Samurai Shodown VI/Mizuki

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Samurai Shodown VI




Mizuki has been buffed considerably, with better pokes, more opportunities for damage, plenty of hard knockdowns and her DP from V Special being modified into an air fireball. However, Mizuki's most notable buff is that her existing bag of tricks happens to work well with the new system mechanics, in particular having strong answers to all three wakeup options which allow her to tech chase effectively. If you enjoy kicking opponents while they're down then Mizuki is the character for you.

Speaking of which, Mizuki's pursuit leads to infinites.


  • Dash type: Run
  • Damage taken: 105%
  • Rage retention: 150
  • Rage duration: 10 seconds


Mizuki has decent enough control of the ground game, sporting decent pokes with her medium slashes and a strong punish tool in her 5C, which reaches over half the stage and comes out quickly. Mizuki still has her low-hitting ground portal (214S) which skims the ground quickly and can be used for punishes, but it leaves her open for big punish if it doesn't hit. In this game, however, she now has a better option for fullscreen harassment with her air-to-ground fireball. Mizuki can summon Maju (j236S), who will fall diagonally forward before hitting the ground and running offscreen. In addition to being used for air control, Mizuki may also buffer this move with a tiger knee input or during a backdash to use it strictly for ground control. Maju travels quite fast, will destroy other projectiles and causes a soft knockdown if it hits. Additionally Mizuki's jD, though her shortest air normal, is special cancellable, a quality which can be used to keep the opponent locked in place after landing the air-to-air. It should be noted that Mizuki, though she sports decent air-to-airs, only wants to jump defensively if at all, as her jump is not suited for offense.

Mizuki has some mixup potential with her command grab (623D), which, along with her ground portal and WFT, will result in a hard knockdown. This makes it difficult for the opponent to escape her position-tracking unblockable seal (214D), which when timed correctly on an opponent's wakeup can be difficult to stop if they can't at least low profile it from frame one. However, this seal results in a soft knockdown, meaning Mizuki won't be able to loop it forever (though she may still catch failed tech roll attempts). To counter short rolls Mizuki can use her ground portal or WFT, while to counter long rolls she can simply run up and command grab. Because both lead to hard knockdowns, they'll end up getting caught by the unblockable seal anyway. These are just some options Mizuki can use for her vortex, but anything you use will still require some commitment. The unblockable seal has a lengthy period of startup, so it's not something that can be done on reaction against soft knockdowns. Meanwhile if Mizuki ends up committing to something else and the opponent stays lying down then she has squandered her momentum and will have to play honest to get it back. Regardless, the ability for Mizuki to cover all three options safely and rewardingly is what makes her tech chase scary.


  • I plays very unlike any other Spirit given its lack of system options for movement, defense, and setups. The focus here is on high damage and threatening recoil cancels with massively boosted damage during Rage and Mizuki's excellent Hyper Slash. Her Hyper Slash shares 5C's massive range and deals high damage. However, she sacrifices her supers, 214D unblockable setups, and movement/defensive options from other Spirits.
  • II is a jack of all trades spirit for Mizuki. She gets her full Rage duration for opportunities to WFT, and WFT breaks the opponent's weapon. She gets access to her excellent Secret Move, but can only use it once per game. Rolls enhance her mobility and complement II's duck and hop defensively, though the cancel window on her forward roll is particularly slow and not effective for threatening roll cancel command grab.
  • III lets Mizuki charge Rage manually and grants infinite Rage at very low HP. Her Rage retention is average and thus her Rage charge rate is as well. Dodge offers a standard defensive option, while air parry is very niche for a character like Mizuki that prefers to stay grounded.
  • IV's signature Continuous Slash is primarily useful to Mizuki as a way to build additional Rage, with over half a bar granted from her full AABBCCC target combo. Her only confirm off the BBC target combo is into WFT. IV has the same dodge and circle step as III, and also offers Rage Explosion and Issen as a last defensive option.
  • V augments Mizuki's mobility with rolls and a solid forward hop. While V does not let Mizuki use her Secret Move, it offers access to State of Nothingness and Issen. She lacks a comboable overhead for SoN, but can set up unburstable Issen combos with j236S. Rage Explosion is also available as a defensive option, but without access to Issen. V does shorten her Rage time significantly and requires balancing Rage vs meditating for State of Nothingness.
  • VI ensures Mizuki can reliably use her WFT with its unique Rage system. Repeated access to her Secret Move at low HP makes her extremely threatening late in a round. Mikiri dodges are very strong defensive options that also give earlier access to her Secret Move, and Hyper Guard can push the opponent back towards a safer range without forcing Mizuki to commit to riskier options.

Normal Moves

Far Slashes

  • 5A - A quick forward stab with nearly as much range as 5B. Can be used as a quick poke.
  • 5B - Has better range than 5A despite its similar appearance. Mizuki's main poke for general recoil cancel games.
  • 5C - Mizuki steps a character length forward for a giant swing. Reaches over half the stage with decent vertical reach to boot and deals high damage for a heavy slash.
  • 2A - 5A but lower.
  • 2B - 5B but lower.
  • 2C - A low-hitting sweep. Has pretty good reach and it recoils on block, but you would have to space this cleanly to make it even remotely safe.

Near Slashes

  • n5A - Standing slap.
  • n5B - Two-hit combo starter. Hits quite high up, making it an effective close range antiair.
  • n5C - Two-hit punish tool. Deals less damage than her other heavies but comes out way faster.
  • n2A - Crouching slap.
  • n2B - n5B but lower. Not cancellable for some reason.
  • n2C - Same as far version.


  • 5D - Maju claws up from Mizuki's dress. Special cancellable.
  • 6D - Her universal overhead from V Special. Goes over lows and beats throws while moving her forward a bit.
  • 2D - Maju whips its hair. This hits low.
  • 3D - A low-hitting sweep which, uh, doesn't knock down like it did in V Special. Instead, it is special cancellable so you can get your knockdown anyway.

Dash Normals

  • 66A - Running slap.
  • 66B - Running n5B. Also a combo starter and can antiair from further away than n5B.
  • 66C - Running n5C, but it deals one hit and knocks down. Reaches further than your other punish options and is an effective crossunder anti-air.
  • 66D - Mizuki's old 6D from V Special. This hits low and is special cancellable.

Air Normals

  • jA - Aerial slap.
  • jB - Aerial 5B. Air-to-air which reachers further than jC.
  • jC - A jump-in swipe with decent horizontal reach and high hitstun for combos.
  • jD - Maju kicks out from Mizuki's dress. Can be used as a jump-in if done deep enough. Special cancellable.

Unarmed Normals

  • u5S - Same as n5A.
  • u2S - Same as n2A.
  • u66S - Same as 66A but it knocks down.
  • juS - Same as jA.

Hyper Slash (I)

  • A+B - Essentially her 5C.

Special Moves

Satanic Transmigration - 421S, can be done unarmed (Samurai Drive)

  • Mizuki laughs, then teleports around the opponent. 421A and 421B place her in front of the opponent, while 421C places her behind them.
  • If the opponent is in the air then this move will match their vertical position as Mizuki begins to fall slowly. Mizuki can attack as she falls, but for 421C this is useless because she will be facing the wrong way.

Hell's Circle - 214S

  • Mizuki sends a portal to travel quickly across the ground. This hits low and results in decent damage and a hard knockdown. If timed correctly it is decent at catching short rolls, as Mizuki can realistically react to them and time 214S correctly. Otherwise, it is mainly used as a close range combo tool when hard knockdown is desirable over 236B's extra damage. There is no difference between strengths. Extremely unsafe if it doesn't hit.
  • Mizuki cannot pursuit on 214S hit.

Destroy Demon - 623D

  • A command grab where Mizuki transforms the opponent into a pig, then slams them into the ground. Has about the same range as her throw but deals more damage and results in a hard knockdown. Deals decent damage, but what really makes 623D shine is her options out of it. She has guaranteed setups into 214D after 623D in most spirits, or she can opt for pursuit for additional damage. The arcade version takes this one step further, in that she can then command grab the opponent as they recover from pursuit. This is an infinite.
  • This is Mizuki's answer to long rolls, which otherwise evade both her Hell's Circle for short rolls and Evil Chorus for knockdowns, as long rolls are susceptible to throws and Mizuki's run is fast enough to catch them.
  • Landing pursuit after 623D midscreen requires a microdash. Note that the OTG bug enabling the 623D pursuit infinite is fixed in the console versions, though it can be re-enabled by setting game mode to Arcade.

Bloody Nail - 236S, can be done unarmed (Samurai Drive)

  • Mizuki swipes with her claws while moving forward. Strength determines the startup, how many times she swipes and how far forward she moves. This is mainly used as a combo tool and notably can be done unarmed and combo from certain kicks she has. All strengths will result in a soft knockdown on the final hit.
  • 236A swings once. This is the fastest strength and can be made safe if spaced correctly.
  • 236B swings twice. The damage has been fixed in that this now deals more damage than 236A, making it a stronger combo ender.
  • 236C is too slow to combo, but deals six hits of damage and leaves Mizuki way safer on block than the other versions. She can still be thrown as a punish if spaced incorrectly.
  • Only the medium and heavy versions can activate Samurai Drive.

Evil Chorus - 214D, can be done unarmed

  • Mizuki conjures up a rainbow-coloured seal. This has very slow startup, but it's unblockable and will track the opponent's position. On hit, a grim reaper will spawn above the opponent. This indicates that their directions have been flipped, an effect which lasts for four seconds before disappearing. If the opponent is hit by this move again then the four seconds will be reset. Against an opponent who can adjust quickly to the flipped inputs the trickery of this move will mainly come from where their directions are at once four seconds has passed.
  • No delayed wakeup or wakeup roll, existence of the neutral frame, and Mizuki's access to hard knockdown from 623D, 214S, and WFT means 214D is inescapable on wakeup from these attacks given proper setup. 214D is still a very real threat on other hits if the opponent doesn't tech or fails to use an invulnerable defensive option to escape. This is very strong for motivating your opponent to tech roll, which Mizuki can then capitalize on with other options.
  • Does not beat throws. Armoring through 214D prevents the input flipping effect.

Wail Of Our Creator - j236S (Samurai Drive)

  • Modified version of her 623S from V Special. Maju leaps out from Mizuki's dress at a diagonal angle, then starts running a little after it hits the ground. Both hits will combo into each other but neither will deal any chip damage. When tiger knee'd or performed from a backdash this is effectively a ground fireball, but the first part is useful for locking down a diagonal portion of the screen. Both moves are mid attacks, meaning no instant overhead for you, but Maju will eat fireballs for you making it solid for fireball wars.
  • This attack will halt Mizuki's air momentum, then she will leap back or forward depending on which button you press. j236A will make her leap backward a bit, j236B forward a bit and j236C further forward. There is extra landing recovery for Mizuki once she hits the ground, which Maju is meant to cover. By cancelling jD into j236S, this makes a difference as to where Mizuki can land while the opponent is forced to deal with Maju.

Toy Transformation - 321421E (II)



Imprison Sphere - 236AB

  • Mizuki sends a seal out from her, then it returns to her after reaching about half the stage. This is a hitgrab which will eat up other fireballs. Important to note is that this move is no longer safe on block, as the seal does not disappear upon hitting the opponent, but it comes out instantly after the flash making it ideal for combos.

Phantom's Grudge Soul - 2363214BC (II), 236BC (VI), can be done unarmed

  • Mizuki sends an image of herself to scratch the opponent three times, dealing seven hits across three swipes. Fast startup makes it a great combo tool. Deals low damage on its own, but Mizuki is free to move after the first scratch. Mizuki can then combo during the hits for additional damage, or go for a mixup if the opponent blocks it as a meaty on wakeup. Not safe as a recoil cancel; opponents can jump on reaction and get a jump-in punish or at least a favorable trade. Opponents can also jump out between scratches on block, but Mizuki can act by that time. Interestingly, if Mizuki activates her WFT while this move is still active the image will continue to attack the opponent without pausing, meaning if you intend to combo this into WFT then the latter must be done early and from close range.
  • The image will go off-screen if performed in the corner, so make sure your spacing is right for it.

Combos and Setups

Standard Combos

  • n5B/66B/5D/3D/66D 214S/236B/236AB - Standard combos. Notably, some of these can be performed entirely unarmed.
  • jD j236S - Yes, this will work on airborne opponents. The second hit of j236S isn't guaranteed, however.
  • 623D, 3C, 623D, 3C ... - Arcade-only glitch. Mizuki can follow up from her pursuit attack with Destroy Demon. This can be re-enabled in console versions by switching the game mode to Arcade.

Secret Move (II/VI)

  • SM, 5C - Basic SM followup. Can confirm into SM from n5B, 66B, 5D, 66D, 3D, and counterhit 5A and 66A.
  • SM, 66B/66D 214S - SM followup for hard knockdown. Full damage with 66B link matches 5C damage, but landing 214S before the final SM hit is somewhat precise. 66D makes the followup easier for a slight damage loss and is more tolerant of missed dashes if input as 66~5D.
  • SM, 236AB - Only works from raw, point blank SM hits, in the corner, or from single hit backhit starters (not n5B/66B). Must WFT immediately given the super flash doesn't pause her SM, and after the seventh hit you are not allowed to juggle.
  • SM, 66B 236AB - More reliable and higher damage corner variant. The later hits of SM whiff against cornered opponents from n5B range, so landing WFT before the last hit is no longer a concern.

Continuous Slash (IV)

  • A+B BBC 236AB - Only unique combo she has in IV Spirit.

214D Setups

Hard Knockdown:

  • 623D, dodge, 214D - 5E for II, III, IV, V Spirit, 6E for VI Spirit.
  • 214S, 236A, 1E 214D - II/V Spirit only. Cancel from backroll is very fast, may find it easier as 21E4D.
  • 214S, 5E, backdash 214D - II, III, IV, V Spirit. Hits 1f after neutral frame, so not guaranteed.
  • 214S, 6E, 5E/backdash 214D - VI Spirit version. Same as above, hits 1f after neutral frame.
  • 214S, 2E, 214D - II, V, VI Spirit against disarmed opponents.
  • WFT, 2E, 2E, 214D - II, V, VI Spirit.
  • WFT, 5E, jump wjD 214D - VI Spirit only. Any air normal will do to allow buffering 214D, but jD doesn't drain Weapon Gauge on whiff.

Soft Knockdown, no tech:

  • throw, dodge, 214D - 5E for II, III, IV, V Spirit, 6E for VI Spirit. Works for both forward and back throw.

Frame Data - Provided by Tekitogate

Attack Startup On Hit On Standing Block On Crouching Block Notes
n5A 7 -2 -6 -1
n2A 7 -2 -6 -1
5A 10 -4 -2 +3
2A 8 -2 -2 +3
66A 7 -2 -6 -1
jA 13 N/A N/A N/A
n5B 9 -1 -8 -3
n2B 9 0 -8 -3
5B 11 0 -8 -3
2B 11 0 N/A -3
66B 9 -1 -14 -9
jB 12 N/A N/A N/A
n5C 12 +2~+3 -20 -15
5C 16 +1 -25 -20
2C 14 KD N/A -15
66C 10 N/A -16 -11
jC 15 N/A N/A N/A
5D 11 -1 -13 -8
6D 21 KD -11 N/A
2D 6 -2 N/A -1
3D 11 -4 N/A -11
66D 13 -2 N/A -9
jD 10 N/A N/A N/A
Hyper Slash 25 KD -51 -41
Continuous Slash 11 N/A -25 -20



External Links

Samurai Shodown VI


Samurai Shodown VI



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