get hit by the move during their strike vulnerability frames. It also sees use as a chipping tool, dealing about six hits of chip, but if your opponent is armed then they have more than enough range to score a punish. This is not the case against an unarmed opponent. Unless their name is [[Samurai Shodown VI/Galford|Galford]], the opponent will not have enough range to punish this move on block, nor will they have adequate tools for effective whiff punishes. Furthermore this move has throw invulnerability, meaning the opponent can only really contest it with a pre-emptive running punch/sweep. Mix it in with your other strengthened tools for best results, because if they knock you down early and pick their weapon back up then it's all for naught.
What makes his WFT particularly great is not just its properties and how easy it is to combo into, but because of how Rasetsumaru is particularly good at bullying unarmed opponents afterwards. Not only does Rasetsumaru not have to worry about getting outpoked or outzoned, but his Senpuu Ha (236D) becomes a much better tool overall. Normally it is used to hit a downed opponent, as if they short roll instead of stay put they will get hit by the move during their strike vulnerability frames. It also sees use as a chipping tool, dealing about six hits of chip, but if your opponent is armed then they have more than enough range to score a punish. This is not the case against an unarmed opponent. Unless their name is [[Samurai Shodown VI/Galford|Galford]], the opponent will not have enough range to punish this move on block, nor will they have adequate tools for effective whiff punishes. Furthermore this move has throw invulnerability, meaning the opponent can only really contest it with a pre-emptive running punch/sweep. Mix it in with your other strengthened tools for best results, because if they knock you down early and pick their weapon back up then it'll be all for naught.


As discussed, VI Spirit is ideal for holding onto your WFT for as long as possible, but it takes a while to build Rage unless you're willing to sacrifice 16% of your health. It doesn't take many hits for Rasetsumaru to actually gain Rage, so II is a strong choice because he not only has plenty of time to land his WFT but it will also destroy their weapon, allowing him to be even more oppressive with his unarmed bullying as they will have no opportunity to pick up their weapon at all for a few seconds. If you are playing on console and aren't restricting yourself to arcade-only Spirits then 0 Spirit will give you the best of both worlds, with VI's unlimited Rage, II's rolls and weapon-destroying WFTs and the ability to build Rage both offensively and defensively.
As discussed earlier, VI Spirit is by far Rasetsumaru's best spirit thanks to being able to hold onto WFT for as long as possible, but it can take a while to build Rage unless you're willing to sacrifice 16% of your health. II is also a strong choice because he benefits from WFT destroying the opponent's weapon, which makes it even more scarier as it allows him to be even more oppressive with his unarmed bullying as they will have no opportunity to pick up their weapon at all for a few seconds. If you are playing on console and aren't restricting yourself to arcade-only Spirits then 0 Spirit will give you the best of both worlds with VI's unlimited Rage, II's rolls and weapon-destroying WFTs as well as the ability to build Rage both offensively and defensively.


==Normal Moves==
==Normal Moves==
===Far Slashes===
===Far Slashes===
*'''5A''' - Light poke, negative on hit but not as bad as 2A. Cancellable at any point.
{{FrameDataCargo-SSVI
*'''5B''' - Standard poke/recoil button from mid-range, though a bit slow. Special cancellable and can combo into 623D if close enough.
| moveId = rasetsumaru_5a
*'''5C''' - Doesn't look as amazing as [[Samurai Shodown VI/Haohmaru|Haohmaru]]'s 5C, because it isn't. The slower startup makes it easier to counter while it deals considerably less damage (undoubtedly to compensate for the amount of damage your combos do). Fortunately, this move keeps the same range as [[Samurai Shodown VI/Haohmaru|Haohmaru]]'s 5C, so it is effective as a poking tool which leads into recoil cancels.
| display = 230x230px
*'''2A''' - An 11f poke that's -17 on hit for some strange reason. It's cancellable, at least. 5A completely outclasses this move, so ignore this move and use that one instead.
| description =
*'''2B''' - Does not hit low like [[Samurai Shodown VI/Haohmaru|Haohmaru]]'s 2B. About the same startup as 2A but reaches farther and has better damage and hitstun. Comes out faster than 5B but that move has way better range. Special cancellable and can combo into 623D if close enough.
Light poke, negative on hit but not as bad as 2A. Cancellable into a special at any point.
*'''2C''' - [[Samurai Shodown VI/Haohmaru|Haohmaru]]'s 2C followed with his 5C. The first hit is not an effective anti-air despite appearances. Both are heavy hits which will guarantee a soft knockdown if you land both of them, but you are able to cancel the first hit for a combo. Both hits recoil on block.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_5b
| display = 230x230px
| description =
Standard poke/recoil button from mid-range, though a bit slow. Special cancellable and can combo into 623D if close enough.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_5c
| display = 230x230px
| description =
Doesn't look as amazing as [[Samurai Shodown VI/Haohmaru|Haohmaru]]'s 5C, because it isn't. The slower startup makes it easier to counter while it deals considerably less damage (undoubtedly to compensate for the amount of damage your combos do). Fortunately, this move keeps the same range as [[Samurai Shodown VI/Haohmaru|Haohmaru]]'s 5C, so it is effective as a poking tool which leads into recoil cancels.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_2a
| display = 230x230px
| description =
An 11f poke that's -17 on hit for some strange reason. It's cancellable, at least. 5A completely outclasses this move, so ignore this move and use that one instead.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_2b
| display = 230x230px
| description =
Does not hit low like [[Samurai Shodown VI/Haohmaru|Haohmaru]]'s 2B. About the same startup as 2A but reaches farther and has better damage and hitstun. Comes out faster than 5B but that move has way better range. Special cancellable and can combo into 623D if close enough.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_2c
| display = 230x230px
| description =
[[Samurai Shodown VI/Haohmaru|Haohmaru]]'s 2C followed with his 5C. The first hit is not an effective anti-air despite appearances. Both are heavy hits which will guarantee a soft knockdown if you land both of them, but you are able to cancel the first hit for a combo. Both hits recoil on block.
}}


===Near Slashes===
===Near Slashes===
*'''n5A''' - Quick hit with the butt of your sword. Special cancellable.
{{FrameDataCargo-SSVI
*'''n5B''' - Reliable combo tool which will form the majority of your punishes.
| moveId = rasetsumaru_n5a
*'''n5C''' - Downward swipe then a 5B which is special cancellable. Go for it if your opponent screwed up big time.
| display = 230x230px
*'''n2A''' - n5A but lower.
| description =
*'''n2B''' - Just as fast as n2A at 5f startup and more damaging. Special cancellable and will combo. Useful as a meaty, too.
Quick hit with the butt of your sword. Special cancellable.
*'''n2C''' - Same as far version.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_n5b
| display = 230x230px
| description =
Reliable close range combo tool which will form the majority of your punishes.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_n5c
| display = 230x230px
| description =
Downward swipe then a 5B which is special cancellable. Go for it if your opponent screwed up big time.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_n2a
| display = 230x230px
| description =
n5A but lower.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_n2b
| display = 230x230px
| description =
Just as fast as n2A and more damaging. Special cancellable and will combo. Useful as a meaty, too.
}}


===Kicks===
===Kicks===
*'''5D''' - Rasetsumaru's only kick that isn't a low, this is a roundhouse which hits above his head.
{{FrameDataCargo-SSVI
*'''6D''' - Standing low.
| moveId = rasetsumaru_5d
*'''2D''' - Very fast low poke. Can lead into tick throws and link into 623C.
| display = 230x230px
*'''3D''' - Low slide. Useful for punishes especially if you're unarmed.
| description =
Rasetsumaru's only kick that isn't a low, this is a roundhouse which hits above his head.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_6d
| display = 230x230px
| description =
Standing low. Can hit OTG for 1 damage and less risk/better frame advantage than pursuit.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_2d
| display = 230x230px
| description =
Very fast low poke. Good for tick throws. Special cancelable through first active frame.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_3d
| display = 230x230px
| description =
Low slide. Useful for punishes especially if you're unarmed.
}}


===Dash Normals===
===Dash Normals===
*'''66A''' - Running punch. Advantageous on hit which means this is good for pressure and tick throws if spaced properly.
{{FrameDataCargo-SSVI
*'''66B''' - A leaping overhead with a brief pause beforehand. This is kara cancellable but you need fast hands for it as the window for it is early, which on that note makes it questionably useful as a mixup tool compared to [[Samurai Shodown VI/Basara|Basara]] where there is just enough time to see that he is indeed going for an overhead.
| moveId = rasetsumaru_66a
*'''66C''' - An upward swing which stops Rasetsumaru dead in his tracks. Can be used to catch upbacks and for crossunder anti-airing but get used to him not carrying any momentum like most other attacks of this sort will. Special cancellable but won't juggle which is disappointing, but you can still close the gap with 623D.
| display = 230x230px
*'''66D''' - Running 3D. Easy punish tool and something simple you can do for oki.
| description =
Running punch. Advantageous on hit which means this is good for pressure and tick throws if spaced properly.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_66b
| display = 230x230px
| description =
A leaping overhead with a brief pause beforehand. This is kara cancellable but you need fast hands for it as the window for it is early, which on that note makes it questionably useful as a mixup tool compared to [[Samurai Shodown VI/Basara|Basara]] where there is just enough time to see that he is indeed going for an overhead.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_66c
| display = 230x230px
| description =
An upward swing which stops Rasetsumaru dead in his tracks. Can be used to catch upbacks and for crossunder anti-airing but get used to him not carrying any momentum like most other attacks of this sort will. Special cancellable but won't juggle which is disappointing, but you can still close the gap with 623D.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_66d
| display = 230x230px
| description =
Running 3D. Easy punish tool and something simple you can do for oki.
}}


