hide results

    Genjyuro by psychochronic

    Version: 1.01 | Updated: 04/19/06 | Search Guide | Bookmark Guide

    SVC Chaos Genjyuro FAQ:
    VERSION 1.01
    -Created, Edited and Compiled by: Psychochronic
    of Shoryuken.com (Brettdude in Gamefaqs) with
    some help by G Product
    Another form of Psychochronic Literature!
    Last Update: April 16, 2006
    Notes before reading this document:
    1) This document is protected by US Copyright Law, and 
    the Berne Copyright Convention of 1976. This document 
    is for private and personal use only--it cannot be reprinted 
    in part or inwhole or reproduced in any way or in any form 
    (written or otherwise). It is a free document that cannot be 
    used in any sort of commercial transaction, including selling 
    it or giving it away as a gift. Although I am...the author in 
    the majority of the text, please respect the other authors 
    whose work I have included in this guide.
    2) This document is better read on Notepad with the Font 
    set on "Times New Roman" on Regular setting, Size "10" 
    and the screen resolution set on 1024x768. Use the Find 
    feature (Ctrl + F) to find whatever term you're looking for 
    easy mobility. 
    Table of Contents:
    1) Version Changes
    2) Character Biography
    3) Legend
    4) Pros and Cons
    5) Basics
    6) Movelist
       -Special Moves
       -Super Combos
    7) Combos/Cancels
    8) Contact
    9) Credits
    Version Changes:
    1.01 - April 19, 2006:
    Added a couple Max combos and the NOTE about his 
    Frenzy of Rage.
    1.00 - April 16, 2006:
    Compiled and finished on April 16, 2006.
    Character Biography:
    Full Name: Genjyuro Kibagami
    Birthplace: Yamashiro-koku, Anjou-mura 
    Birthdate: June 9 in the 10th Year of Horai (1760 A.D.), at 
    the hour of the Serpent (10:00 a.m.) 
    Height: 6 shaku: 182 cm (6') 
    Measurements: N/A 
    Weight: 22 kanme: 82.5 kg (181.5 lbs.) 
    Blood type: AB 
    Weapon: The famous sword, Baio-doku (Poison of the Plum 
    Fighting style: The Sword Arts of the Ancient Shadow 
    Likes: Gambling 
    Dislikes: "Nice guys" 
    Flaws: None 
    Idol(s): No one 
    Philosphy on the sword: "A skill for killing people." 
    Time of peace: "Whenever I take the forbidden drug." 
    Perferable Soulmate: Women with strong defenses 
    First Appearance: Samurai Shodown II 
    U = Up
    UF = Up-Forward
    F = Forward
    DF = Down-Forward
    D = Down
    DB = Down-Back
    B = Back
    UB = Back
    QCF = Quarter-Circle Forward
    QCB = Quarter-Circle Back
    HCF = Half-Circle Forward
    HCB = Half-Circle Backward
    P = Punch
    LP = Light Punch 
    HP = Hard Punch 
    K = Kick
    LK = Light Kick
    HK = Hard Kick
    NeoGeo Button Mapping:
    A = LP
    B = LK
    C = HP
    D = HK
    XBOX Button Mapping:
    X = LP
    A = LK
    Y = HP
    B = HK
    Various Points:
    (+): Pro (Positive note)
    (?): Unknown (Tentative note)
    (-): Con (Negative note)
    (+): Long range attacks.
    (+): Good zoning and spacing capabilities.
    (+): Good attack priority.
    (+): Good damaging attacks.
    (+): Inflicts okay guard damage.
    (+): Can stun opponents fast.
    (+): Command throw has no whiff animation.
    (+): Average mixups.
    (+): Paulownia Smasher Lighting Wings is a good wakeup,
    reversal, anti-air and combo finisher.
    (+): Diving Fang Thrust is unblockable.
    (?): Sweep is a special normal.
    (?): Crescent Moon Laceration a GCS attempt counter.
    (-): Only one Super Combo.
    (-): Can't combo off a low-attack.
    (-): Too much recovery on his attacks, leaving him open to 
    GCS attempts.
    (-): Diving Fang Thrust is too insuffiecent to setup.
    (-): Some attacks have long startup.
    (-): Cherry Blossom Slice is slow as hell.
    (-): No safe options.
    Front Ground Step: Tap Fx2:
    Character stops after a determined distance and attacked 
    anywhere during the step.
    Back Ground Step: Tap Bx2:
    Character stops after a determined distance and attacked 
    anywhere during the step.
    Guard Cancel Front Step (costs 1 Level): Tap Fx2 or LK + 
    HP while blocking:
    Also known as "GCS". Cancels your block and does a 
    Front Ground Step right after.
    Guard Cancel Attack (costs 1 Level): Tap HP + HK while
    Cancels your block and does a Counter Attack right
    Big Jump: Tap DB, D or DF then UB, U or UF:
    Character jumps slightly higher.
    Normal Body Toss: LP + LK or HP + HK:
    Characters' throw.
    Body Toss Evasion: As soon as thrown by the opponent, 
    press LP + LK or HP + HK in the same buttons that the 
    opponent presses:
    Clearly avoids the opponents throw.
    Break Fall: LP + LK when landing:
    Character gets back up quicker instead of getting knocked
    LP: (FAR) Probably his safest poke. Covers a good amount 
    of space in front of him with his Katana. Still a little slow on 
    recovery for a light attack. The damage is small and this 
    move is open to GCS attempts. (CLOSE) A short cancellable 
    jab that repeats into itself and is good for combos. Small 
    damage but safe none-the-less and good for tick-throws.
    LK: (FAR) Long-range poke with his Katana. Decent poke, 
    still open to GCS attempts but for a poke this as safe of a 
    poke as it gets or whatever you understand. Okay for a 
    footsie game. (CLOSE) A quick cancelable elbow attack. 
    Good for combos and safe if blocked. Used for same 
    things as close LP. 
    HP: (FAR) Lots of range, damage and guard damage. 
    Would be good if it weren't for that horrible recovery. If 
    you're going to commit to this move make sure it hits, 
    otherwise, you're open for punishment or a GCS. Best 
    used at max range but covers a large area in front of him.
    (CLOSE) A 2 hit Katana attack with the first hit being a 
    cancelable. Good for combos, damage and guard damage
    but unsafe if blocked.
    HK: (FAR/CLOSE) Same animation for both range. A 3 hit 
    kick. From far range only the last hit will probably connect. 
    No use from max range, only close range. Second hit is a 
    cancelable and good for verifying combos. Good damage 
    and okay guard, even though the first hit goes straight up, 
    do not mistake it for an anti-air at all!
    LP: Very similiar to standing close LP which is a short range 
    jab. Fast and chains into self, a flexible opening for combos 
    or can be used for tick-throws. Little to no range.
    LK: A good low slash that's a passable poke. A bit slow on 
    recovery making it open to GCS attempts and okay for footsie 
    HP: Very similiar to standing far HP aspect. Big damage and 
    guard and covers a large portion in front of Genjyuro. Lots 
    of recovery and unsafe if blocked however standing far HP 
    has a little bit more range.
    HK: Strangely enough, this attack doesn't knock down and 
    opponents can block it high or low. Not cancellable, okay 
    range, damage. Overall this move has little to nothing to 
    offer, has average size hit-box to it though.
    LP: A quick jab, passable air-to-air attack. Comes out fast 
    and stays out for the entire arc of the jump. This is best 
    jumping attack for tick-throws. Same animation for jumping 
    LK: A straight forward slash. Good for zoning in the air and 
    a great air-to-air attack. Not the best jump-in attack since it 
    hits straight forward. Little damage and stays out for the 
    entire arc of the jump. 
    HP: This attack has great priority, range, damage and guard. 
    Covers a good portion of space in front of him making it good 
    for zoning. The diagonal version a low-angle slash that has
    good priority and damage. Best jump-in for combos.
    HK: A straight forward kick attack. Good damage, range and 
    priority but do to it's slow startup, LP or LK is better suited 
    for vertical jump air-to-air attacks and HP is a better jump-in 
    for combos.
    Adverse Wind: DF + HP: 
    Genjyuro swipes his Katana in an upward slash that works as 
    an anti-air. In addition, this move is cancelable. If it hits as anti-
    air, you cancel it into Divine Fang Thrust for an unblockable. 
    An LP Triple Demise to get back in close for a throw or combo 
    or an HP Triple Demise to move behind them for a free mixup. 
    The safest option is to cancel into an LP Cherry Blossom Slice
    so they will be forced to block when they land, quick recovered 
    or not. The Divine Fang Thrust is risky because they can quick 
    recover but if they don't and if you don't hold the button down, 
    then this will be the best setup for the unblockable. 
    Hem Frayer: F + HK: 
    A cancellable sweep that hits low and knocks down. Passable 
    setup for a Divine Fang Thrust, however the Hem Frayer is a 
    close-range attack so this is not a safe setup. A better mixup 
    to go for is cancel it into an LP Triple Demise so you will pass
    underneath them and cross the opponent up, then do a 
    crouching LP, Triple Demise. The opponent's back will be 
    facing you so the LP one will hit from the back and the HP 
    from the front. Very confusing for the opponent. In addition, 
    the crouching LP is a timing device (must whiff) or you can 
    dash up HK (2 hits) and combo them after the crossup or you 
    can keep it safe and after crossing them up throw a Cherry 
    Blossom Slice.
    Cherry Blossom Slice: QCB + P:
    Genjyuro's projectile as he swings his sword and a card comes 
    out. Used for spacing and on waking up opponents but too 
    slow to be used in combos and it's good to use after you land 
    a throw. An LP version will hit them just as they get up from a 
    throw. This way Genjyuro keeps his opponent locked down.  
    Best used at max range, does okay damage but very little to no 
    guard and chip damage. If it hits on a counter against a jumping 
    cornered opponent, then you can juggle with a Paulownia 
    Smasher Lighting Wings, Reverse 5 Flashes or Frenzy of 
    Rage. The HP version travels much faster.
    Paulownia Smasher Lighting Wings: F, D, DF + P:
    A versatile move as Genyuro swings his sword into the air. 
    Goodfor ending combos, anti-air, reversal, defensive attack 
    that knocks down and has a slight window of invulnerability. 
    LP version is safest as the HP version travels further and 
    higher but suffers from bad recovery so resort to the LP 
    version except for combos but if the move hits out of range, 
    then you'll get 1 hit off and no knockdown.
    Death of 100 Demons - QCB, F + P:
    Genyuro slashes forward several times until one hits and 
    stabs the opponent for a throw-type attack but it can be 
    blocked. Does some guard damage but not as much has 
    you'd think. Comboable and the HP version stays out 
    longer but easily suspectible to GCS attempts.
    Crescent Moon Laceration: F, D, DF + K (close only):
    Genjyuro's command throw which can be comboed into and 
    leaves the opponent in a juggle state. If you have the level, 
    go for a super, otherwise the best follow-up's are Lighting 
    Wings or Frenzy of Rage. Good attack for him since it gives 
    a high damage option off a throw attack. In addition, there is 
    no whiff animation and the startup is almost instant. Stick to 
    the LK version since there's more recovery time on the HK 
    version, making it harder to land an extra hit none-the-less 
    it is still possible just more difficult.
    Triple Demise: QCF + P x3:
    Genjyuro slides forward with a slash that can be done multiple 
    times for a 3 hit combo. The LP version comes out fast and can 
    be comboed, however the HP version cannot and comes out
    slower. But instead, he will slide behind them and slash them 
    forcing the oppoent to block the opposite direction. It is 
    possible for the first hit to connect and the last hits to be 
    blocked if you're not quick enough. In addition, if the first hit 
    is blocked, then you cannot continue the next two. The move 
    is greatly used for combos. This move is espcially useful after 
    his Hem Frayer or Adverse Wind or if you land a throw. The 
    opponent will be backwards so then you can go for a Triple
    Demise and force them to guess rather to block from the front 
    or back. It is possible to cancel into HP version for a mixup 
    game to make them block from one way to another but this 
    can be risky. Also punishable if blocked and if the last hit is 
    blocked, you're open for GCS attempts. In the case that the 
    first hit connects and the second is blocked, then stop there 
    and do go for the third hit. Still punishable but not as risky 
    Divine Fang Thrust: QCB + K (hold K to delay): 
    Genjyuro charges up and thrusts forward for a very powerful 
    unblockable stab. Lots of range but suffers from extreme bits
    of recovery time. Guarantees a knockdown and dishes out 
    some good damage but it suffers from no decent setup's 
    outside of a knockdown. Adverse Wind is the best since it 
    will knock the oppoent to the other side a good distance.
    Hem Frayer is also possible but extremely dangerous. Since 
    he's in close-range, he's open for the well known wake-up 
    reversals, so stay away from this move. Use it sparingly, 
    safest from max range, the long startup renders him from 
    defending himself properly and holding the button down 
    will not increase the damage output.
    Reverse 5 Slashes: QCF x2 + P:
    This is Genjyuro's only super as he does a Paulownia 
    Smasher Lighting Wing that leads to 4 other slashes with
    the cards spreaded out and split in the middle. The first hit 
    has a large hitbox so it can catch jumping opponents. Good 
    damage and knocks down but suspectible to GCS attempts 
    if blocked. Can be comboed from his standing HK (2 hits) 
    or Crescent Moon Laceration. If you have the bar and they 
    block the super and dont GCS, you can go for another super 
    in case they throw something out then you can catch them 
    in a super.
    Frenzy of Rage: LP + LK + HP:
    Gen performs a quick slash that resembles the Lighting Wings. 
    Very quick on startup and recovery and can be used as an anti-
    air and in combos which does average damage and a knock-
    down. This activation attack leaves Genjyuro a strength boost 
    for about 10 seconds and gives him the ability to perform Flash 
    -Flash Finale: LK + HP + HK (during Frenzy of Rage):
    You can perform this move while he's still red. He slides forward 
    for a powerful slash attack which knocks down but it's slow, so 
    it can only be comboed off of hard attacks. It can be comboed 
    after a command throw in the corner but this is very insuffcient. 
    Does a good amount of chip damage. If blocked, Genjyuro recoils 
    back but is still open for GCS attempts. Both Exceeds have some 
    invulnerability on startup and Flash Finale is good for going 
    through projectiles.
    *NOTE: Frenzy of Rage carries over to the next round if your time 
    did not end last round and if you dont perform Flash Finale then 
    you can Frenzy of Rage again but when you do DO Flash Finale 
    then you can't use another exceed.
    Cancel Chart:
    A	B	C	D
    X	X	X	X
    Standing Close:
    A	B	C	D
    A	B	C	D
    CR	X	X	X
    A	B	C	D
    X	X	X	X
    Jumping Diagonal:
    A	B	C	D
    X	X	X	X
    Super Cancelable Attacks:	
    Max Cancelable Attacks:	
    Triple Demise (Any of the 3 hits), Divine Fang Thrust, Crescent Moon 
    Laceration (1-3 hits), Paulownia Smasher Lightning Wings (1st hit)	
    A = LP
    B = LK
    C = HP
    D = HK
    A=cancels into anything except special normals (you know like f + LP)
    R=repeats or chain into itself
    X=non cancellable
    /=divides hits
    C=cancels into special normals, specials and supers
    S=cancels only into supers
    Various Combos:
    -Jumping deep HP, Standing close LPx2/crouching LPx2, LP Triple 
    Demise/Death of 100 Demons
    -Jumping deep HP, standing close HK (2 hits), LK Crescent Moon 
    Laceration, Paulownia Smasher Lighting Wings/Reverse 5 Flashes/
    Frenzy of Rage
    -Jumping deep HP, Standing close HP (1 hit)/Standing close HK 
    (2 hits), Flash Finale
    *When Frenzy of Rage is still in effect
    -LP Triple Demise (1 hit), LP Smasher Lighting Wings (1 hit), LP 
    Triple Demise (1 hit), LP Smasher Lighting Wings (1 hit), LP Triple 
    Demise (1 hit), LP Smasher Lighting Wings (1 hit), LP Triple Demise 
    (1 hit), Crescent Moon Laceration, juggle with Reverse 5 Flashes
    *Max Mode combo
    -crouching LK, since now he can combo off of a low attack and go 
    for a max combo or from a max range HP further making it better or 
    cancelling it to a Cherry Blossom Slice or command throw to stay 
    safe from a possible GCS attempt and it gives him the ability to 
    start a max mdoe combo from big damaging long range attack 
    *Max mode combo
    Contact me! Here are the following e-mails and internet 
    forums you can find me at:
    MSN Messenger/Hotmail: b_unit905@hotmail.com
    Yahoo!: psychochronic2004@yahoo.ca
    Internet Forums:
    Gamefaqs.com: brettdude
    Shoryuken.com: psychochronic
    MIRC (channels on EFnet):
    #Capcom (The main channel for Shoryuken.com)
    #Gamecombos (The main channel for Gamecombos.com)
    #Srkgd (The General Discussion part of Shoryuken.com) 
    #Srklive (The XBOX Live part of Shoryuken.com)
    My Fighting Game Site:
    XBOX Live Gamertag:
    -G Product:
    MSN Messenger/Hotmail: aolkillah@hotmail.com
    AOL/AIM: Two D Playa
    XBOX Live Gamertag:
    G Product
    Props to those who made this guide possible:
    G Product for various points about the moves and the SNK
    Playmore Japan site for the explanation of the basics.
    Copyright (c) Brett Navarro 2005-2007

    View in: