SvC Chaos: SNK Vs Capcom/Genjyuro Kibagami

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牙神 幻十郎, Kibagami Genjuro
"You can kill yourself from shame, but I won't clean up!"
Difficulty Average
Max Mode Needed? Doesn't Need It
Tier Placement Trash (E)
Standing Hitbox ?
Crouching Hitbox Tall

Introduction

Genjyurofacesvc.png

Genjuro Kibagami is a character from the Samurai Shodown series, his first appearence being the second game. Now he's infamous for being one of the strongest Samsho characters in the series, outside of Samsho 2, having great mixups, damage, and other tools that make him stand as a top tier, if not close to it. But in SVC... Ouch. To call his transition a downgrade is an understatement, as everything that makes him good in Samsho is nowhere to be found here.

Note that while the game calls him Genjyuro with a y, this is just a literal translation into romaji from Japanese. No one (at least in English) refers to him as Genjyuro, so the wiki will instead use his much more commonly translated name, Genjuro with no y.

Strengths Weaknesses
  • Some moves have great range: For some attacks, Genjuro can reach as far as across roughly 70% of the screen, or otherwise his normals tend to have far reaching hitboxes.
  • Good reversal: Both Genjuro's regular DP and the first part of his exceed function as reliable reversals, allowing him to take his turn back. Whether they're good anti-airs is another question, but are solid tools in his kit, nonetheless. Having a way to fight back against okizeme helps Genjuro a lot when his neutral is otherwise mediocre.
  • Decent combos: Jump-in and punish combos lead to knockdowns and help alleviate Genjuro's poor damage, potentially also helping to setup for pressure or unblockable setups. With max mode, he gains access to solid combo routes that provide good damage and utility, both of which he really needs.
  • Okay mixups: Genjuro's rekka can allow him to cross-up with the heavy version of it to score an unsuspecting knockdown, for one. With a lot of meter to burn, Genjuro can sometimes spam supers repeatedly in the hopes of scoring a hit against an opponent thinking they have room to punish Genjuro thanks to its decent recovery. Anything to squeeze out more damage.
  • Decent jumping normals: As stated, some of Genjuro's buttons have great reach which extends to his jump normals, making his jump-ins and air-to-airs contest with opponents decently well. While the damage is lackluster, they make up for it with utility, at least for the most part.
  • Rage carries over to the next round: If somehow Genjuro ends up dying while in rage, or in other words during exceed, it will carry over to the next round. The timer before it ends won't restart, but it will at least remain in the same state.
  • Unblockable setups: One of Genjuro's few strengths, he can use knockdowns as a setup for his unblockable attacks. They're slow, but with the right setup, significantly ramps up Genjuro's damage and score rounds this way. Depending on the matchup, Genjuro may not be able to utilize these setups at all, but a nice boon, regardless.
  • Bad startup and recovery across many of his moves: Several of Genjuro's attacks are on the slow side, especially if it's his heavy attacks which usually have long startup animations. On top of this, they're slow recovery wise, too, leaving him at a greater frame disadvantage on block than other characters that he becomes easily punishable.
  • Mediocre damage output (for a Samsho character...): Probably like many people, the first thing you'll think of when you think Samsho is the huge damage and those moments where one mistake costs you massive chunks of your life bar. But here, throw all that out the window. Genjuro's damage is painfully low for most of his attacks that you'll hardly even remember he's supposed to do high damage. Even after entering rage, he does so little extra damage that you won't notice the difference.
  • Awful lows: Outside of forward D, using Genjuro's low hitting normals is a death sentence and hardly rewards him in neutral. On block, he's easily punishable depending on the normal, so it's better to not use them to begin with.
  • Arguably the worst hitboxes in the game: Admittedly this is a vague statement and is potentially too subjective. Still, it must be mentioned how terrible Genjuro's hitboxes are. Standing, crouching, a fair number of his normal attacks, and some of his specials, more often than not Genjuro's hurtboxes are huge and lead to several issues besides getting hit easier. A number of his active hitboxes are nothing impressive, either.
  • Worst Exceed in the game: There are too many reasons why Genjuro's exceed is abysmal. Please look at the description boxes for it down below, but in short, it's huge risk but for little reward. What's probably the worst part, a super that is not supposed to be easily telegraphed is made easily telegraphed thanks to the game engine.
  • Easy to punish since nearly everything he does is unsafe: Take one good look at Genjuro's frame data, and you'll see why he's so easy to punish all the time. And of course, you have to worry about GCFS. Almost none of Genjuro's moves are actually safe to use. To play Genjuro well, you need to treat his move list as black and white: use X moves, and entirely avoid Y moves.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 4 4 14 +4 +2 -
  • A short jab that can combo on itself and it's cancelable, it's good for some combos.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 6 11 25 +3 -7 -
  • Almost the same use that cl.A has, but the damage is better and this move cannot combo on itself.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 2, (6), 4 29 47 -13 -15 -
  • A move with two hits, and the first is cancelable. Can be the most damaging cancelable move. The second hit can be useful on Max Mode combos.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 3, (4), 3, (3), 5 11 34 3rd= +4 3rd= +2 -
  • Three kicks, three hits. The second hit is cancelable and good on combos. Don't try to use the first hit as an anti-air.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4 17 28 -9 -11 -
  • One of his safest pokes, but the recovery is someting different for a A. The damage is small, the recovery is bad, and isn't cancelable. Use this move only for pokes.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 13 4 20 37 -4 -14 -
  • Good poke. The A poke is better, in my opinion, because the A poke has best startup and recovery, but you can use. This move isn't cancelable.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 22 4 39 65 -23 -25 -
  • The damage and reach are nice, but this button is pretty bad. Slow startup, only active for 4 frames, the hitbox is only a horizontal rectangle closer to the ground which makes it easy to jump over, and Genjuro is punishable on hit at -23.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 6, (6), 4, (3), 6 11 41 3rd= +3 3rd= +1 -
  • Three kicks, three hits. st.D version is not terribly useful due to the long animation and unlikelihood to hit the opponent with any of the 3 hitboxes other than the last one.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 4 4 14 +4 +2 -
  • Same use as the cl.A, but the reach is bad.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 10 4 16 30 +0 -10 -
  • Damage is nice for a Light attack, you can use it as a low poke. This move isn't cancelable.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 21 4 38 63 -22 -24 -
  • Can be used as a long range poke, but the st.C has more range and much more height than cr.C. Almost identical to st.C otherwise, don't bother using this button. This move isn't cancelable.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 8 9 29 SKD +1 -
  • You can avoid it if you want. Why? It knocks down, but the opponent can block it high or low. The range is good, damage is normal, it isn't cancelable, and you don't need to use it.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 5 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Good for some tick-throws. It comes out fast, so time well when you're going to use this(the timing can be different for some characters).

