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Samurai Shodown VI/Suija

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Introduction

Suija is defined by the mileage he gets out of Engetsu (j623S), a large bubble which leaves him fully invincible but immobilised for its set duration. After it ends Suija can either jump or fall out of the bubble in three different directions each, making his jumps highly customisable (even moreso when he is close to the wall). While this lends itself to crossups, timerscam and other shenanigans, and furthermore can also be used as a sort of parry, the bubble is best used as an offensive dodge during rushdown. Suija effectively gains access to a KOF-style hop with a guard point by tiger knee'ing these bubbles, which he can then use to poke from, fish for deephits with, empty fall from into a grounded mixup option and so on.

On paper, Suija in VI is a direct improvement over his V Special incarnation with no major changes made to his specials. Not only does he have more opportunities to crossup the opponent and trickier movement options but his new WFT isn't punishable on hit (though it is harder to land consistently and is less useful overall). His crossup options are further solidified by how VI allows for crossups in the corner. An important system change that Suija players coming from V Special must be aware of is how deephits work in VI. While you can score a deephit state from hitting crouching opponents with jump-ins as per usual, you can now also earn them from landing a counter hit with jump-ins at any height. However, you can no longer activate deephits by simply hitting your jump-in at the last possible frames. Though jump-in attacks in general have much longer hitstun (from hitting with your jC you have ~37 frames to work with) and Suija can link into his n5C if his jC hits deep enough, you will not be able to visually confirm that as easily. This makes Suija's game of fishing for deephits quite a bit different from previous games, as you will be confirming from counter hit states instead of low jCs.

Data

  • Dash type: Run
  • Damage taken: 108%
  • Rage retention: 263
  • Rage duration: 18 seconds

Gameplan

As you have hopefully gathered from the introduction, Suija's j623S is what sets him apart from other characters, but how do you get it out when you need it? As explored above, it can be tiger knee'd; the trick to doing this is to use a 6239S motion. This is how you will usually get this out as it is by far the quickest, easiest method of doing so. If you are fishing for deephits with jC then keep in mind you will have to delay the button press so Suija doesn't make a bubble too low to the ground, as doing so will interrupt your jC during its startup. An important thing to be mindful of when using the bubble is that Suija is vulnerable after emerging, and that the opponent can simply time a poke to catch him falling out. However, assuming you've spaced the bubble properly, the opponent can only really react to your C bubble's recovery. The game you must play with your opponent, then, is to use different bubble strengths to throw off their timing. Doing so could potentially reward you with a counter hit, which is, lucky for you, how deep hits can be earned in this game. Beware of characters with multi-hit moves like Shizumaru and Kazuki who can simply set them in front of the bubble and always catch him falling out - you'll have to do some baiting there, and hopefully use Suija's great punishes and/or air mobility to your advantage.

However, there is more to Suija's offense than simply bubble pressure. Enter 66D, arguably your most important normal - while hitting low like most running kicks, it does not cause a knockdown, making it great for tick throws and for keeping up your momentum when coupled with overhead hits from TK bubbles (important to note is that dash-cancelled TK bubbles are much easier to do here than in V Special). Further perks include its safety on block, its low profile and how it is backed up by Suija's fast run speed. Thanks to 66D, his guard points, the good range on his air normals and his great mobility, Suija can be quite difficult to catch. At your optimal range where your opponent can't catch you but you can dart in and out of their range safely, Suija can comfortably punish with 5C and 3D which both take him over halfscreen, or meditate if he's running V Spirit.

Besides simply jumping, Suija can also cancel some of his normals into air specials, not to mention his backdash. 2C is your close range punisher which can not only be cancelled into j1236S for a combo but also into j623S if whiffed to make it safe (be mindful you won't be airborne to do this if it gets blocked). 5C and 5D will give you bubbles which are super low to the ground but they are best used as quick overheads when cancelled into j1236S. 5C j1236S can (predictably) be used to crossup over a downed opponent, but be wary that this tactic is somewhat predictable. 66B leaves Suija at a great position to aim for ambiguous crossups, with j1236S, j214D, j236D and j2D offering him crossup opportunities, not to mention j623S for even more trickery. Finally Suija's backdash can be used to space j623S attacks safely on an opponent recovering neutrally, or be stopped early with j236D.

Your main weakness as Suija will be dealing with opponents who are directly above you, and have good falling air buttons which can shut your offense down if you can't get a read with a good air-to-air or a well-timed bubble. One of Suija's better options is to air-to-air with jB from a bubble, which reaches a little above him and has useful range. TK j1236B gives you a nice arc to work with for a potential anti-air. Be cautious with using 5C given its bad priority, and 2C for its tendency to trade. Another weakness to be aware of is that your only recoil cancel option is deflect, but this is irrelevant as that is not the game you're playing with Suija.

Suija's best Spirit choice by far is V, given he was practically balanced around the mechanic in the games prior. Not only does he have a high amount of Rage retention and plenty of space to meditate, but in State of Nothingness he has access to a launcher which prevents Rage Explosion and leads to big combos, a quick overhead with j623A jD coupled with his lows to open the opponent up, a far-reaching jC for easy air juggles and a fast run to go under jumping opponents with an active hitbox in front of them. IV may be considered if you are really in need for a fast ground combo, but the rest of the Spirit does not particularly benefit Suija.

Normal Moves

Note: ★ = has a cancellable air point

Far Slashes

  • 5A - Good defensive jab. High priority, quick startup. Recovery isn't the best though.
  • 5B - Poke with slow recovery but quick startup. Fairly good range considering Suija isn't holding anything.
  • 5C★ - A forward lunge which takes you over halfscreen. Has bad priority, but given its aerial nature it not only high profiles over low attacks and some fireballs but can be cancelled into an air special. j1236S is the most obvious application for a quick halfscreen overhead, but j623S and j236D are options if you want some sort of fakeout.
  • 2A - 5A but lower.
  • 2B - 5B but lower. Has worse priority but better recovery.
  • 2C★ - Launcher. Slow startup but combos nicely into j1236S for good damage. Also your WFT but you have to time it. Makes your SoN combos immune to Rage Explosion if you can land it. This will whiff on Poppy and Chample.

Near Slashes

  • n5A - Same as far version.
  • n5B - This is Sogetsu's n5B but you don't have any grounded specials to follow this up with. Use 2B instead.
  • n5C - Standing punish, doesn't knock down. Can be linked from a regular jC if it hits late enough. If you're trying to run air shenanigans then be careful with spacing 5C correctly so you don't get this.
  • n2A - Same as far version.
  • n2B - Same as far version.
  • n2C★ - Same as far version.

Kicks

  • 5D★ - This kick is aerial from frame 1 allowing you to not only beat throws but also cancel into air specials. Be mindful that the window for this cancel is quite small. Shouldn't be used if you're not going to cancel it into j1236S or something as it is punishable on hit against standing opponents for little reward.
  • 6D - Slow startup but gives plenty of plus frames on hit allowing you to link something afterwards. It's safe on block as well. Hits low.
  • 2D - Faster 2A which hits low and is lower. May be used for tick throws.
  • 3D - Slide which travels about as far as 5C. While that normal high profiles a ton of stuff, this one low profiles. Both can be used to skip neutral if your opponent does something you can exploit at 5C range but neither can be made safe on block.

Dash Normals

  • 66A - Slow running 5A. Not very useful.
  • 66B★ - Quick high jump with a tricky arc. This is mainly used to setup your crossup specials.
  • 66C - Running 5C but your momentum slows to a crawl upon pressing it. Can be used as a crossunder anti-air.
  • 66D - Your most important ground button and one of Suija's only lows. As an advancing low this goes hand-in-hand not only with Suija's fast run but his constant guard points and overheads, furthermore it can be used effectively for tick throws. In this game you have enough frame advantage from hitting with this from a distance that you can link into something small.

Air Normals

  • njA - Very active defensive tool which covers a decent range in front of Suija.
  • jA - Aerial 5A. One of your options for tick throwing, but the fact this hits higher than jD means it's better for catching jumpouts and thus forcing a reset.
  • njB - Overall worse version of njA but it deals a bit more damage.
  • jB - Aerial 5B. Air poke with good range and decent startup. Ideal for poking from a spaced bubble, particularly for its ability to cover a bit of range above you.
  • jC - The moneymaker and what you will be using to fish for deephits. Has slow startup but great range, so it is easy to land this even as you're falling backwards from the bubble. Refer to the introduction for system changes regarding deephits.
  • jD - Aerial 2D. Quick air kick with decent range. Covers a lower area than jA. A good tool for tick throwing which can also be used for full conversions in SoN.

Unarmed Normals

  • u5S - Same as 5A.
  • u2S - Same as 2A.
  • u66S - Same as 66A but it knocks down.
  • juS - Same as jA.

Command Moves

Triangle Jump - j9 near wall

  • The timerscammer's best friend. j623S no longer renews your ability to triangle jump but you can still use it to gain serious height, making it particularly difficult for most opponents to hit you if you decide to go rock climbing. However your options as you fall are limited and can be easily punished, so it is best saved to close out a round or if you're absolutely sure your opponent has no readily-available countermeasures, such as Rage Explosion to stop the timer.

Triangle Get Off - j3 near wall

  • A new toy for Suija to play with. If you're cornered this is one way you can lower your jump without using j623S. May also be used to spice up your timerscam game.
  • If you have used your triangle jump already you cannot use this move and vice versa.

Sickle Moon - j2D, can be done unarmed

  • New move. jD but Suija swings directly behind him. Similar to Iori's crossup kick but you cannot cancel your backdash into this.

Special Moves

All specials may only be performed once before landing. A quality-of-life change in VI is that you no longer have to change directions for your inputs if you happen to switch sides at any point, making inputs much easier to manage.

Soaring Moon - j1236S (Samurai Drive)

  • Suija swirls his hands around in a circular motion, notably hitting behind him. You no longer bounce back after this is blocked, which makes it less safe when blocked normally but also makes attempting 5C j1236S crossups a bit safer.
  • New to VI is that the strength of attack determines how many times he spins, though all hits will knock down on their own. A version spins once making it the safest. B version spins twice making it optimal for anti-airing with TK j1236S (you will stop spinning once you hit the ground). C version is the most active but also the most likely to get you killed.

Moon Of Death - j214D, can be done unarmed

  • Suija dives at a decent angle for crossups. His palm must connect near the opponent's head or else the attack will not register. If it hits an airborne opponent it will cause a reset, and given the recovery on this move it's typically not in your favour. May also be used as a ghetto escape option from the corner.
  • Suija's weapon no longer reappears for a split second if this move connects unarmed.

Full Moon - j623S (Samurai Drive)

  • After two frames of startup Suija cloaks himself in a large bubble, where he has no hurtbox and is surrounded by guard points. Opponents will behave as if this move was blocked if they hit the bubble - for instance, any recoilable slash attack will recoil upon contact. While he's in the bubble Suija does not take chip damage even against special attacks, but he is vulnerable during the six frames of recovery when he emerges.
  • Attack strength determines the amount of time Suija spends in the bubble - light for seven frames, medium for 19 and heavy for 40. Among these the heavy version is the easiest to punish, but given you will most often be using the light and medium versions to keep up your momentum your opponent will likely seek to poke you out of those. Mix up your timings to keep them guessing.
  • If you have the lifelead and you're near a wall then gaining height with j623S and a wall jump is an effective way to timerscam the opponent, though be mindful that Suija only has so many ways to fall down. New to this game is the ability to fall straight down with j236D, but from V Special he can also dart to the other corner with j214D or stall with j421S. Suija's old WFT has been changed so you can no longer timerscam with that anymore.
  • Given its aerial nature j623S is inherently immune to normal throws. However, you are still susceptible to character-specific air throws. You should be spacing your bubbles well enough that this isn't an issue, but it's something to keep in mind when going for crossup tricks with 66B.

Moon Halo Impulse - j421S (Samurai Drive)

  • Air fireballs, spawning behind his back. These travel diagonally downward but have their own paths which deviate a little. Given all versions have sluggish recovery and it takes a while for Suija to then reach the apex of his natural jump arc, you shouldn't expect to win games from spamming air fireballs. These are best used for a little bit of chip damage and something to throw at the opponent from far away, but all sparingly as these are all punishable. Its geometry is also nice for locking opponents out of jumps.
  • Strength determines how many bubbles you shoot out and the startup length. The first bubble will deal the most damage and the last will deal the least.
  • If your opponent doesn't tech roll these can hit OTG.

Attack Moon - j236D, can be done unarmed

  • Suija cancels all air momentum and travels downward with a stomp. Despite appearances this does not hit OTG. Its most obvious application is for use in ambiguous crossups with 66B, but it can also be used to stop your backdash among other niche uses. On block the opponent can punish with a throw, so don't get too eager with this one.

Toy Transformation - 6464642E (II)

Supers

Heavenly Field Of Moon - j236AB

  • Somewhat of a super version of j214D which proceeds with a ranbu, but instead of pushing your opponent to the corner you take them to the skies. This WFT is ultimately a lot less practical than his old one from V Special, but at least this one isn't punishable on hit.
  • As j236AB uses similar collision detection to j214D, the combo 2C j236AB will not work on: Ocha-Maro, Earthquake, Nicotine, Ukyo, Kusaregedo and Yumeji. The combo A+B BBC j236AB (IV) will not work on characters who are harder to land 2C j236AB on, such as Jubei and Gaira.

Flying Moon - j2142143BC (II), j236BC (VI)

  • Suija flies in a V-shaped arc performing an 18-hit Shougetsu. Certainly a more reliable combo ender than j236AB but you'll have to decide whether this one-time-use move is worth running II or VI over other Spirits for.

Combos

Standard Combos

  • 2C j1236S/236AB/j2142143BC(II)/j236BC(VI) - Combos from launcher. 236AB must be timed for the dive to catch them but may not even work on some characters.
  • 66D, 5A/2A/2D - Small damage boost on your 66D. Counter hit only.
  • 6D, 3D - Old link from V Special.
  • 6D, 2C ... - New link combo. Counter hit only.

Continuous Slash (IV)

  • A+B BBC j1236S/236AB - Luckily, the final hit has an air point. 236AB must be timed.

State of Nothingness (V)

  • 2C 623A jC, ABC - This exact combo must be done quickly or else the opponent will be too high up to hit with Fatal Flash. jB may be used instead of jC for consistency, but you will end up doing less damage than the combo below.
  • 2C 623A jC, 2C 623A jC - If you have charged your blue life beyond the minimum of 33% you will be able to stack more hits on with repeated jCs.

Colors

External Links

Samurai Shodown VI
General

ControlsFAQItemsMechanicsSpiritsTables

Characters

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

Console Only

ChampleKim Ung CheKurokoPak PakPoppyRasetsu GalfordShikuru Mamahaha