SBX/Katakura Kojuro

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Overview

Overview
PS2 exclusive character. Katakura Kojuro is an aggressive rushdown character. Kojuro has a move that is +13 on block which he can repeat until the opponent's guard bar breaks. And his combos do good damage and always end with a knockdown where Kojuro can repeat his deadly blockstrings again. And if he has level 70 reinforcements he can do an unblockable loop with the only means of escape being an invincible reversal move that can also go into an infinite. While Kojuro has the best up close game, his ranged game is lackluster, having slow mobility and his fireballs having very long startup make him struggle in neutral.
SBX Katakura Kojuro Nameplate.png
SBX Katakura Kojuro Portrait.png
Damage Taken
100%
Prejump
4F
Backdash
25F

 Katakura Kojuro is an aggressive rushdown character with ridiculous pressure and unblockable loops.

Pros
Cons
  • Strong Pressure Game: Stance canceled 214A/214B are +13 on block, giving him the best up close pressure in the game which will most likely end with the opponent's guard bar breaking.
  • Forced Unblockable: 236A > 236C forces guard break and with reinforcements its gapless which can then go into an unblockable loop or an infinite.
  • Invincible DP: Kojuro is one of only 2 characters with an invincible DP, which allows him to escape pressure that most characters can't.
  • Slow Mobility: His mobility is lackluster so he tends to have issues closing gaps against characters who can keep him out.
  • Lack of Fast Projectile Game: His fireballs are locked by 623[B] and 214[C] and it takes a good amount of frames to charge which makes his neutral game weaker compared to other characters.


Narukami mode
When Kojuro Lands either hit of 236236C he is buffed for 5 seconds. The buff dissipates if the opponent hits Kojuro. In this state he can cancel specials into any other specials including the same special, can cancel any normals into any other normals including the same normal, can cancel specials into normals, and all his normals and specials have more hitstun.

Normal Moves

5A

Guard Startup Active Recovery On-Block Damage Level
Mid 6 3 8 ±0 28 2
Basic jab, nothing special.

5B

Guard Startup Active Recovery On-Block Damage Level
Mid 11 4 11 +1 48 4
Combo fodder.

5C

Guard Startup Active Recovery On-Block Damage Level
Mid 15 6(3,3) 15 -5 68 4
Alternating between 5C and stance canceled 214A is your main pressure sequence. Also used as combo fodder.

2A

Guard Startup Active Recovery On-Block Damage Level
Low 6 4 8 -1 20 2
Basic jab, nothing special.

2B

Guard Startup Active Recovery On-Block Damage Level
Low 13 5(2,3) 14 -3 40 4
Very good anti-air button.

2C

Guard Startup Active Recovery On-Block Damage Level
Low 15 4 15 -3 60 4
Your best grounded poke.

6B

Guard Startup Active Recovery On-Block Damage Level
High 24 6 18 -8 60 4
A basic 6B overhead.

j.A

Guard Startup Active Recovery On-Block Damage Level
High 6 3 5 24 2
Used in your infinite.

j.B

Guard Startup Active Recovery On-Block Damage Level
High 10 4 12 44 3
Good jump in move. Also used in infinites.

j.C

Guard Startup Active Recovery On-Block Damage Level
High 13 5 14 64 4
Your best option in neutral due to the speed and size.

Universal Mechanics

Ground Throw

6C or 4C

Guard Startup Active Recovery On-Block Damage Level
Throw 7 1 7 100
His throw is 2 frames slower then most other characters meaning that Kojuro has a harder time teching throws.
Katakura Kojuro does not have an air throw.

Blowback Attack

5B+C (Hold OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 17~ 4 21 -9 60
Only used in infinites.

Aerial Attack

2B+C

Guard Startup Active Recovery On-Block Damage Level
Mid 16 3 17 -11 60
This could be used as an anti-air but you have better options.

Aerial Spike

j.2C after Aerial Attack

Guard Startup Active Recovery On-Block Damage Level
14 4 24 30
Just do j.623A instead.

Guard Cancel

6B+C while blocking

Guard Startup Active Recovery On-Block Damage Level
Mid 14 3 21 -5
Basic guard cancel.

Reinforcements

5E

Version Guard Startup Active Recovery On-Block Damage Level
5E Lv1 Mid 30 12 89 28 3
5E Lv2 Mid 30 9/3 89 34×2 3
5E Lv3 30 6/3/3 89 40×3 3
Used in infinites and unblockables. You can do the infinites at level 51 and the unblockable loops at level 70.