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 10 4 - - - - -
  • Neutral/Diagonal Jumping Attack
  • This is a nice move with nice reach. Can be useful as a jump-in attack(Genjuro has better jump-in moves) and as an air weapon.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 12 2 - - - - -
  • Neutral Jumping Attack
  • A fast slash with nice priority. You can try use this on defensive situations.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 10 4 - - - - -
  • Diagonal Jumping Attack
  • His best combo starter(probably). The priority and reach are nice, and the startup is good.

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 11 8 - - - - -
  • Neutral/Diagonal Jumping Attack
  • A kick that can be used as a jump-in, but the j.C is better. Not so good as an air weapon. It can miss low crouching characters if this is not timed well.

Command Normals

Gekikaze
df.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 2 22 36 -4 -6 -
  • Can work as an anti-air, and it's cancelable. The damage is better than the Light attacks, and you can use it on some combos(I think you can connect it with Normal Moves only on Max Mode). If it hits as an anti-air, you can cancel into your QCB+Kick for an unblockable setup. If you want another option for an anti-air setup, you can use your qcf+Punch for a nice setup(See below for more details). The best is the unblockable setup, but it needs to be well timed, because the opponent can do a recovery roll from this Command Move.

Suso Kosuri
f.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 17 8 8 33 SKD +2 -
  • Can work as a sweep(It's better than the cr.D). It hits low and knocks down, and I don't know why, but it's cancelable. The startup is not that good. You can use as a setup for the QCB+Kick, which can be useful(but not safe) sometimes. A better setup for this move is: Use this move, cancel into QCF+A(Only one time), and you will pass under the opponent. And then combo with cr.A, QCF+A(3x). It's not hard for you, but is hard for the opponent, who will wake up with his back turned(Because of the first part, and I don't know if it's a bug, but it works). You can confuse your opponent with this setup, but don't abuse of it.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Sanren Satsu
qcf A x3
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Kiba
qcf A
- - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Tsuno
qcf/b A
- - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Rin
qcf/b A
- - Mid - - - - - - - - - - -

Sanren Satsu
qcf C x3
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Kiba
qcf C
- - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Tsuno
qcf/b C
- - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Rin
qcf/b C
- - Mid - - - - - - - - - - -
  • Nice move for easy combos and some wake-up setups. You can use QCB+P on the second and third hits. The A version is better for combos, and the C version cannot combo because it comes out slower. If the first hit is blocked, you cannot continue with the other two. The C version can confuse your opponent sometimes, because it forces your opponent to block in the opposite direction. You can delay the hits(like Iori's QCB+P) and you can switch beetween the versions after the first hit(Only on the C version), like this: QCF+C, QCF/B+A(2x). This move is part of a incredible setup(It is on the Command Moves section). Don't abuse of it, but it's a incredible move.

Hyakki Satsu
qcb~f P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb~f A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb~f C - - Mid - - - - - - - - - - -
  • Genjuro slashes forward until one slash hits(if not he'll stop), and when it happens, Genjuro uses some kind of throw, but can be blocked. On the A version he performs two slashes, and in the C version he performs six slashes(and moves slowly forward). The C version stays out longer(obviously), but it's risky to use this version. You can use this to punish your opponent if you want.

Gashin Totsu
qcb K (Hold to delay)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The mighty unblockable move. Genjuro charges up and then he thrusts forward for an unblockable attack. You can hold the button pressed to delay the attack. Use it ONLY on setups(See the Command Moves section for more details), because the startup of this move is bad. Don't use it near the opponent, because you'll be wide open for those reversals. Holding the button pressed will not increase the damage, but this move is good.

Ouka Zan
qcb P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • His projectile. Genjuro swings his sword and a card comes out. Good to use as something like a meaty fireball, or can be used for spacing. This is bad on combos, due to the slow startup. The damage is okay, but the chip and guard damage are bad. If you get a counter hit on a jumping opponent, he/she'll be on a juggle state.

Gekka Zan
dp K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp D - - Mid - - - - - - - - - - -
  • Well, it's a throw special move, so it can be done only close. All versions can be comboed, and it leaves the opponent into a juggle state. B version is better for combos, because you have more time to combo(I cannot confirm if you can combo with the D version, but I could not connect when I use it). The possible followups will be on the Combos section.

Touha Kouyoku Jin
dp P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - - - -
  • Well, there's his uppercut-like move(probably the one with the best range). It's good as a/an: Combo finisher, combo on Max Mode, anti-air, reversal, and defensive attack. It has some immunity frames(like Ryu's Shoryuken). The A version is the safest, and the C version travels further. You can use the C version on combos, but watch out for its range, because you can get only one hit and no knockdown sometimes. As an example, try to combo: cl./cr.A(2x), DP+P and see what happens.

Super Moves

Gokou Zan
qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0+(13x5) 0, 13 Mid 0 0 0 X - - - - - - -
  • His only super, sadly. He performs something like an uppercut and a card comes out. If it hits the opponent(while not blocking, I mean), Genjuro will do four slashes with some cards. The first hit can catch the opponent while he/she is on the air. This Super has a nice damage, and it's used for combos, or for make the opponent fall on it. Can be comboed while the opponent is in a juggle state, or after a s.D(cancel the second hit), or a cl.C(cancel the first hit).

Exceed

Genjuro's Exceed has two parts to it. And they both suck.

Ikari Bakuha
Kof.lp.pngKof.lk.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
32 36 Mid 0 0 0 X - - - - - - -
  • The first part of his Exceed, where Genjuro performs a quick DP slash upwards, enters the Rage state and lands, ready to continue his onsalught.
  • While in the rage state, Genjuro's idle animation moves faster, his skin turns red, and he deals slightly higher damage. When he's about to exit the rage state, his skin will briefly flash then revert back to normal.
  • The rage itself roughly lasts 10 real world seconds from the moment Genjuro starts the Exceed. This rage will also carry over into the next round, with the same amount of time remaining before it disappears (to be verified).
  • There are many issues with this first part of the Exceed alone that also defeat the whole point of using it.
  • When using the DP slash, Genjuro can anti-air with it, like a DP. It also moves Genjuro forwards a little like his regular DP, however the height he reaches is shorter than his DP A.
  • Genjuro has i-frames during the startup of the Exceed and transitions to a fat active hitbox. It also will not play a super flash when he uses it. He is vulnerable for the rest of the Exceed. But still, it's a decent reversal and one of the only okay aspects of the Exceed.
  • Major problem with the DP: it's only active for 3 frames, significantly shorter than either of his DPs or even his go-to anti-air buttons. The hitbox also doesn't cover as much area, either, let alone it doesn't do much to cover above him.
  • The DP's damage, at least compared to the rest of Genjuro's kit, is also good. It does more damage than his normal DPs do, and still more than even the rage enhanced DPs do.
  • The next issue regards the rage state itself. Having any extra damage boost is greatly appreciated since Genjuro is severely lacking good damage output. Not to mention that by having 10 seconds of increased damage, he poses somewhat more of a threat to the opponent.
  • However this barely elevates his damage to begin with. It's so little of a boost - just a few extra points/pixels of health, you might not even notice it taking effect. It's somewhat more noticeable against characters with low health, but it's still hard to visibly see the difference.
  • Another issue Genjuro can't help: nothing stops the opponent from simply running away. Or outzoning Genjuro in the event they get away or he drops his pressure, and he has to get back in, wasting time on the rage bonus.
  • Or even against non-zoning characters, blocking one attack, using GC Blowback, pushing Genjuro to the other side of the screen, and wasting his rage timer that way. All of this and he still has his existing issue of getting in or having bad buttons to work with.
  • Lastly, if the rage ends with Genjuro not using the second part of his Exceed, that's it. He has spent the Exceed and cannot use it anymore, thus wasting it.
  • A minor quirk, but when the DP trades, it seems to randomly pick either player to win the trade and continue with their attack. More testing needed.
  • In short, it's a decent reversal, and that's pretty much where the good parts of the entire Exceed end. The damage boost, albeit nice, barely matters, and the opponent can just play runaway until the rage ends, something Genjuro can't help. And he has to make sure he uses the second part of the Exceed within 10 seconds, or else he loses rage, and the game considers his Exceed used.
  • Genjuro can, fortunately, also combo into this first part, so he does not have to use it raw all the time, but it's still limited combo potential.

Issen
Kof.lk.pngKof.sp.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
112 120 Mid 0 0 0 X - - - - - - -
  • The second part of his Exceed, Issen, otherwise known as Lightning Blade. You can only use this if Genjuro is in rage, after he has used the first part.
  • He slides forward for a quick and powerful slash attack which knocks down, ending with Genjuro posing for a brief moment next to the opponent. When it hits, the opponent is put into a hard knockdown state. If it's blocked, Genjuro will hop back a bit like in the Samsho series.
  • The only other positive with the Exceed, albeit a minor one, Genjuro can dodge air projectiles with issen since his hurtbox is lowered during the attack. He can still be hit by ground attacks and projectiles, however.
  • Genjuro is also invulnerable during the startup of Exceed, as is typical of most Exceeds.
  • Unlike the first part, this is the half of the Exceed that uses the Exceed flash at the start. Which is ironic, since in the Samsho series, issen has historically always been a quick, sudden attack with no immediate warning it's happening. So, having the flash before Genjuro does issen makes it a dead giveaway, thus giving your opponent ample room to react to it...
  • ...so, if you read the first part, where Genjuro can be interrupted with low attacks, the fact the flash warns his opponent ahead of time means they can react with an attack if they want. The safest option is to block or jump out of the way, but attacking is viable, too, at least if they're far away enough.
  • This also means if it trades with anything, either one character gets knocked out, Genjuro wins the exchange, or both characters flop to the ground (such as if Genjuro Exceed trades with itself).
  • More testing needed, it's difficult to time correctly even with frame-by-frame pausing.
  • Also, despite its name and its history of being a fast attack in the Samsho series, the startup is slow despite looking quick. The dash itself is fast, at least.
  • You can combo it, but only with heavy slashes, or if the opponent is in a juggle state which for Genjuro, good luck achieving.
  • Rewarding when it lands as it does a big chunk of damage... but it's still not enough to be a full bar of health. But because of the slower startup, and its flash that warns the other player, it's hard for Genjuro to really get any mileage with it. And of course, if you screw up, he's punishable on block. Most characters should have no issue being able to do some kind of punish afterwards.
  • In general, this half of the Exceed is really hard to use, since you need to make very sure it's able to punish the opponent. Just terrible, use with high caution. If you land it, pat yourself on the back.
  • Genjuro can also combo both parts of the Exceed with his max mode loops, alleviating issues a little bit.

