------------------------------------------------------------------------------ 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 -Normals *Standing *Crouching *Jumping *Command -Special Moves -Super Combos -Exceed 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 Nightingale) 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 ------------------------------------------------------------------------------ Legend: ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ Basics: ------------------------------------------------------------------------------ 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 blocking: Cancels your block and does a Counter Attack right after. 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 down. ------------------------------------------------------------------------------ Movelist: ------------------------------------------------------------------------------ NORMALS: Standing: 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! Crouching: 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 games. 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. Jumping: 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 diagonal. 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. Command: 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. SPECIAL MOVES: 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 though. 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. SUPER COMBOS: 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. EXCEED: 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 Finale. -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. ------------------------------------------------------------------------------ Combos/Cancels: ------------------------------------------------------------------------------ Cancel Chart: Standing: A B C D X X X X Standing Close: A B C D CR C CX XCX Crouching: A B C D CR X X X Jumping: A B C D X X X X Jumping Diagonal: A B C D X X X X Super Cancelable Attacks: None 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) Top: A = LP B = LK C = HP D = HK Bottom: 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: ------------------------------------------------------------------------------ -Psychochronic: Contact me! Here are the following e-mails and internet forums you can find me at: E-Mails: 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: www.geocities.com/psychochronic2004 XBOX Live Gamertag: psychochronic -G Product: E-Mails: MSN Messenger/Hotmail: aolkillah@hotmail.com AOL/AIM: Two D Playa XBOX Live Gamertag: G Product ------------------------------------------------------------------------------ Credits: ------------------------------------------------------------------------------ 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. Peace. -Psychochronic Copyright (c) Brett Navarro 2005-2007