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[VS] Bishamon: Sword of Doom (Dai-bosatsu toge)

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Speaking of Bishamon vs Bulleta, what's the ideal range you want to stay in when fighting her???

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I want to post this video about Bishamon Unblockables, i made an other oen some times ago but i removed it because it wasn't good at all, i made an other version of His ES Spirit Unblockables but this time teh video is slowed down and it show the hitboxes

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I'd like to add some things to the initial Post about Bishamon, since there's some tidbits I'd like to elaborate on:

Guard Cancel: Bishamon's non ex-Guard Cancel is 6 frames, which makes it among the quickest GC's in the game. The normal versions of Bishamon's uppercut don't have invulnerability, but the GC versions gain at least 4f+ invulernability (test?) making it an extremely effective defensive option. The ES GC comes out even faster (4f) and adds more invulnerability. Should the ES GC version hit, it will split the opponent which allows Bishamon to set-up for a left/way mixup.

Crouching height: Bishamon in VSAV1 has the tallest crouching hitbox, just a smidge taller than Victor.

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Kyle, I finally edited everything and cleaned it up a bit so everything's easier to read and look at. Let me know if I can make any changes :psyduck:

Introduction:

Bishamon is a rushdown monster, who excels when utilized by a player with technical expertise. He also has a decent time at long range with his long pokes and Iai Giri special move able to cover the space in front of him. Bishamon's higher than average damage output and multiple ways to confirm into his special moves makes any confirm a potential round ender, given the proper resources. His Guard Cancel (Kien Zan) is one of the best GC's in the game, due to its quick start up and massive hitbox.

Bishamon, despite being a very capable offensive character has a few big weaknesses that keep him from ascending into the higher tiers. His Anti-Air options are very lackluster/situational and his non-GC version of Kien Zan can only be activated in specific situations and has zero invincibility on the Non ES versions. His damage output also depends on the amount of resources he possesses and in some cases, on the character matchup. Bishamon must also be close to the opponent to open up his big damage options. Bishamon has a wide hitbox and is the tallest character in the game while crouched, so certain combos and setups that would whiff on other characters hit crouching Bishamon.

Normals:

Standing

LP: [ Startup: 5 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]

Simple punch, useful all around. Able to stuff short hops and low airdashes.

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. Quite slow, range is not great either.

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. This move is also great for a Whiff jump in chain mixup. Jump in with j.mk, j.hp (whiff) and on your descent do a late J.lk for a last second overhead.

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:

f.lp: [ Startup: 6 | Hit:-2 | Block:-2 | ]

Has more range than typical LP but recovers waaaay slower. Not useful by itself.

f.mp: [ 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 f.LP then chain into this (example : f.LP f.MP or f.LP LK f.MP) 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 : f.LP f.MP +c.MP xx ES fireball) or for more dash in pressures.

F.HP: [ 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.

f.lk:[ Startup: 5 | Hit:+4 | Block:+3 ]

Not a commonly used normal, but quick startup and can chain into other command normals

f.mk:[ Startup: 6 | Hit:+3 | Block:+2 ]

Another rarely used move. Large hitbox that covers the area in front of and below Bishamon, but he has better normals.

f.hk: [ Startup: 7 | Hit:-7 | Block:-8 ]

Decent range and startup, but unsafe on hit and block makes this move pretty useless.

Throws:

P Throw: An important tool of Bishamon's mixup game. You can tack on an EX pursuit after the throw for a sizeable amount of damage. You can also setup hi-low-throw mixups by doing a whiffed pursuit after the throw.

Air Throw: Grabs the opponent and throws downward. Not much to add.

Pursuit: This is one of Bishamon's more dangerous moves. It recovers very quickly when it misses and puts you right next to the opponent. Depending on the timing and spacing you can end up on either side of your opponent, making it difficult to decide which way to block. From here you can either throw them, c.lk and confirm into damage, or overhead with backdash hk.

Specials:

Karame Dama - HCF P

His fireball special. Recovery time starts when the fireball connect, so at close range this is a great tool for pressure. Use the 236P follow up for untechable knockdown and pursuit setup, or the 4P follow up to remove the chance the opponent might mash out of the stun. Without meter the only useful version for combos is HP, but even so it will fail to connect from time to time. Use ES version for more consistency.

(L Version) [startup 12 | Hit- Stun | Block -9]

Slowest version, not really useful.

(M Version)[startup 12 | Hit- Stun | Block -4]

Average speed. Again, not really useful.

(H Version)[startup 12 | Hit- Stun | Block 0]

Most used of the non-meter versions. Can combo from cancelable normals but only up close.

(ES Version)[startup 12 | Hit- Stun | Block 0]

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.

Air Karame Dama (air only) HCF+P

Air Fireball. Strength of Punch determines distance and angle thrown. Useful to cover space, but comes out slowly and Bishamon can be punished if he misplaces this fireball.

(L Version) [startup 28| Hit- Stun | Block -11]

Travels close distance and angled closer to Bishamon

(M Version)[startup 28| Hit- Stun | Block -11]

Travles farther distance and medium angle

(H Version)[startup 28| Hit- Stun | Block -11]

Travels close to full screen and high angle.

(ES Version)[startup 28| Hit- Stun | Block -13]

Travels full screen and at high angle.

Tsuji Hayate - qcf+P (after hitting with Karame Dama) [startup 7] :

Useable only if Karame Dama hits. Not ground techable. Useful for resetting the unblockable ES Karame Dama loop in corner against some characters.

(ES Version)- The ES version of Tsuji Hayate causes Bishamon to ram his sword into the opponent and causes a hard knockdown, but leaves Bishamon far away from the opponent and is generallly a waste of meter.

Tama Yose- B+P (after hitting with Karame Dama)

Useable only if Karame Dama hits. Able to combo into Kien Zan or any normal > EX Pursuit. Useful if you connect with Karame Dama unexpectedly.

Iai Giri (high) - f P :

Multiple hit slash special. Whiffs against crouchers. Great range, very fast and builds loads of meter. Overall, great special to throw out once in awhile. Can be used in combos (especially ES version) but must be done at close range or it will whiff a lot of hits. Can also be comboed off of if close enough.

(Level 1) [Hit +8 | Block 7+]

Charge for 45 frames.

(Level 2)[Hit +10| Block +9]

Charge for 52 frames.

(Level 3)[Hit +12 | Block +11]

Charge for 82 frames.

(ES Version)[Hit +12| Block +11]

Charge for 45 frames.

Iai Giri (low) - fK: [startup 12]

Multiple hit slash special. This version is a low attack and whiffs against jumpers. Great range, very fast and builds loads of meter. Overall, great special to throw out once in awhile. Can be used in combos (especially ES version) but must be done at close range or it will whiff a lot of hits. Can also be comboed off of if close enough.

(Level 1) [Hit +10 | Block 9+]

Charge for 45 frames.

(Level 2)[Hit +12| Block +11]

Charge for 52 frames.

(Level 3)[Hit +14 | Block +13]

Charge for 82 frames.

(ES Version)[Hit +14| Block +13]

Charge for 45 frames.

Kienzan - DP+P (GC) (only usable when landing from a jump, as a guard cancel or in reversal situations):

Fast dragon punch type move. No invulernability.

(L Version)[startup 6| Hit- Knockdown | Block -21]

(M Version)[startup 6| Hit- Knockdown | Block -24]

(H Version)[startup 6| Hit- Knockdown | Block -23]

(ES Version) [startup 4| Hit- Knockdown | Block -38]

Adds more hits and damage, faster startup, still no invulnerability. If it connects with 2 hits it will automatically slice the opponent in half when they land on the ground, which also prevents pursuits. Pretty good use of meter.

(GC Version)

Gains some invulnerability on startup. One of the best GC's in the game due to it's speed and range. Extremely fast startup. Use often.

Kirisute Gomen - 360MP or HP : [startup 8]

A command grab. Not throw-techable, but doesn't setup pursuits.

(ES Version)- ES version causes a split when it connects and does a bit more damage. Not especially useful

Supers:

Togakubi Sarashi - d,d PP: [startup 34]

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.

Oni Kubi Hineri - HCB PP: [startup 17]

Command grab. Great range and damage but really slow startup. Some blockstrings ending with this can be very lethal. Use sparingly though.

Enma Seki - HCF KK: [startup 18| Hit- Knockdown| Block -5]

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 [startup 41| Invincibility 43| Recovery 41]

(Any Version) Gains super armor. You cannot take white damage while in this mode and it has particularly slow deactivation time, use with caution.

Combos:

There are a lot, but these are what you might use the most (add in jump-ins and pursuits) :

[Legend: , = Chain ~= Link x= Special Cancel xx= Super Cancel]

c.lp, c.lk ~ c.mp x HK/ES Iai Giri/ ES Karame Dama

c.lk~c.lk~c.mp X HK/ ES Iai Giri/ ES Karame Dama

C.lp, c.lk~C.lp~C.mp x HK/ES Iai Giri / ES Karame Dama

c.lk~ c.lp ~c.mp X HK/ ES Iai Giri/ ES Karame Dama

F.lp, F.mp ~c.lk/mp x ES Karame Dama

c.lk ~F.lp, f.mp ~c.mp x ES Karame Dama

D.LK~ c.lp, c.lk~c.mp X ES Karame Dama

D.lk~ C.lk~c.lk~c.mp X ES Karame Dama

c.lk/mk~ Enma Seki

D.lk~F.lp, F.Mp~CMP X ES Karame Dama

D.HK ~ c.lp/lk ~C.mp X ES Karame Dama

Notes on Combos:

  • throw 22PP only connects on everyone in the corner, it misses on most of the cast at midscreen
  • ES Spirit misses on crouching; QBee, Lilith, Morrigan and Bulleta.


    Tips on landing EX Karame Dama in combos:

    Due to the nature of inputs in Vampire Savior, landing an EX Karame Dama is somewhat difficult because the game requires the FULL input of 4123[6]+P to register the move. By shifting your stick slightly to neutal and then inputting the cancellable normal as a 2-in-1 cancel, the input should come out.

    Example: c.lk~c.lk~(slight neutral) c.mpX EX Karame Dama.


    Glitches:



    ES Karame Dama unblockable:

    Bishamon's ES Karame Dama at specific ranges is unblockable. The opponent is holding back to block, but the game doesn't register them as blocking. Might be that the proximity guard doesn't activate for the move. The easiest way to gauge spacing for the unblockable is to have Sasquatch block a s.hk and then throw an ES Karame Dama. The unblockable is easier to setup in the corner, but can be done anywhere on screen. Some other setups for the unblockable include:

    • (Corner) ES Karame Dama > Tsuji Hayate, LATE Dash LK/mk, ES Karame Dama (Can be looped infinitely depending on meter). The dash normal has to be done late as possible to allow for timing the fireball at the last possible meaty frame as they return to neutral.

    • block c.lp x2 ...ES Karame Dama

    • Blocked C.lp, clk, ~c.lk ...ES Karame Dama

    • blocked 6lp 6mp, 6.mp ...ES Karame Dama


      Dizzy Throw Glitch:

      When Bishamon does a whiffed pursuit and throws the opponent and they soften the throw, there is a chance they will enter a stun state and cannot mash out for a few seconds. When this happens, build some meter and then jump in with J.MK, j.hk, ~C.mp x ES Karame Dama for Max Damage.


      Neutral:



      Meter Building:

      • Jump back MK,HK (land) HK xIai Giri
      • HK, HK, Iai Giri
      • HK, HK, Spirit
      • backdask HK (land) HK, Iai Giri
      • (HK) x N



        Poking:

        air to air - j.LP>j.MP>j.HP
        air to ground - ( max range ) j.MK>j.HK or (max range ) j.HK
        ground to air - 90% of the time you will avoid this scenario in close range. From mid range a d.MP will do wonders.
        ground to ground - Iai Giri or cr.HP>HK(whiff) or Spirit or f.HP or f.LP


        Defense




        Anti-Air
        Bish's AA normals are pretty lacking so it is best to use LP, air throw or jump into an attack and block then punish the opponent's landing frames with an air normal.

        Guard Cancel
        Bish has one of the best Guard Cancels in the game because of it's actual invincibility (unlike most of the cast )AND Bish can combo 22+PP afterwards for great damage. You should absolutely be using this tool. It is best to first frame guard cancel on initial contact as to minimize your opponents baiting efforts.


        Offense/mixups




        Pressure: Dash
        dashing LK shenanigans
        dashing LP, mp/hp/hk anti-jump shenanigans

        Pressure: cr.LK, cr.LK
        Excellent frame trap which leads to combo or throws up close and ascending/jumping pressure or dashing pressure/combo from afar.

        Pressure: CH Spirit set-ups
        Leaving frame traps in places where you can trade hits with Spirit has a much higher reward than a cr.LP or cr.LK becuase from a Spirit trade you get dash HK as a combo starter.(Example - blocked LP, Spirit(trade), D.Hk, cr.LKxxES Spirit)

        Mix-up: Neutral jump
        Vampire's mix-up game is not so much, overhead vs low with a projectile force block( GG ) but it's more of a frametrap vs throw vs GuardCancel bait.

        Ascending Neutral jump
        if opponent whiffs a normal: j.lk,j.mk,j.hk(Land)cr.MPxxES Spirit (throw bait/ GC bait )
        if opponent does not whiff a normal : descending j.lk , j.mk, (LAND)cr.MPxxES Spirit (double overhead)
        descending j.lk > Vcr.lk , cr.MP xxES Spirit (landing low/meaty)

        Mix-up:Backdash j.hK
        backdash j.hK is an insanely fast overhead
        when Bish is cornered and has the offense, this can set-up great tick throws or any kind of jump in mix-up/combo

        Mix-up: Ascending j.mk>j.hp(whiff)> descending j.lK
        This same effect can be done with 7,8 or 9 j.lk or hk. Which jump depends on your spacing and application. A little outside of cr.lp range you can do j.mk, j.hp(whiff), j.lk, land.... Or up close you can do neutral-jump j.hk (instant overhead): This leaves you in frame disadvantage. Usually up close, Bishamon should jump away from the opponent with j.hk for the overhead, b/c the frame disadvantage is negated by the fact Bishamon is too far away to punish.