2E

Version Guard Startup Active Recovery On-Block Damage Level
2E Lv1 Mid 19 28 105 38 3
2E Lv2 Mid 19 2/26 105 25×2 3
2E Lv3 19 2/26 105 34×2 3
Standard 2E.

Special Moves

Ugachidzuki

236A (Hold OK)

Version Guard Startup Active Recovery On-Block Damage Level
236A Mid 17~46 6 20 -13 70 3
236A-236B Low 13 4 32 -23 61 3
Mostly used in combos. Input 236B for knockdown followup. If you hold it you can charge it for two levels. The first level hits twice and the second level hits thrice. But the held version is never used so that information is useless.

Jougen

236A~236C

Guard Startup Active Recovery On-Block Damage Level
Unblockable 34 5 34 70 4
This causes a guard bar break effect when it is blocked. When done by itself there is a gap between the 236A and the 236C. But when used with reinforcements it's gapless, creating a guaranteed unblockable.

Sakufuu

623B (Hold OK)

Version Guard Startup Active Recovery On-Block Damage Level
623B Mid,High 8 19(15~46)4 26+Landing 13 -63 44×2 3
Your invincible DP. This is not frame one invul. Good as an anti-air, reversal, and combo ender because of the knockdown that it gives. If it is fully held, the second hit will send a projectile downwards and then will split in two when it hits the ground.

Kasumi Dengetsu

214C (Hold OK)

Version Guard Startup Active Recovery On-Block Damage Level
214C Mid,Low 17 6(18~49)4 15 -3 70×2 4,4
Mostly used in corner combos and some infinites. If fully held, the second hit with the same effect as a fully charged blowback attack (can't follow with 6) along with firing a projectile.

Suigetsu No Kamae

22A or automatically after 214A or 214B

Version Guard Startup Active Recovery On-Block Damage Level
22A Total 6
22A-6/4
By inputting 22A or automatically after some moves you enter into your stance. During this stance when you input 6 or 4 you do a short dash. You can leave the stance by inputting 22A, jumping, or getting hit. You use this stance only for stance canceling (see combo page on how to do) as the stance by itself isn't any good.

Ichi No Sen

214A or A during 22A

Guard Startup Active Recovery On-Block Damage Level
Mid 23(17) 3 21 -5 61 5
When blocked it ignores the push back of perfect block along with giving a vacuum effect. This is the cornerstone of your pressure because when stance canceled it is +13 on block. It also gives a damaging combo on hit and if it’s a counter hit it can go into 236236C.

Ni No Sen

214B or B during 22A

Guard Startup Active Recovery On-Block Damage Level
Mid 23(17) 4 19 -4 70 5
Used in pressure if 214A is too far to connect and is also used in some combos. The same vacuum effect that ignores perfect guard is also present.

Ni No San

C during 22A

Guard Startup Active Recovery On-Block Damage Level
Mod 11 5 23 -15 88 3
The only good thing about this move is that it reflects projectiles. Aside from that it is not used.

Koku No Sen

214B or 214A~236B or 236C

Guard Startup Active Recovery On-Block Damage Level
Mid 24 4 23+6 -8 88 5
Only used in your infinite.

Basara Attacks

Yumiharidzuki

214214C

Guard Startup Active Recovery On-Block Damage Level
6+6 Total 96 -28 21×7~14 5
Your best way to deal with zoning with it being fullscreen and fast. In the corner it does not deal as many hits. If used during Narukami mode it will automatically end the mode.

Narukami

236236C (~E)

Version Guard Startup Active Recovery On-Block Damage Level
236236C Mid,Mid 12+18 6(19)2 27 -13 120×2 4
236236C+E Lv1 17+3 3(18)3(49)10 68 36×3 5/5/4
236236C+E Lv2 17+3 3(18)3(49)10 68 43×3 5/5/4
236236C+E Lv3 17+3 3(18)3(49)10 68 52×3 5/5/4
This is what leads into your infinite in the corner. Can also lead into a lot of damage due to Narukami mode. The reinforcement super is functionally identical to  Masamune's Phantom Dive.

Basara K.O

Gokusatsu

2141236C

Guard Startup Active Recovery On-Block Damage Level
Mid 9+8 4 21 -8 Fatal
Kojuro runs forward and kicks the opponent in the gut. It's slow startup makes it hard to combo into.


Colors

  • This color is only available in the mirror match. It can only be selected by the second player if they select the same character with the same button that the first player did.


Navigation

 Katakura Kojuro
To edit frame data, edit values in SBX/Katakura Kojuro/Data.
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Kenshin
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Yukimura
PS2 Exclusive Characters
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