Strategy

Basic Strategy

Genjuro's Gameplan

Genjuro's goal is just to have his space. Make your opponents eat your projectile on their wakeup, try to avoid getting in the corner as much as possible, if your opponent tries to do a jump attack, just use and abuse of your DP-like move(Kyo can counter it in the air sometimes), and if the opponent whiffs a move, try to punish him with what you have: If the opponent is far from you, use your QCF+A(with the 3 hits, if possible), and if your opponent is close to you, use one of his damaging combos, or you can use his QCB, f+P. Don't try to abuse of your mixups too much, you can abuse of them if you KNOW that the opponent is confused. Mix your QCF+P moves with your low and high moves, and then the match is yours.

Advanced Strategy

Using your setups effectively

Genjuro's setups are something really important. The best ways to use them are(You can add if you want):

1- df.C setups:

  • When the opponent is in a jumping state;
  • When the opponent whiffs an uppercut-like move;
  • After you block an uppercut-like move(Needs to be well timed, but is hard to do in some cases).

2- f.D setups:

  • On the opponent's wakeup(Can be hard to do);
  • After you block a move(The move needs to be punishable);
  • After the opponent whiffs a move with bad recovery(Near you);
  • After a cl.A(Hard to work, but you can use).


Match-Ups

Combos

Note: For Genjuro's combos, you can add a meaty QCB+K unblockable on the end of them.

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) cl/cr.A, dp P TBA TBA TBA TBA Basic combo.
(j.X,) cl/cr.A, qcb~f P TBA TBA TBA TBA qcb~f P is harder to connect than dp P is.
(j.X,) cl.C(1) dp B, dp P / ABC / BCD (corner and during Exceed only) TBA TBA TBA TBA His best combo for punishing(without the Jump Attack, I mean). Abuse of it when you can(of course, when your opponent whiffs a move or when you can do a GSC). The best to use after the DP+B is the QCF(2x)+P, probably. The BCD can be risky to use, so watch out. It is one of his most damaging combos.
(j.X,) cl.C(1) dp B, qcf x2 P TBA TBA TBA TBA
(j.X,) cl.C(1) dp B, ABC TBA TBA TBA TBA
(j.X,) cl.C(1) dp B, BCD Corner TBA TBA TBA During Rage only.
(j.X,) cl.C(1), BCD TBA TBA TBA TBA During Rage only. The best way to do a hit confirm with the Exceed. The damage is nice(thanks to the Exceed boost), and this a nice option for a punish combo, but you can use it only one time, so use it at your own risk.
qcb A, qcf A x3 TBA TBA TBA TBA When both players are in opposite corners. Hard combo, but the best way to use this is when the opponent is in a dizzy state and you're far away from him/her. The damage is nice, but this is a hard combo to use.

Max Mode Combos

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
st./cr.C, (C)qcf A x3 TBA TBA TBA TBA Easy combo. Those two C moves are his most damaging Normal Moves, and in Max Mode you can cancel them, which is a nice thing. The opponent can block it, but don't worry with that, because you can use it to punish when you're far from the opponent(Just time well).
qcf A x2, [(C)dp A(1), (C)qcf A x2,]xN, (C)dp K, (SC)qcf x2 P TBA TBA TBA TBA His most damaging(But a little hard) combo. But I can give you some tips. When you do the DP+A part, hold the A button and the QCF+A part will be done with more ease. If you want to add a attack after the first QCF+A, go ahead. You can begin this combo with DP+A too, but can be harder.

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