Asura Buster: Eternal Warriors/Zinsuke

From SuperCombo Wiki

Zinsuke is a samurai who makes use of iaijutsu, the art of quick-drawing katana, to keep his opponents on their toes and off of him.

Coming from a distant oriental country, Zinsuke has been tasked to investigate the mystery of the lost continent by his emperor. To help him with this task, he has been made to team up with the siblings Rokurouta and Nanami. They are working together towards a shared goal and will try their hardest to fulfill their emperor's wishes.

Zinsuke is a character who excels at midrange, with a wide array of moves that excel at poking and defending his position.

Overview

AB Zinsuke idle.png
Zinsuke is a samurai who excels footsies and reactive play.
Pros Cons
  • Disjointed hitboxes across the board
  • Great guard cancel options at all ranges
  • Good combo game, with a j.C cancellable into air launcher
  • Potent ground normals for neutral
  • Large set of tools to beat out aerial approaches
  • Has access to long range knockdowns
  • Struggles getting through projectiles
  • Linear approach game
  • Poor mixup options
  • Awkward air normals at some angles
AB Name Zinsuke.png
AB zinsuke.png
Play Style Midrange
Dash Type Run
Backdash Type Grounded
Defense Modifier 0.9375
Air Options None
Meter Gauge {{{meter}}}

Normals

Standing normals

5A
AB Zinsuke 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - M normals - -

fast hit with the Katana's hilt
extremely fast


5B
AB Zinsuke 5B.png
"hey, i've seen this in anime"
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - M normals - -

Zinsuke takes his katana out and sheathes it very quickly, creating a sharp cut
first hit can be canceled into normals and specials but the second one can't.
first hit's hitbox is much shorter than the second
used to combo into his specials


5C
AB Zinsuke 5c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - L O - -

fast and wide flowing cut
a laggy but damaging big attack
punishable on block

Crouching normals

2A
AB Zinsuke 2a.png
i feel like i've seen this attack somewhere?
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - L normals - -

fast attack with the Katana's hilt


2B
AB Zinsuke 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - L normals - -

Filler low normal


2C
AB Zinsuke 2c.png
How long is this sword???
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - L O Knocks down -

Sweep that covers a sizeable portion of the screen
will catch a lot of off guard opponents

Jumping normals

8.A
AB Zinsuke 8a.png
...
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - H special O O

Zinsuke pokes the Katana's hilt downward
comboes easily into itself but it's harder to combo into othis air normals


7/9.A
AB Zinsuke 79a.png
Zinsuke, the god of creativity
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - H special O O

Zinsuke pokes the Katana's hilt forward
literally just flipped 8.A
comboes easily into itself but it's harder to combo into othis air normals


8B
AB Zinsuke j.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - H special O O

fast attack from behind
looks very cool but is kind of hard to land if you launch an opponent too close to a wall


7/9B
AB Zinsuke 79B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - H special O O

fast attack with good range that is cancelable on hit.
best used in air combos


8.C
AB Zinsuke 8c.png
every Zinsuke main wishes this replaced 7/9C
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - H O O O

very wide vertical slash
will reliably end your air combo no matter how awkward the angle is


7/9C
AB Zinsuke 79c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - H O O O

great air normal
very fast and amazing range but long recovery
has high priority than othis normals

Command normals

3c
AB Zinsuke 3C.png
oops
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - H special - -

Fast Slide that knocks down
deceptivery long reach


6b
AB Zinsuke 6B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - H special - -

Fast cut
notieably large range and used a lot for pokes

Universal mechanics

Launcher
any 2 buttons
AB Zinsuke AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches -

on hit, Causes a big wall bounce and puts the opponent on indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos.
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap.

Air launcher
any 2 buttons
AB Zinsuke jAB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches -

No difference from the ground version, but some characters have air launchers with slightly less recovery frames


Guard break
22C
AB Zinsuke GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - don't O Stun O

This replaces grab, a quick attack that stuns blocking opponents.
common followups are combos, launchers, knockdowns and some supers
countered by not blocking, jumping or attacking back

Special moves

Moon Shield - ムーンシールド
236A/B/C
AB Zinsuke 236.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - M O - -

Zinsuke creates a circular wall that defends him from opponents
will counterhit anything and everything, DO NOT f*** with the wall

  • A version : standard fast attack
  • B version : completely harmeless for a few moments before being active
  • C version : Launches on hit but the recovery is too long to combo from it

Button determines active frames and startup
EX version dramatically reduces recovery, allowing for combos


Heavenly destination - 天国のようなデスティネーション
623A/B/C
AB Zinsuke 623a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - M O Knocks down inconsistent

Great DP.
Who needs I-frames when your entire body and the surrounding atmosphere is a hitbox?
Zinsuke Leaps into the air, more horozontally than vertically, as he is covered by his slicing sword.
knocks down
EX version is longer and faster


speed-o-Sound knife - スピードオサウンド・ナイフ
214A/B/C
AB Zinsuke 214a.png
A version
AB Zinsuke 214b.png
B version
AB Zinsuke 214c.png
C version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - M O O O

Zinsuke unsheathes his katana and does a (badass) vertical slice, with angle depending on the button used
very fast and can be used to end both blockstrings and combos
EX version makes him do all 3 versions at once very fast, which will combo into eachother


dangerous pilgrimage - 危険な巡礼
2146A/B/C
AB Zinsuke 6B.png
A/B/C version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- - - - M O O O

Zinsuke dashes then attacks with his katana
button determines the length of the dash
still unexplored currently
EX version makes the hit a V.launcher, except you can't combo into or out of this, so it's just a waste of meter

Supers

Deciding Blade - 決め手となるブレード
214-214A/B/C
AB Zinsuke 236236a.png
speed-o-Sound knife on steroids
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 63(53+10) - - M O HKD Depends on distance

Zinsuke does a light slash with a faint outline at about 45 degrees upwards, reaching across most of the screen.
If it hits, the opponent is frozen in place for a moment, then Zinsuke does a much more powerful slash along the same path.
It is possible to hit the opponent with the first and then miss with the second, but it happens extremely rarely.

Boost mode (22+ABC)

Speed mode : Zinsuke moves faster and can jump higher, with some other properties :

  • speed-o-Sound knife produces two strikes, with H version being a wall bounce
  • C version of Flashing Slice is wall bounce

Combos

Combos Dmg Notes
5A > 5B > 5AB > j.A > j.B > j.AB > j.A > j.B > j.C Universal combo.
5B > 236AB > j.Ax3 > j.Ax3 > j.B > j.C > j.AB > j.Ax3 > j.Ax3 > j.B > j.C > j.AB 74 Midscreen bnb -> https://streamable.com/dol9uk
5B > 236AB > 5B > 236AB > 5B > 623C 82 Meter burn combo. Video -> https://streamable.com/y6vcpo

Color Palettes


AB Palettes Zinsuke.png


ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke