Samurai Shodown VI/Genjuro
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Genjuro here is a downgrade from his V Special iteration, notably losing his universal overhead in neutral and command grab special in mixups. You still have card setplay, which may at first appear ruined by short and long rolls but 646A grants him hard knockdown which guarantees his setplay. Genjuro may have received nerfs but he is one of the few characters in the game to not only bypass tech rolls but also have a great enough run speed alongside this tech immunity to chase tech (predicting a tech roll and punishing it) when needed.
- Dash type: Run
- Damage taken: 100% (5th Tankiest)
- Rage retention: 210 (5th Highest)
- Rage duration: 8 seconds (3rd Shortest)
Every combo Genjuro does must end in 646A to ensure his card setup remains supreme. If you do not then you forfeit all setplay he is capable of. His aggression and loops come from 646A being the move that it is.
Genjuro is typically played aggressively, finding opportunities to set up card bounces and rekka crossups in their face. However, he also has tools to play neutral reasonably well. His 5B has good priority, while his 2B is a low with the same range which can't be deflected. 5C has particularly long reach for punishes, can catch backdashes and has a kara cancel window at the start. All of these tools recoil cancel, which Genjuro has appropriate tools for - countering punish attempts with DP (623S) or a high-priority hitgrab (646S), going for a mixup (236S) or setting up card (214S) are all viable options. 623A may be used as an occasional poke for its high priority. Given the removal of universal overheads, Genjuro no longer has the option to hop over lows with one, so keep that in mind.
If you get your opponent to block 214S and you're holding down the button, the card will bounce then fall as an overhead. This is often combined with lows such as 66B for near unblockables. New to VI is 421S, a low with juggle potential, which you can use to make these situations more rewarding. An easy option for the opponent to escape this trap is to simply backdash away, which can be countered by poking with something far-reaching like 5C instead of going for a low. A flaw with Genjuro's card game in VI is that it is difficult to loop due to the changes made to wakeup rolls. While the opponent's short rolls have some strike vulnerability at the end which you can take advantage of, long rolls do not but leave them closer to the corner. The opponent escaping your trap in this way is something you'll have to worry about less if you have them cornered, where you also have access to a more-rewarding 421S which there can juggle into WFT. Another thing to keep in mind is the removal of your three-hit kick and command grab from earlier games.
Given Genjuro's aggressive playstyle, short Rage retention and even shorter Rage duration, VI is a viable Spirit choice so you have access to WFT more often. Given Genjuro's short rage time and limited usefulness for WFT you may choose V Spirit instead to meditate your rage away, and while it can be Rage Exploded on the first hit you still have a launcher in the form of 421S. Unfortunately, you don't get an extra visual effect after Issen anymore.
||Running u2S which knocks down.|
File:SSVI Genjuro u66D.png
|It's two frames faster but two frames less safe.|
||Same as jA.|
Hyper Slash (I)
||Essentially his 5C. One of the hardest-hitting Hyper Slashes in the game, which is particularly scary when combined with 5C's range. Be quick on the draw during mistakes the opponent makes during card play.|
|Five Flash Rip- 236AB||Fast WFT with upper body invincibility. Has decent priority and can be combo'd into by plenty of things. This move gives you a hard knockdown and maximum spacing for 214B, but you do not recover in time to land it meaty.|
|Similar to Genjuro's EX DP in other games and with similar applications. Either anti-air with it, use it as a reversal or combo into it for big damage.|
- n5B, 421A, 646A - The only close combo you should be doing. It does the most damage and has hard knockdown, enforcing his card setplay. Any other combo and you will be forfeiting what makes Genjuro strong.
- n2C, 5B, 421A, 646A/236AB - Corner combo. Biggest punish he has and one of the few ways to guarantee super with him. Sometimes you'll need to walk forward a little with him, don't be afraid because the stun lasts longer than you think.
- njC, 5B xx 421A, 646A - Enormous throw whiff punish Genjuro can do. Rare combination of enough hitstun from a jumping heavy and hard knockdown grant him even more card setplay that's combined with jump cancel threats. When this combo is finished take a step back and setup 214A to continue your offense.
Continuous Slash (IV)
- A+B BBC 623S - Standard BBC juggle.
- A+B BBC 236AB - Corner only.
State Of Nothingness (V)
- 421A, n2C ABC - Possible launcher combo with the bare minimum amount of time you can have. May drop n2C if time is short. With more time you can fit in repeated njC hits and Issen will still connect.
Frame Data - Provided by Tekitogate
|Attack||Startup||On Hit||On Standing Block||On Crouching Block||Notes|