< SBX
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.
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
Normal Moves
5A
5B
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
2B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Low | 13 | 5(2,3) | 14 | -3 | 40 | 4 |
Very good anti-air button.
2C
6B
j.A
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
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)
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 Cancel
6B+C while blocking
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
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
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.
To edit frame data, edit values in SBX/Katakura Kojuro/Data.