===Air Normals===
===Air Normals===
*'''jA''' - Aerial 5A.
{{FrameDataCargo-SSVI
*'''jB''' - Looks the same as jA but trades startup for damage. Reaches a bit further out than jC but very situational.
| moveId = rasetsumaru_jA
*'''jC''' - Braindead jump-in, air-to-air and everything else you would want out of an air normal. Has an amazing vertical hitbox and leaves plenty of hitstun to link n5B after you land.
| display = 230x230px
*'''jD''' - An air-to-air that hits lower than jA and jB, and given it has better reach it is typically more useful in this regard.
| description =
Aerial 5A.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_jB
| display = 230x230px
| description =
Looks the same as jA but trades startup for damage. Reaches a bit further out than jC but very situational.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_jC
| display = 230x230px
| description =
Braindead jump-in, air-to-air and everything else you would want out of an air normal. Has an amazing vertical hitbox and leaves plenty of hitstun to link n5B after you land.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_jD
| display = 230x230px
| description =
Rasetsumaru's most active air normal. A great anti air-to-air and also a solid air-to-air in its own right when you need something that hits lower than jA without sacrificing speed.
}}


===Unarmed Normals===
===Unarmed Normals===
*'''u5S''' - Standing punch.
{{FrameDataCargo-SSVI
*'''u2S''' - Crouching punch.
| moveId = rasetsumaru_u5s
*'''u66S''' - 66A but it knocks down.
| display = 230x230px
*'''juS''' - Aerial punch.
| description =
Standing punch.
}}


===Hyper Slash (I)===
{{FrameDataCargo-SSVI
*'''A+B''' - Essentially his 5C.
| moveId = rasetsumaru_u2s
| display = 230x230px
| description =
Crouching punch.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_u66s
| display = 230x230px
| description =
Same as 66A but it knocks down and pushes back a fair distance.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_ujs
| display = 230x230px
| description =
Aerial punch.
}}
 
===Spirit Specific Moves===
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_hs
| display = 230x230px
| description =
A beefed up version of 5C that has one hit of armor and does more damage. Compared to other Hyper Slashes, Rasetsumaru's actually starts up faster than his 5C. Since you lose access to your WFT when playing I Spirit, however, makes this I Spirit's main gimmick, and a lot of other characters utilize Hyper Slash much better than he can.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_cs
| display = 230x230px
| description =
3rd fastest in the game, but not really notable outside of that.
}}


==Special Moves==
==Special Moves==
'''Fatal Cyclone Slash''' - 236S
{{FrameDataCargo-SSVI
*[[Samurai Shodown VI/Haohmaru|Haohmaru]]'s fireball, but it drifts upwards as it travels. Strength determines the startup, distance travelled and how high the opponent is launched on hit. Hard knockdown.
| moveId = rasetsumaru_236s
*A change from V Special is that this fireball now does a reasonable amount of damage on its own, but you can still juggle the opponent while they are launched. This is tight but necessary for tacking on extra damage as you can't pursuit after this move anymore.
| display = 230x230px
| description =
*Strength determines the startup, travel distance, recovery and how high the opponent is launched on hit.
 
[[Samurai Shodown VI/Haohmaru|Haohmaru]]'s tornado, but it drifts upwards as it travels. Hard knockdown. A change from V Special is that this fireball now does a reasonable amount of damage on its own, but you can still juggle the opponent while they are launched. This is tight but necessary for tacking on extra damage as you cannot pursuit after this move anymore. If you time your follow-up ''just right,'' you can restand the opponent off of this move, effectively making this move a combo starter if you have the timing down.
}}
 
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_623s
| display = 230x230px
| description =
Rasetsumaru taunts. If a hurtbox from the opponent interacts with his upper body then he will perform a small Kogetsuzan. Does not have instant startup. This will catch opponents standing next to him and certain pokes with fat enough hurtboxes up to the tip. This will not catch displaced hitboxes or extremely low attacks. May be used as a niche recoil cancel option or a close anti-air.
}}


'''Calm Blade''' - 623S
{{FrameDataCargo-SSVI
*Rasetsumaru taunts. If a hurtbox from the opponent interacts with his upper body then he will perform a small Kogetsuzan. This does not have instant startup.
| moveId = rasetsumaru_623d
*This will catch opponents standing next to him and certain pokes with fat enough hurtboxes up to the tip. This will not catch displaced hitboxes or extremely low attacks.
| display = 230x230px
*May be used as a niche recoil cancel option or a close anti-air.
| description =
*Has lower body invuln, meaning it can go over some low attacks such as most 2Ds.


'''Power Impulse''' - 623D, can be done unarmed (Samurai Drive)
Shoulder tackle. Quite fast and moves you forward a short distance. This is your main combo tool and it can also be spaced to be safe in pressure, usually from a recoil cancel. This can juggle into your WFT until they hit the ground.
*Shoulder tackle. Quite fast and moves you forward a short distance. This is your main combo tool and it can also be spaced to be safe in pressure, usually from a recoil cancel. This can juggle into your WFT until they hit the ground.
}}
*Can go over some low attacks such as most 2Ds.


'''Destructive Whirlwind''' - 236D (Samurai Drive)
{{FrameDataCargo-SSVI
*Instead of a fake fireball, Rasetsumaru scrapes up a blast of energy for a great amount of chip damage. This is punishable if the opponent can reach him, but if they are unarmed then chances are they will not. The fact this is immune to throws on startup makes it particularly good for bullying people without a weapon.
| moveId = rasetsumaru_236d
*This can hit OTG if they don't roll, but if they short roll this will catch them. Long rolls are a surefire way to avoid this move but depending on the circumstances they may leave an unarmed opponent even further away from their weapon.
| display = 230x230px
| description =
Commonly referred to as Senpuu Ha. Instead of a fake fireball, Rasetsumaru scrapes up a blast of energy for a great amount of chip damage. This is punishable if the opponent can reach him, but if they are unarmed then chances are they will not. The fact this is immune to throws on startup makes it particularly good for bullying people without a weapon. This can hit OTG if they don't roll, but if they short roll this will catch them. Long rolls are a surefire way to avoid this move but depending on the circumstances they may leave an unarmed opponent even further away from their weapon.
}}


'''Death Curse''' - 214D (Samurai Drive)
{{FrameDataCargo-SSVI
*Extremely fast compared to previous games with practically no stalling before Rasetsumaru cuts his chest. By doing this you lose 16% of your health but you max out your Rage instantly. This is often used in timeout situations where Rasetsumaru is about to lose the round anyway so he comes into the next round with full Rage. This goes extremely well with VI Spirit where he doesn't hold onto his WFT for eight seconds tops.
| moveId = rasetsumaru_214d
| display = 230x230px
| description =
*In Training Mode, if Rasetsumaru cuts his chest during State Of Nothingness, he will be Raged. In real matches this does not apply so you'll just end up losing health for no reason.
*In Training Mode, if Rasetsumaru cuts his chest during State Of Nothingness, he will be Raged. In real matches this does not apply so you'll just end up losing health for no reason.
*There's a hitbox behind Rasetsumaru once he cuts his chest. You can't really make use of this overall but it can lead to some funny interactions.


'''Toy Transformation''' - 6412364E (II)
Extremely fast compared to previous games with practically no stalling before and after Rasetsumaru cuts his chest. By doing this, you lose 16% of your health but you max out your Rage instantly. This is an amazing tool and one that must be utilized properly in order to make Rasetsumaru even more scarier, especially in VI Spirit where he can hold onto it for as long as possible. Using this move in II Spirit will cause Rasetsumaru to enter the Rage-activation animation after the move ends, allowing him to utilize its invincibility and various cancels whenever he wants.
}}


[[File:rasetsumaru-6412364E.png]]
{{FrameDataCargo-SSVI
| moveId = rasetsumaru_toy
| display = 230x230px
| description =
 
}}


==Supers==
==Supers==
'''Supremely Furious Slash''' - 236AB
{{FrameDataCargo-SSVI
*Arguably still the best WFT in the game, though this game has certainly brought some contenders to the table. This is a reversal and a combo tool which will combo from pretty much everything, notably his shoulder tackle. Short range and bad recovery mean you will most likely wish to save this move for hit confirms so you can start bullying your opponent quicker.
| moveId = rasetsumaru_236ab
| display = 230x230px
| description =
Arguably still the best WFT in the game, though this game has certainly brought some contenders to the table. This is a reversal and a combo tool which will combo from pretty much everything, notably his shoulder tackle. Short range and bad recovery mean you will most likely wish to save this move for hit confirms so you can start bullying your opponent quicker.
}}


'''Power Roar''' - 163214623BC (II), 236BC (VI), can be done unarmed
{{FrameDataCargo-SSVI
*Enhanced shoulder tackle which deals five hits charging, then an upward slash for two extra hits when armed. This does pitiful damage on its own, about twice as much as your shoulder tackle, but it can also juggle into WFT. Soft knockdown.
| moveId = rasetsumaru_sm
*Because you don't have access to your WFT when unarmed, the unarmed version does 50% more damage to compensate. Still isn't great, but good for unarmed standards.
| display = 230x230px
| description =
Enhanced shoulder tackle which deals five hits charging, then an upward slash for two extra hits when armed. This does pitiful damage on its own, about twice as much as your shoulder tackle, but it juggles into WFT. Soft knockdown. Because you don't have access to your WFT when unarmed, the unarmed version does 50% more damage to compensate. Still isn't great, but good for unarmed standards.
}}


==Combos==
==Combos==
'''Standard Combos'''
'''Standard Combos'''
*'''5B/n5B/n5C/2B/n2B/2C 623D''' - Holy moley look at those starters. Of course WFT will also combo, but because 623D already juggles into it you're wasting damage.
*'''5B/n5B/n5C/2B/n2B/2C 623D, n5A/66A/66C/236AB''' - Holy moley look at those starters. WFT requires a close range 623D hit and won't link from spaced far starters without a tight microdash into 236AB. n5A/66A followups set up air resets but do much less damage than 66C.
*'''623D/236S, 236AB''' - Juggles into WFT. The fireball juggle is extremely tight.
**Ending with 66C 623D 8/9jC sets up a guaranteed tech chase anywhere on screen. Buffer dash after jC for dash throw punishes against long roll. Once conditioned to not tech, Rasetsumaru can instead pursuit after 623D for free damage.
 
*'''5A/n5A/2A/n2A/2D 236AB''' - WFT combos off lights if close enough, as well as all the starters above. The better starters lose damage by omitting 623D however, and raw WFT has similar spacing requirements as after 623D.
*'''236S, 5C/623S/623D/236AB''' - Fireball juggles. Other followups are possible but generally don't add damage.
**There's a two frame window in which the landing hit and your chosen followup will overlap, causing the fireball to take on the damage and launch properties of your followup attack for even greater damage. 623S triggers this effect somewhat reliably against most characters with the right spacing, but seems particularly inconsistent against large characters and may not work at all against Kusaregedo.
**Max height 623D hits won't link into 236AB without a microdash, but 66C hits consistently.
**Raw followup into WFT is fairly precise, but framekills for consistency are possible for certain combinations of spacing and fireball strength.
'''Continuous Slash (IV)'''
'''Continuous Slash (IV)'''
*'''A+B BBC 623D, 236AB''' - Yes, this juggle is possible, at least in the corner. Don't you have enough confirms already?
*'''A+B BBC 623D''' - For the Rasetsumaru who wants even more confirms. Yes, this juggle and its usual followups are possible. Requires a slight delay on 623D if out of corner.


'''State Of Nothingness (V)'''
'''State Of Nothingness (V)'''
*'''623D, ... ABC''' - More juggles from 623D are nice, but using the Spirit with the worst Rage duration in the game on a character designed around landing his WFT is not a very good idea.
*'''623D, ... ABC''' - More juggles from 623D are nice and an untechable launcher in State of Nothingness is useful, but using the Spirit with the worst Rage duration in the game on a character designed around landing his WFT is not a very good idea.


==Frame Data - Provided by Tekitogate==
==Frame Data - Provided by Tekitogate==

Latest revision as of 00:49, 29 October 2024

Samurai Shodown VI

OverviewDataReplays

Introduction

Kyoshiro gets a stance. Ukyo gets Mist Finers. Rasetsumaru cuts his chest faster.

Not-Haohmaru hasn't changed much at all but the system around him has. Luckily, the system changes have mostly been in his favour. Senpuu Ha can be used to catch the strike vulnerability of short rolls, covering two different wakeup options at once while forcing the least-preferable option of long rolling onto the opponent for consideration. Furthermore, his sped-up self-wounding is not only great for maxing out his Rage in a pinch but couples well with VI Spirit where he doesn't have to worry about landing his WFT in under eight seconds, and furthermore never has to squander it when he has so many ways to confirm into it. Rasetsumaru is a character who works chiefly around Rage and the system mechanics of VI allow him to do so without much disruption.

Data

  • Dash type: Run
  • Damage taken: 104%
  • Rage retention: 195
  • Rage duration: 8 seconds (3rd Shortest)
  • Miscellaneous: Rasetsumaru can cancel his weapon pickup animation.

Gameplan

Before gaining access to Rage, Rasetsumaru plays a similar midscreen game to Haohmaru, poking with tools such as 5B and 5C and recoil cancelling these into his rising tornadoes (236S) or a spaced shoulder tackle (623D) for a possible way in. As for anti-airs your DP (623S) only activates if it comes into your opponent's hurtbox, so you're better off using jB or jC as air-to-airs instead unless the opponent is close enough for it to hit. As far as punishes go, his far mediums can all combo into shoulder tackle for a knockdown, and furthermore his close heavies are unique in that they can lead into combos as well, but if he isn't close enough to punish with these things then he can still settle with 5C and 66C. If he is unarmed his best options for punishing are 3D, 66D and shoulder tackle. Rasetsumaru has a basic running mixup with an overhead (66B) which can be kara cancelled into shoulder tackle, a low (66D) and a throw, in which all of these lead to knockdowns.

Rasetsumaru becomes scary when Raged, not only because his shoulder tackle combos get a solid damage boost but because he can then link one of those shoulder tackles into his WFT. This WFT not only juggles from pretty much anything feasible (including his tornadoes if you're good enough) but it can also be used as an invincible reversal. Rasetsumaru's Rage retention is quite low, but his Rage only lasts for eight seconds tops. VI Spirit mitigates this, allowing Rasetsumaru to hold onto his WFT for however long he sees fit, but in addition to its generally lower damage output being a downside he can't build any meter from getting hit, having to build it all by constantly being on the offense which is a tall order for a character who doesn't have the best neutral game out there. However, Rasetsumaru can also mitigate this by cutting his chest (214D), which sacrifices a sixth of his health to max out his Rage instantly. As Rasetsumaru does not have to worry about his Rage timing out in VI Spirit, the measly 16% you lose from cutting your chest is well worth the investment, provided you can make up for the health lost by dealing damage to your opponent.

What makes his WFT particularly great is not just its properties and how easy it is to combo into, but because of how Rasetsumaru is particularly good at bullying unarmed opponents afterwards. Not only does Rasetsumaru not have to worry about getting outpoked or outzoned, but his Senpuu Ha (236D) becomes a much better tool overall. Normally it is used to hit a downed opponent, as if they short roll instead of stay put they will get hit by the move during their strike vulnerability frames. It also sees use as a chipping tool, dealing about six hits of chip, but if your opponent is armed then they have more than enough range to score a punish. This is not the case against an unarmed opponent. Unless their name is Galford, the opponent will not have enough range to punish this move on block, nor will they have adequate tools for effective whiff punishes. Furthermore this move has throw invulnerability, meaning the opponent can only really contest it with a pre-emptive running punch/sweep. Mix it in with your other strengthened tools for best results, because if they knock you down early and pick their weapon back up then it'll be all for naught.

As discussed earlier, VI Spirit is by far Rasetsumaru's best spirit thanks to being able to hold onto WFT for as long as possible, but it can take a while to build Rage unless you're willing to sacrifice 16% of your health. II is also a strong choice because he benefits from WFT destroying the opponent's weapon, which makes it even more scarier as it allows him to be even more oppressive with his unarmed bullying as they will have no opportunity to pick up their weapon at all for a few seconds. If you are playing on console and aren't restricting yourself to arcade-only Spirits then 0 Spirit will give you the best of both worlds with VI's unlimited Rage, II's rolls and weapon-destroying WFTs as well as the ability to build Rage both offensively and defensively.

Normal Moves

Far Slashes

5A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Mid 8 -8 -2 +3 Special Yes - No

Light poke, negative on hit but not as bad as 2A. Cancellable into a special at any point.

5B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
18 Mid 15 -5 -8 -3 Recoil, Special Yes - No

Standard poke/recoil button from mid-range, though a bit slow. Special cancellable and can combo into 623D if close enough.

5C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
41 Mid 25 0~+1 -20 -15 Recoil Yes - No

Doesn't look as amazing as Haohmaru's 5C, because it isn't. The slower startup makes it easier to counter while it deals considerably less damage (undoubtedly to compensate for the amount of damage your combos do). Fortunately, this move keeps the same range as Haohmaru's 5C, so it is effective as a poking tool which leads into recoil cancels.

2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Mid 11 -17 -2 +3 Special No - No

An 11f poke that's -17 on hit for some strange reason. It's cancellable, at least. 5A completely outclasses this move, so ignore this move and use that one instead.

2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
24 Mid 11 -1 -8 -3 Recoil, Special Yes - No

Does not hit low like Haohmaru's 2B. About the same startup as 2A but reaches farther and has better damage and hitstun. Comes out faster than 5B but that move has way better range. Special cancellable and can combo into 623D if close enough.

2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
23, 14 Mid 18 -3~-2 -20 -15 Recoil, Special (First Hit Only) Yes - No

Haohmaru's 2C followed with his 5C. The first hit is not an effective anti-air despite appearances. Both are heavy hits which will guarantee a soft knockdown if you land both of them, but you are able to cancel the first hit for a combo. Both hits recoil on block.

Near Slashes

n5A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
8 Mid 5 -4 -8 -3 Special Yes - No

Quick hit with the butt of your sword. Special cancellable.

n5B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
13 Mid 9 -2 -8 -3 Recoil, Special Yes - No

Reliable close range combo tool which will form the majority of your punishes.

n5C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
29, 11 Mid 12 -3~-2 -20 -15 Recoil, Special (Second Hit Only) Yes - No

Downward swipe then a 5B which is special cancellable. Go for it if your opponent screwed up big time.

n2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
8 Mid 5 -2 -6 -1 Special Yes - No

n5A but lower.

n2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
11 Mid 5 -2 -14 -9 Special Yes - No

Just as fast as n2A and more damaging. Special cancellable and will combo. Useful as a meaty, too.

Kicks

5D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
8 Mid 17 0 -12 -7 No No - Both

Rasetsumaru's only kick that isn't a low, this is a roundhouse which hits above his head.

6D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Low 7 -1 - -14 No No - Both

Standing low. Can hit OTG for 1 damage and less risk/better frame advantage than pursuit.

2D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
3 Low 5 +1 - +2 No No - Both

Very fast low poke. Good for tick throws. Special cancelable through first active frame.

3D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Low 13 SKD - -16 No No - Both

Low slide. Useful for punishes especially if you're unarmed.

Dash Normals

66A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 Mid 5 +3 -9 -4 No No - No

Running punch. Advantageous on hit which means this is good for pressure and tick throws if spaced properly.

