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Samurai Shodown VI/Kyoshiro
Introduction
We live in a society where Kyoshiro no longer has a good instant overhead while Mina gets to set up five TAS unblockables for free.
Kyoshiro is still great at poking and anti-airing as per usual, but in this iteration he's received a wealth of changes both good and bad. His toad is extremely fast now and is an excellent combo ender for high damage, while to spice up his recoil cancel game Kyoshiro now has access to a mixup-oriented stance. On the flipside, he can no longer run and his air spin has been nerfed considerably. This makes it quite difficult for Kyoshiro to come back from a life deficit without taking serious risks.
Data
- Dash type: Step
- Damage taken: 101%
- Rage retention: 195
- Rage duration: 10 seconds
- Miscellaneous: Kyoshiro can cancel the beginning of his weapon pickup animation.
Gameplan
Poke, poke, poke. 2A, 5B and 2B have you covered, 5C too I guess. 2A is the fastest of these pokes and thus recoils faster as well. 2B isn't too safe, but the fact it hits low and is thus immune to deflects means you might be able to press 5B a lot more often, which is a better normal as far as vertical range and recovery goes. Another decent poke Kyoshiro has in his arsenal is 6B, a leaping overhead which reaches far and goes over a ton of stuff, but it doesn't recoil. The recoil cancel Kyoshiro is intended to use is Lion's Tail (214S), which is quite quick and rewarding but also unsafe. To complement this he has a fakeout version (214D) which also counts as a stance, with built in high/low/empty hop mixups. Alternatively Kyoshiro can just do 214D on its own then settle for another mixup option independent of this stance, which is sometimes preferable because if any of the followups get blocked he's in for a world of hurt. He can't use backdash air spin (j2S) anymore because it deals very little damage and doesn't even knock down, so you'll have to settle with 6B for your overhead. For a low mixup, you have a risky option in Toad Plague (236D) which actually has a lot going for it. It deals a great amount of damage, causes a hard knockdown, gives Kyoshiro an extreme high profile and will eat a single fireball hit for him while it's out. Furthermore this move is less risky than in other games at the cost of having a bit less range, as its recovery has been reduced, but it's still a risk. Use it in mixups or as another recoil cancel option. At fullscreen Kyoshiro can safely send out his tsunamis (236S) which are quick enough and travel fullscreen but are unsafe up close.
To balance out the ground game, Kyoshiro has more anti-airs than you can poke a stick at: 2C which hits above him, leaping spin (623S) to cover an even greater area, Yoga Flame (421S) for a dependable far anti-air and WFT if you are in Rage. You can attempt to use 214S as an anti-air with some success but it is usually outclassed by the options listed above. For air-to-airs he has jB and jC, but be mindful that Kyoshiro's jump is not only floaty but also travels high.
Kyoshiro cannot play hit-and-run well at all, particularly because he has a step dash now instead of a run which was already quite slow. As such, when his opponent has the life lead he is either going to have to rely on defensive pokes and stance mixups stemming from these pokes or take big risks. Toad, leaping spin, 214D~A and WFT are some tools which permit reckless play from Kyoshiro, as they travel extremely far for what they are, deal high damage and lead to important knockdowns and other advantages. Of course, these are all extremely unsafe. Ideally one should aim to never be in situations where landing either of these becomes your only way to clutch out the game, but if the clock is ticking then you certainly have the tools to YOLO it.
As for Spirit choices, Kyoshiro can take advantage of I Spirit to make his poking game stronger with the highest damage boost in the game and Hyper Slashes at his disposal. Kyoshiro doesn't particularly need his WFT for his gameplan, so he can afford to ditch it to make his poking game stronger. If you want access to his WFT then II Spirit is viable for its high attack power and its ability to destroy weapons potentially turning entire games around in your favour. V Spirit is another choice, as he has plenty of space to meditate and his instant overhead no longer knocking down means he can convert from it into Issen.
Normal Moves
Far Slashes
Near Slashes
Kicks
Air Normals
Unarmed Normals
Attack | Description |
---|---|
u5S |
Standing palm thrust. Kyoshiro's longest-reaching poke when unarmed. |
u2S |
Crouching palm thrust which doesn't reach as far. |
ujS |
Same as jA. |
Hyper Slash (I)
Attack | Description |
---|---|
A+B |
His 5C, but with a fire effect. The Guy Fieri of Hyper Slashes. |
Command Moves
Special Moves
Supers
Ruffian Kyoshiro's Flesh And Blood Fandango - 236AB
- The same WFT that Kyoshiro has had for a while, spinning forward quickly for a hitgrab. This will deal very good damage and will secure a hard knockdown, but on block it will also deal a great amount of chip. It's not the best idea to try chipping with this all day as it is rather unsafe, so you may want to save this for combos. Unless you can anti-air with this well, in which case do that.
Demon Flames Fandango - 641236BC (II), 236BC (VI)
- This move comes from the end of Slash-Kyoshiro's WFT in Samurai Shodown IV, where Kyoshiro blows fire to the groud and three successive explosions burst in front of him. This deals nine hits of damage and causes a soft knockdown. The final hit of this WFT will actually reach fullscreen, and that's how far away Kyoshiro will be from his opponent if he lands it but the opponent will be pushed back well over half that distance on block as well. Which is a good thing, considering Kyoshiro is supposed to be a zoner after all. The only problem with this WFT is its suprisingly low damage output, which means it's probably not going to steal any lifeleads for Kyoshiro. Furthermore it is a bit too slow to be used in most combos.
Combos
Standard Combos
- n5A/n2A 623A - Other strengths will work from n5A in the corner, but they do the exact same damage as 623A anyway.
- n5B/2D 623A/214B/236D/236AB - Close medium combos. Use toad as it's the GOAT.
Continuous Slash (IV)
- A+B BBC 623B/214S/236D/236AB - 623B is better than 623C because it leaves you safer and in poking distance, while 623A won't work in general. You should be combo'ing into toad or WFT anyway.
State Of Nothingness (V)
- j2S, ... ABC - Only real use for Kyoshiro's instant overhead is during slowed time where he can convert into Issen after he recovers. Kyoshiro has a wide selection of lows to mix this in with.
Frame Data - Provided by Tekitogate
Attack | Startup | On Hit | On Standing Block | On Crouching Block | Notes |
---|---|---|---|---|---|
n5A | 5 | -3 | -7 | -2 | |
n2A | 5 | +5 | +1 | +6 | |
5A | 7 | -8 | -11 | -6 | |
2A | 8 | -2 | -11 | -6 | |
jA | 8 | N/A | N/A | N/A | |
n5B | 11 | -5 | -17 | -12 | |
n2B | 10 | -1 | -13 | -8 | |
5B | 13 | -1 | -17 | -12 | |
2B | 12 | -5 | N/A | -12 | |
j8B | 14 | N/A | N/A | N/A | |
j7B/j9B | 11 | N/A | N/A | N/A | |
n5C | 14 | -6~-5 | -20 | -15 | |
5C | 16 | +9~+10 | -25 | -20 | |
2C | 13 | +4~+5 | -20 | -15 | |
j8C | 12 | N/A | N/A | N/A | |
j7C/j9C | 11 | N/A | N/A | N/A | |
6B | 22 | KD | -17 | N/A | Active for 6 frames |
5D | 9 | -6 | -18 | -13 | |
6D | 14 | +4 | N/A | -3 | |
2D | 8 | -1 | N/A | -8 | |
3D | 14 | KD | N/A | -3 | Active for 9 frames |
jD | 10 | N/A | N/A | N/A | |
Hyper Slash | 26 | KD | -43 | -33 | |
Continuous Slash | 11 | N/A | -25 | -20 |