        Mixup: Pursuit(whiff)
        Using whiff pursuit is Bishamon's strongest mix-up tool.

        1) early whiff pursuit ( same side )

        • throw
        • low - cr.lk, cr.lp>cr.lk, cr.MPxxES Spirit
        • meaty - LP, LP ( Renda) - this will stuff jumps and set-up an UB reset, or setup frame advantage on block - or combo starter on hit
        • 8 jump mix-up
        • block and GC an attack www.youtube.com/watch?v=45GsoLKjQoQ#t=38s

        2) late whiff pursuit ( cross-up )

        [*] throw

        [*] low - cr.lk, cr.lp>cr.lk, cr.MPxxES Spirit

        [*] meaty - LP, LP ( Renda) - this will stuff jumps and set-up an UB reset, or setup frame advantage on

        [*]block - or combo starter on hit

        [*] 8 jump mix-up

        [*] block and GC an attack

        Mixup: EX Pursuit follow ups

        This super allows for Oki (depending on how they roll) but if they tech neutral you have many many options here

        NOTE:EX Pursuit will whiff after a throw midscreen but will connect in the corner

        PPS: Your opponent cannot Tech Roll after a EX Pursuit that followed up a Tsuji Hayate

        Same side:

        [*] meaty with a combo

        [*] Netutral jump mix-up with opponent throw whiff ( see above )

        [*]Neutral jump mix-up with no throw whiff (see above )

        [*]offensive throw

        [*] block and GC an attack

        walk through opponent ( cross-up )

        [*] meaty combo

        [*] neutral jump mix-up with opponent throw whiff ( see above )

        [*] neutral jump mix-up with no throw whiff (see above )

        [*] offensive throw

        [*]block and GC an attack

        Resources

        Essential Videos

        Practical Combos

        Theory combos

        Unblock loop implementation

        Spirit(trade) implementation

        Un-mashable Dizzy Glitch implementation

        Essential Links

        Bishamon Wiki

        Vampire Savior Facebook Group

        Notable players:

        Nuki

        Nakanishi

        Shuu

        Rantei

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Just a few notes about Bishamon's GC that I think most people don't realize:

1. You can pressure the SHIT out of people when you're on the offense with Bish's GC, because can't get a Guard Cancel on accident. Watch JP match videos, where Bish has his enemy cornered. There are situations where they certainly can attack (like, say, they jump over/out of an attack and land in range to start pressuring), and they will just wait instead, because of Bish's GC option select; if they attack, they get hit by an invincible Kien Zan. If they don't attack, they're not in any better of a situation than they are before. It's much like landing close to a Demitri, where the defender has to not only attack AFTER Bishamon gives up on trying to hit the GC OS, but BEFORE Bishamon has gone back to pressuring them...a very small window, to be sure.

EDIT: In fact, looking at the video Korey posted for "Block and GC an attack" for whiff pursuit mixup, not only is that what makes it a viable mixup option for Bishamon...but, there's also a part in the video that demonstrates my point #1 perfectly, at about 45 seconds in. Watch as Morrigan jumps over Bish and starts doing C.Lks with hesitation. She knows about Bish's safe GC pressure, and is trying to catch him at a point where he's about to go back to pressuring with normals. ...She tried too early.

2. Bishamon's ES Guard Cancel is unblockable. Now, this has some implications for the first point I made...but more importantly, this means that if you are good at GC'ing a jump-in, you can reverse that situation any time. This should be obvious why, but just to elaborate: If someone's jumping at you, they are going nowhere but forward. So, even if they try to be sneaky and bait your GC by attacking very low to the ground (for the purposes of landing before the active frames of the GC), they are still right next to Bish and are going to get hit anyways, even if they can block.

The minor downside to this, is because Bishamon's Kien Zan can't be done out of nowhere, characters with fast jumps can turn this against him by doing empty jump throws. If Bish expects to block an attack and Guard Cancel, he won't throw out anything to defend himself against the empty jump. Even still, Bish can yomi even this by using the AG option select for empty jump throws (do a very late AG that leads off with an attack that will hit crouchers, so that you AG a jump-in and have a meaty attack out to stop people from doing command throws. If anyone's reading that and thinking "that sounds hard as fuck", it's only because it is).

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