Samurai Shodown/Showdown II/Shin Samurai Spirits Kyoshiro Arcade Mode Part 1

Samurai Shodown/Showdown II/Shin Samurai Spirits Kyoshiro Arcade Mode Part 1

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Published on ● Video Link: https://www.youtube.com/watch?v=Phl1FPElHvU



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Duration: 19:54
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Kyoshiro's go to normals:
Standing Light slash. A quick downward staff handle attack with good range.

Far Standing Heavy slash. A downward slash attack with considerable range. Can be used as a far anti-air.

Close Standing Heavy slash. A double hit slash attack.

Crouching Light, Medium and Heavy slash. All are quick stabs with good range. Medium and Heavy are both special and super cancellable on hit.

Crouching Light and Medium kicks. Both are quick low pokes. Medium of course has better range and is special and super cancellable on both hit and whiff.

Crouching Heavy kick. Great range for a kick but with some startup. Can be special and super cancelled on both hit and whiff.

Jump Medium kick. An upwards kick that can be used as an air to air.

Jump Heavy kick. Same with Jump Medium kick but is also good as a jump in to start a combo.

Jump Medium slash and Jump back/forward Heavy slash. Both are downward stabs that hit deep and long. Can be used as an air to air from a distance.

Jump Neutral Heavy slash. His best normal. Kyoshiro slashes upwards with great reach. The hit box appears slightly above him which makes it a great air to air. Time this just before you land if you want to hit a grounded enemy.

Special Moves:
Kabuki Flame(qcf+slash)
Kyoshiro blows a yoga flame while fanning it. Light slash ends quicker and deals less chip. Heavy lasts the longest, deals the most chip damage and has the most recovery.

Kabuki Flaming Fan(qcb+slash)
Kyoshiro throws a flaming fan projectile. It has a slow startup. Light slash travels the slowest and Heavy slash the fastest.

Flaming Catapult kick(qcb+kick)
Kyoshiro stabs the ground and uses it for a flaming catapult kick. Light kick ends the quickest and deals the least chip damage. Heavy lasts the longest, deals the most chip and has the most recovery.

Kabuki Upwards Swirl(dp+slash)
Kyoshiro spins with his blade diagonally upwards. Can be used as a predictive anti air. Has considerable recovery when landing just like any other dp like special move.

Kabuki Downwards Swirl(jump+Light and Medium slash)
Kyoshiro spins with his blade diagonally downwards while airborne. Can only be done during and after the height of his jump. Has considerable recovery upon landing.

Super(forward, hcf+Light slash)
Kyoshiro spins with his blade while on the ground. You can slowly move back or forward with the stick. Can hit up to 5 times when blocked.




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