Vampire Savior/Bishamon
Contents
[hide]Introduction
Bishamon (ビシャモン), the Spirit Samurai. MADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAMADAKIRITARINUUUUUUUALLMYNORMALSLOOKTHESAME.
Primary objective: Pressure and lockdown, unblockable loop.
Normal Moves
Standing
| LP
[ Startup: 5 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ] Simple punch, useful all around. | |
| MP
[ Startup: 10 | Hit:+2 | Block:+1 ] Best used during a forward dash. The combination of the forward movement provided by the dash and the swinging motion of the normal will catch careless jump up or jump back attempts. Also, it offers frame advantage regardless of hit or block. Becomes 3-hits when used during a dash. A great way to control space, advance forwards, and establish offense. | |
| HP
[ Startup: 8 | Hit:-7 | Block:-8 ] A three-part, one hit normal. Despite its appearance, it is difficult to anti air jump-ins with this move due to its hittable boxes. However, the gigantic upwards swinging motion can be utilized when executed during a forward dash. This is an excellent way to tag jump out attempts (especially when the opponent is backed into the corner) while covering forward movement. | |
| LK
[ Startup: 5 | Hit:+7 | Block:+6 ] A great normal for a dash in. Has lots of frame advantage when it connects, so you can either combo it into light attacks or attempt a tick throw. | |
| MK
[ Startup: 6 | Hit:+6 | Block:+5 ] Has some frame advantage when it connects. Not especially useful normal. | |
| HK
[ Startup: 7 | Hit:+6 | Block:+5 ] An important normal. Comes out fast, recovers quickly and has frame advantage when it connects. Close HK will space you at the correct distance for an unblockable ES fireball against most characters. Builds good amount of meter, mixing this with the charged slash (Iai Giri) will fill a bar in no time. |
Crouching
| c.LP
[ Startup: 5 | Hit:+8 | Block:+7 | Renda: H:+11 B:+10 ] Has a long reach for a crouching jab. Its reach and speed makes it excellent for poking during both offense and defense. A useful pressure/combo starter due to the extra frame advantage provided by the rapidfire/renda bonus. | |
| c.MP
[ Startup: 6 | Hit:+4 | Block:+3 ] Fast, cancelable normal with good range. Great for comboing into ES fireball. | |
| c.HP
[ Startup: 9 | Hit:-4 | Block:-5 ] Slower than most of Bishamon's pokes but provides a lot of reach. Great for spacing and poking from a far distance. Canceling this with s.HK regardless of hit or block will offer quicker recovery plus a bit of meter building. | |
| c.LK
[ Startup: 5 | Hit:+8 | Block:+7 ] A quick crouching slash. The range is limited but hits low and offers a lot of frame advantage. Another important pressure/combo starter for Bishamon. | |
| c.MK
[ Startup: 6 | Hit:+6 | Block:+5 ] 2 hit low attack. 1st hit is cancelable. Decent for comboing into ES fireball although c.MP has more range. | |
| c.HK
[ Startup: 11 | Hit: Knockdown | Block:+5 ] Knockdown move. Quite slow, range is not great either. Strangely enough, the second slash does less damage. |
Jumping
| j.LP
[ Startup: 6 (Neutral) | 7 (Backwards/Forwards) ] Air horzontal slash. Will swing multiple times before landing if used during a neutral jump. Otherwise, Bishamon will only swing once. | |
| j.MP
[ Startup: 6 ] An aerial 2 hit horizontal slash. Backdashing into this move could be good for stopping a dash in. Otherwise, it's a fairly good air to air move. | |
| j.HP
[ Startup: 7 | 11 (Backwards/Forwards) ] Similar to his j.MP. Using this during a neutral jump will cause Bishamon to slash twice. | |
| j.LK
[ Startup: 5 ] Short range downward attack. An early j.LK can hit a standing opponent, and chaining it into his j.MK and j.HK can make quite a deadly jumping chain. | |
| j.MK
[ Startup: 6 ] Good jump in move. Chain into j.HP or j.HK for additional damage. | |
| j.HK
[ Startup: 8 ] Quite similar to his j.MK. Has a little more range, so you can backdash and j.HK for an instant overhead. |
Command Normal Moves
| 6LP
[ Startup: 6 | Hit:-2 | Block:-2 | ] Has more range than typical LP but recovers waaaay slower. Not useful by itself. | |
| 6MP
[ Startup: 7 | Hit: 0 | Block:-1 ] Tap slowly to make Bishamon swing his sword from side to side at neck level. Not really useful normal on its own because it's laggy. But if you start a chain with 6LP then chain into this (example : 6LP 6MP or 6LP LK 6MP) it loses its ability to swing sideways AND recovers faster at the same time. This put you on a LOT of frame advantage, which you can use to either extend combos (example : 6LP 6MP +c.MP xx ES fireball) or for more dash in pressures. | |
| 6HP
[ Startup: 8 | Hit:-3 | Block:-4 ] Can be inputted twice for an additional slash. The first slash can be used as an anti-air if spaced properly. | |
| 6LK
[ Startup: 5 | Hit:+4 | Block:+3 ] MADA | |
| 6MK
[ Startup: 6 | Hit:+3 | Block:+2 ] MADA | |
| 6HK
[ Startup: 7 | Hit:-7 | Block:-8 ] KIRITARINU |
Pursuit Attack
Pursuit: This is one of Bishamon's more dangerous move. It recovers very quickly when it misses and puts you right next to the opponent's other side. From here you can either throw them or c.LK into combo.
Movement
Walk:
Dash:
Jump:
Specials & Throws
Throws
Special Moves
Karame Dama - 41236P (air) then either 236P or 4P->623P :
Slowest version, not really useful.
Average speed. Again, not really useful.
Most used of the non-meter versions. Can combo from cancelable normals but only up close.
Has some unblockable frames. This only happens if the opponent isn't already in blockstun so canceling a normal into ES fireball will remove the unblockable. To get an idea of the unblockable distance try to do a HK right next to Sasquatch then do an ES fireball. Some other strings to space yourself for the unblockable (all are done at point blank) : c.LP c.LK +c.LK c.LP c.MP 6LP 6LK 6MP ... There are a lot more setups : resets (MP or HP) , whiffed pursuit on an opponent rolling away ... but you have to be precise with the distance. Against some characters (like Lilith) this is much more difficult to do. After an unblockable fireball quickly followup with 236P (untechable) , then dash back to the unblockable distance again and do a meaty ES fireball. This can be looped over and over until you run out of meter. About 5 stocks will guarantee a kill from full health. | |
Tsuji Hayate - 236P (after hitting with Karame Dama) :
| |
Iai Giri (high) - [4]6P:
Charge for 45 frames.
Charge for 52 frames.
Charge for 82 frames.
Charge for 45 frames. | |
Iai Giri (low) - [4]6K:
Charge for 45 frames.
Charge for 52 frames.
Charge for 82 frames.
Charge for 45 frames. | |
Kienzan - 623P (GC) (only usable when landing from a jump, as a guard cancel or in reversal situations):
|
EX Moves
| Togakubi Sarashi - 22PP:
Pursuit type EX. Amazing move, it adds HUGE damage to your combos (and even throws !) as long as you have meter. Know which knockdowns you can follow up with this move though, if it whiffs then it's a waste of knockdown and meter. | |
| Enma Seki - 41236KK:
Must be blocked low. Kinda decent move to use once in awhile. Save meter for his other moves. |
Dark Force
Kyouka Yoroi: Kogane Katabira - Same strength P + K
- (Any Version) Gains super armor. Particularly slow deactivation time, use with caution.
Strategies
Combos
Distinguishing between a chain and a link as well as between regular special and ES special moves is very important in Bishamon combo notation so make sure you read carefully!
Terminology
- > = next move is a chain
- >> = next move is a link
- xx = next move is a special or EX cancel
- 5.Lx = move can either be a punch or a kick
Hit Confirms
- 2.LK >> 2.LK >> 2.LK >> 2.MP xx (Charge)4~6.HK (2 hit)
- 23 red/42 white
- There isn't enough time to charge for 3 hits of the Iai Giri if you start charging from the first hit of this combo.
- 2.LK >> 2.LK >> 2.MP xx (Charge)4~6.KK
- 30 red/50 white
- From point blank, it's optimal to only do one or two LK before the MP, anymore than that and you're pushed back too far and all the hits of ES Iai Giri will not connect, causing the combo to do less damage. If you start charging from the first LK, you'll barely hit the required charge time for Iai Giri.
- 2.LK >> 2.LK >> 2.MP xx 41236.PP xx 236.P >> 22.PP
- ?? red/?? white
- 6.LP > 6.MP >> 2.MP xx 41236.PP xx 236.P >> 22.PP
- ?? red/?? white
- When chaining 6.LP into 6.MP due to a bug Bishamon has no recovery from the 6.MP, so you can easily link into 2.MP.
Jump in Combos
- j.MK > j.HK >> 2.LP > 2.LK >> 2.LP >> 2.MP xx (Charge)4~6.HK (3 hits)
- 37 red/67 white
- The extra light attacks at the start are to give Iaigiri more time to charge all 3 hits.
- j.LK > j.MK > j.HK >> 2.LK > 2.MP > 2.MK > 2.HK >> 22.PP
- 44 red/74 white
- 2.HK can be a bit distance specific so this isn't optimal for consistency or damage.
- j.MK > j.HK >> 2.MP xx 4123.HP xx 236.HP >> 22.PP
- 50 red/80 white
- 4123.HP combos only on "fat" characters and when extremely close.
- j.MK > j.HK >> 2.MP xx 4123.PP xx 236.HP >> 22.PP
- ?? red/?? white
- 4123.PP, the ES version, combos from much further away, but not from a max range 2.MP
Dash Link Combos
All dash links can be started with either s.LP or s.LK, but s.LK gives +1 more frame advantage.
- dash 5.Lx >> 2.LP > 2.LK >> 2.MP xx (Charge)4~6.HK (shorter charge)
- 21 red/39 white
- dash 5.Lx >> 2.LP > 2.LK > 2.LP >> 2.MP xx (Charge)4~6.HK (longer charge)
- 24 red/46 white
- The Slashes special has longer to charge in this combo than the one above so it will hit more times.
- dash 5.Lx >> 2.LP > 2.LK >> 2.LP >> 2.MP xx (Charge)4~6.KK (misses a lot of hits)
- 26 red/46 white
- Because there are too many light attacks at the start the ES Slashes misses a lot of hits.
- dash 5.Lx >> 2.LP > 2.LK >> 2.MP XX (Charge)4~6.KK
- 30 red/51 white
- This gets more hits and does more damage than the above combo due to not placing as many attacks before the ES Slashes.
- dash 5.Lx >> 2.LP > 2.LK >> 2.LP >> 2.MP xx 41236.PP xx 236.HP >> 22.PP
- 37 red/62 white
- dash 5.Lx >> 2.LP > 2.LK >> 2.MP xx 41236.PP xx 236.HP >> 22.PP
- 39 red/64 white
- Does a bit more damage than the above combo due to less damage scaling.
Matchups
Frame Data
Normals
| Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Cancel | Notes |
| LP | 5 | +6 | +5 | 0/ 3/ 6 | Mid | Yes/Rapid | Renda+: H:+9 G:+8 |
| MP | 10 | +2 | +1 | 3/ 5+2+2/ 7+4+4 | Mid | × | |
| HP | 8 | -7 | -8 | 6/ 9+3+3/ 12+6+6 | Mid | × | |
| LK | 5 | +7 | +6 | 0/ 3/ 6 | Mid | Yes | |
| MK | 6 | +6 | +5 | 3/ 9/ 15 | Mid | Yes | |
| HK | 7 | +6 | +5 | 6/ 15/ 24 | Mid | × |
| Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Cancel | Notes |
| 6LP | 6 | -2 | -3 | 0/ 1/ 3 | Mid | x | Renda+: H:+1 G:0 |
| 6LPx2 | --- | +7 | +6 | 0/1/3 | Mid | x | |
| 6MP | 7 | 0 | -1 | 3/ 6/9 | Mid | x | |
| 6MPx2 | --- | +12 | +11 | 3/ 6/9 | Mid | x | |
| 6HP | 8 | -3 | -4 | 6/ 10/15 | Mid | x | |
| 6HPx2 | --- | +8 | +7 | 6/ 10/15 | Mid | x | |
| 6LK | 5 | +4 | +3 | 0/ 3/ 6 | Mid | x | |
| 6MK | 6 | +3 | +2 | 3/ 9/15 | Mid | x | |
| 6HK | 7 | -7 | -8 | 6/15/24 | Mid | x |
| Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Cancel | Notes |
| c.LP | 5 | +8 | +7 | 0/ 3/ 6 | Mid | Yes | Renda+: H:+11 G:+10 |
| c.MP | 6 | +4 | +3 | 3/ 9/ 15 | Mid | Yes | |
| c.HP | 9 | -4 | -5 | 6/ 15/ 24 | Mid | x | |
| c.LK | 5 | +8 | +7 | 0/ 3/ 6 | Low | Yes | |
| c.MK | 6 | +6 | +5 | 3/ 6+3/ 9+6 | Low | Yes + x | |
| c.HK | 11 | Down | +5 | 6/ 15+9/ 24 | low | × |
| Move | Startup | Meter
Whiff/Block/Hit |
Guard | Cancel | Notes |
| j8.LP | 6 | 0/ 3x5/ 6x5 | High | Yes + Xx4 | |
| j8.MP | 6 | 3/ 9+6/ 15+12 | High | Yes + X | |
| j8.HP | 7 | 6/ 15+9/ 15+12 | High | x | |
| j8.LK | 5 | 0/ 3/ 6 | High | Yes | |
| j8.MK | 6 | 3/ 9/15 | High | x | |
| j8.HK | 8 | 6/ 15/ 24 | High | x | |
| j7/9.LP | 7 | 0/ 3/ 6 | High | Yes | |
| j7/9.MP | 6 | 3/ 9+6/15+12 | High | Yes + x | |
| j7/9.HP | 11 | 3/ 9+6/ 15+12 | High | x | |
| j7/9.LK | 5 | 0/ 3/ 6 | High | Yes | |
| j7/9.MK | 6 | 3/ 9/15 | High | x | |
| j7/9.HK | 8 | 6/ 15/ 24 | High | × |
Specials
| Move | Startup | Hit
Advantage |
Block
Advantage |
Meter
Whiff/Block/Hit |
Guard | Notes |
| 41236LP | 12 | possessed | -9 | 12/ 15/ 18 | Mid | Knocks down airborne, stuns for 63f |
| 41236LP | 12 | possessed | -4 | 12/ 15/ 18 | Mid | Knocks down airborne, stuns for 93f |
| 41236LP | 12 | possessed | 0 | 12/ 15/ 18 | Mid | Knocks down airborne, stuns for 123f |
| 41236LP | 12 | possessed | 0 | 0/ 0/ 0 | Mid | Knocks down airborne, stuns for 123f |
| j.41236LP | 28 | possessed | --- | 12/ 15/ 18 | Mid | Knocks down airborne, stuns for 63f, landing suki: 8f |
| j.41236LP | 28 | possessed | --- | 12/ 15/ 18 | Mid | Knocks down airborne, stuns for 93f, landing suki: 8f |
| j.41236LP | 28 | possessed | --- | 12/ 15/ 18 | Mid | Knocks down airborne, stuns for 123f, landing suki: 8f |
| j.41236LP | 28 | possessed | --- | 0/ 0/ 0 | Mid | Knocks down airborne, stuns for 123f, landing suki: 8f |
| 4P followup | --- | Down | --- | 0/ 0/ 0/ | --- | Any followup will knock down, can also followup with 623P |
| 236P followup | 7 | Down | --- | 12/ 14+2/ 16+4 | Mid | Knocks down airborne |
| 623LP | 6 | Down | -21 | 22/ 26/ 31 | Mid | landing suki: 8f |
| 623MP | 6 | Down | -28 | 22/ 26/ 31 | Mid | landing suki: 8f |
| 623HP | 6 | Down | -33 | 22/ 26/ 31 | Mid | landing suki: 8f |
| 623PP | 4 | Down | -29 | 0/ 0/ 0 | Mid | landing suki: 8f |
| [4]6P Level 1 | 12 | +8 | +7 | 18/ 19/ 21 | Mid | Knocks down airborne, charge for 45f |
| [4]6P Level 2 | 12 | +10 | +9 | 18/ 19+1/ 21+3 | Mid | Knocks down airborne, charge for 52f |
| [4]6P Level 3 | 12 | +12 | +11 | 18/ 19+1+1/ 21+3+3 | Mid | Knocks down airborne, charge for 82f |
| [4]6PP | 12 | +12 | +11 | 0/ 0/ 0 | Mid | Knocks down airborne, charge for 45f |
| [4]6K Level 1 | 10 | +10 | +9 | 18/ 19/ 21 | Mid | Knocks down airborne, charge for 45f |
| [4]6K Level 2 | 10 | +12 | +11 | 18/ 19+1/ 21+3 | Mid | Knocks down airborne, charge for 52f |
| [4]6K Level 3 | 10 | +14 | +13 | 18/ 19+1+1/ 21+3+3 | Mid | Knocks down airborne, charge for 82f |
| [4]6KK | 10 | +14 | +13 | 0/ 0/ 0 | Mid | Knocks down airborne, charge for 45f |
| 360LP | 8 | Down | --- | 12/ 14+2 | Throw | Performed by pressing LP+MP or LP+HP, Invulnerable Time: 13F |
| 360MP | 8 | Down | --- | 12/ 14+2+2 | Throw | Invulnerable Time: 13F |
| 360HP | 8 | Down | --- | 12/ 14+2x3 | Throw | Invulnerable Time: 13F |
| 360PP | 8 | Down | --- | 0/ 0 | Throw | Invulnerable Time: 13F |
Supers
| Move | Gauge | Startup | Hit
Advantage |
Block
Advantage |
Guard | Notes |
| 624PP | 1 | 17 | Down | --- | Throw | |
| 426KK | 1 | 18 | Down | -5 | Low | |
| 22PP | 34 | Pursuit | --- | --- | --- |
Bishamon Bugs
- Disable-Roll Bug
- Dizzy Bug
- Super Armor Blocks Command Overheads
- Turn-Around x Iri Gira
- Unblock ES-Spirit
- Unblock Bricks
- 6lp, 6mp Chain Has No Recovery
- Karame Dama loops
- Hand-Grab Super's Misalignment
Notable Players
Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/17.html
| Name (English) | Name (Japanese) | Color | Location | Contact | Notes |
|---|---|---|---|---|---|
| Nakanishi | ナカニシ | KK |
Kanto region | http://twitter.com/sonic883b | Not color consistent. |
| Shuu | 修 | LK |
Kanto region | http://twitter.com/shu180sx | |
| Norio | のりお | KK |
Kanto region | ||
| Ranti | らんてぃ | MK |
Kyushu region | http://twitter.com/Ran__T | |
| Nuki | ヌキ | KK |
Kanto region | http://twitter.com/nuki2 | Retired. |
| Umehara | ウメハラ | LK |
Kanto region | http://twitter.com/daigothebeast | Retired. |






























