66B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
20 High 23 SKD -30 - Kara No - No

A leaping overhead with a brief pause beforehand. This is kara cancellable but you need fast hands for it as the window for it is early, which on that note makes it questionably useful as a mixup tool compared to Basara where there is just enough time to see that he is indeed going for an overhead.

66C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
23 Mid 8 SKD -25 -20 No Yes - No

An upward swing which stops Rasetsumaru dead in his tracks. Can be used to catch upbacks and for crossunder anti-airing but get used to him not carrying any momentum like most other attacks of this sort will. Special cancellable but won't juggle which is disappointing, but you can still close the gap with 623D.

66D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Low 13 SKD - -16 No No - Both

Running 3D. Easy punish tool and something simple you can do for oki.

Air Normals

jA
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 High 12 - - - No No - No

Aerial 5A.

jB
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
15 High 16 - - - No No - No

Looks the same as jA but trades startup for damage. Reaches a bit further out than jC but very situational.

jC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
28 High 13 - - - No No - No

Braindead jump-in, air-to-air and everything else you would want out of an air normal. Has an amazing vertical hitbox and leaves plenty of hitstun to link n5B after you land.

jD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 High 12 - - - No No - Both

Rasetsumaru's most active air normal. A great anti air-to-air and also a solid air-to-air in its own right when you need something that hits lower than jA without sacrificing speed.

Unarmed Normals

u5S
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 Mid - - - - No No - Yes

Standing punch.

u2S
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 Mid - - - - No No - Yes

Crouching punch.

u66S
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Mid - SKD - - No No - Yes

Same as 66A but it knocks down and pushes back a fair distance.

ujS
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 High - - - - No No - Yes

Aerial punch.

Spirit Specific Moves

Hyper Slash
A+B (Spirit I)
A+B (Spirit I)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
55 Mid 21 SKD -52 -42 No Disarm - No

A beefed up version of 5C that has one hit of armor and does more damage. Compared to other Hyper Slashes, Rasetsumaru's actually starts up faster than his 5C. Since you lose access to your WFT when playing I Spirit, however, makes this I Spirit's main gimmick, and a lot of other characters utilize Hyper Slash much better than he can.

Continuous Slash
A+B (Spirit IV)
A+B (Spirit IV)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7, 22 (CS1-3), 42 (CS4) Mid 9 - -20 -15 CS2 Yes - No

3rd fastest in the game, but not really notable outside of that.

Special Moves

Fatal Cyclone Slash
236S
236S
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6, 17 Mid - - - - No No - No
  • Strength determines the startup, travel distance, recovery and how high the opponent is launched on hit.

Haohmaru's tornado, but it drifts upwards as it travels. Hard knockdown. A change from V Special is that this fireball now does a reasonable amount of damage on its own, but you can still juggle the opponent while they are launched. This is tight but necessary for tacking on extra damage as you cannot pursuit after this move anymore. If you time your follow-up just right, you can restand the opponent off of this move, effectively making this move a combo starter if you have the timing down.

Calm Blade
623S
623S
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
30 Mid - - - - No Yes - No

Rasetsumaru taunts. If a hurtbox from the opponent interacts with his upper body then he will perform a small Kogetsuzan. Does not have instant startup. This will catch opponents standing next to him and certain pokes with fat enough hurtboxes up to the tip. This will not catch displaced hitboxes or extremely low attacks. May be used as a niche recoil cancel option or a close anti-air.

Power Impulse
623D
623D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
13 Mid - - - - Saumrai Drive No Lower Both
  • Has lower body invuln, meaning it can go over some low attacks such as most 2Ds.

Shoulder tackle. Quite fast and moves you forward a short distance. This is your main combo tool and it can also be spaced to be safe in pressure, usually from a recoil cancel. This can juggle into your WFT until they hit the ground.

Destructive Whirlwind
236D
236D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
8, 1x4, 17 Mid - - - - Samurai Drive No - No

Commonly referred to as Senpuu Ha. Instead of a fake fireball, Rasetsumaru scrapes up a blast of energy for a great amount of chip damage. This is punishable if the opponent can reach him, but if they are unarmed then chances are they will not. The fact this is immune to throws on startup makes it particularly good for bullying people without a weapon. This can hit OTG if they don't roll, but if they short roll this will catch them. Long rolls are a surefire way to avoid this move but depending on the circumstances they may leave an unarmed opponent even further away from their weapon.

Death Curse
214D
214D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
3 Mid - - - - Samurai Drive No - No
  • In Training Mode, if Rasetsumaru cuts his chest during State Of Nothingness, he will be Raged. In real matches this does not apply so you'll just end up losing health for no reason.
  • There's a hitbox behind Rasetsumaru once he cuts his chest. You can't really make use of this overall but it can lead to some funny interactions.

Extremely fast compared to previous games with practically no stalling before and after Rasetsumaru cuts his chest. By doing this, you lose 16% of your health but you max out your Rage instantly. This is an amazing tool and one that must be utilized properly in order to make Rasetsumaru even more scarier, especially in VI Spirit where he can hold onto it for as long as possible. Using this move in II Spirit will cause Rasetsumaru to enter the Rage-activation animation after the move ends, allowing him to utilize its invincibility and various cancels whenever he wants.

Toy Transformation
6412364E (II Spirit)
6412364E (II Spirit)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- - - - - - Special No Yes No

Supers

Supremely Furious Slash
236AB
236AB
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
47 Mid - - - - No No - No

Arguably still the best WFT in the game, though this game has certainly brought some contenders to the table. This is a reversal and a combo tool which will combo from pretty much everything, notably his shoulder tackle. Short range and bad recovery mean you will most likely wish to save this move for hit confirms so you can start bullying your opponent quicker.

Power Roar
163214623BC (II), 236BC (VI)
163214623BC (II), 236BC (VI)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
3x6, 5 (Armed) - 7+6x2+5, 10 (Unarmed) Mid - - - - No No - Both

Enhanced shoulder tackle which deals five hits charging, then an upward slash for two extra hits when armed. This does pitiful damage on its own, about twice as much as your shoulder tackle, but it juggles into WFT. Soft knockdown. Because you don't have access to your WFT when unarmed, the unarmed version does 50% more damage to compensate. Still isn't great, but good for unarmed standards.

Combos

Standard Combos

  • 5B/n5B/n5C/2B/n2B/2C 623D, n5A/66A/66C/236AB - Holy moley look at those starters. WFT requires a close range 623D hit and won't link from spaced far starters without a tight microdash into 236AB. n5A/66A followups set up air resets but do much less damage than 66C.
    • Ending with 66C 623D 8/9jC sets up a guaranteed tech chase anywhere on screen. Buffer dash after jC for dash throw punishes against long roll. Once conditioned to not tech, Rasetsumaru can instead pursuit after 623D for free damage.
  • 5A/n5A/2A/n2A/2D 236AB - WFT combos off lights if close enough, as well as all the starters above. The better starters lose damage by omitting 623D however, and raw WFT has similar spacing requirements as after 623D.
  • 236S, 5C/623S/623D/236AB - Fireball juggles. Other followups are possible but generally don't add damage.
    • There's a two frame window in which the landing hit and your chosen followup will overlap, causing the fireball to take on the damage and launch properties of your followup attack for even greater damage. 623S triggers this effect somewhat reliably against most characters with the right spacing, but seems particularly inconsistent against large characters and may not work at all against Kusaregedo.
    • Max height 623D hits won't link into 236AB without a microdash, but 66C hits consistently.
    • Raw followup into WFT is fairly precise, but framekills for consistency are possible for certain combinations of spacing and fireball strength.

Continuous Slash (IV)

  • A+B BBC 623D - For the Rasetsumaru who wants even more confirms. Yes, this juggle and its usual followups are possible. Requires a slight delay on 623D if out of corner.

State Of Nothingness (V)

  • 623D, ... ABC - More juggles from 623D are nice and an untechable launcher in State of Nothingness is useful, but using the Spirit with the worst Rage duration in the game on a character designed around landing his WFT is not a very good idea.

Frame Data - Provided by Tekitogate

Attack Startup On Hit On Standing Block On Crouching Block Notes
n5A 5 -4 -8 -3
n2A 5 -2 -6 -1
5A 8 -8 -2 +3
2A 11 -17 -2 +3
66A 5 +3 -9 -4
jA 12 N/A N/A N/A
n5B 9 -2 -8 -3
n2B 5 -2 -14 -9 Active for 12 frames
5B 15 -5 -8 -3
2B 11 -1 -8 -3
66B 23 KD -30 N/A
jB 16 N/A N/A N/A
n5C 12 -4 -20 -15
5C 25 0~+1 -20 -15
2C 18 -3~-2 -20 -15
66C 7 -KD -25 -20
jC 13 N/A N/A N/A
5D 17 0 -12 -7
6D 7 -1 N/A -8
2D 5 +1 N/A +2
3D 13 KD N/A -16 Active for 7 frames
66D 7 KD N/A -18 Active for 13 frames
jD 12 N/A N/A N/A
Hyper Slash 35 KD -52 -42
Continuous Slash 9 N/A -20 -15

Colors

External Links

Samurai Shodown VI

OverviewDataReplays

Samurai Shodown VI
General

ControlsFAQItemsMechanicsSpiritsTables

Characters

AmakusaAndrewBasaraCham ChamCharlotteEarthquakeEnjaGairaGalfordGaohGen-AnGenjuroHanzoHaohmaruIrohaJubeiKazukiKusaregedoKyoshiroMinaMizuki(Murasaki) NakoruruNicotineOcha-MaroRasetsumaruReraRimururuSankuroShizumaruSiegerSogetsuSugorokuSuijaTam TamUkyoWan-FuYoshitoraYumejiYunfeiZankuroMakai Gaoh

Console Only

ChampleKim Ung CheKurokoPak PakPoppyRasetsu GalfordShikuru Mamahaha