< SBX(Redirected from SBX/Masamune)
Overview
Overview
Date Masamune is the worst character in the game with no room for debate. There is no reason to ever pick him because everything he does, other characters do better than him and has nothing worthwhile in his toolkit to ever make you even consider playing him. Masamune has an OK fireball, so does Tadakatsu along with the best rushdown and infinite guard point on his moves. Masamune has decent normals, so does Motochika along with the best mobility in the game, coupled with high damage. Masamune can do high damage with his reinforcements, most characters get infinites (which Masamune doesn't get). And on top of it all, Masamune has a big hurtbox making him susceptible to infinites no one else is along with a negative on hit DP.
Date Masamune is a jack of no trades and a master of sucking.
Pros
Cons
- Crowd Appeal: Everyone will respect you for playing the worst character in the game. Not to mention he looks cool.
- Has Nothing Going For Him: There is no reason to ever pick him. Everything he does other characters do better then him.
- Large Hurtbox: He is susceptible to some nasty combos and infinites that only work on him. In particular Hideyoshi is able to exploit this heavily.
- Lacking Infinite Capability: His infinites only work on five characters, are corner dependant, and are very hard.
- Surprisingly Hard: Despite at first glance looking like a beginner character he is actually very hard to play because he is so bad. Along with his big damage combos being very hard.
Normal Moves
5A
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 6 | 3 | 10 | -4 | 25 | 1 |
Standard jab, nothing special.
5B
5C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 9 | 3 | 22 | -9 | 90 | 4 |
Only used for Masamune's high damage combo.
6B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
High | 19 | 2 | 19 | -5 | 60 | 5 |
Unique in the fact that it can be jump canceled.
6C
2A
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Low | 7 | 3 | 10 | -4 | 28 | 1 |
Your fastest low but it's still slow.
2B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 9 | 3 | 25 | -15 | 60 | 3 |
Your best anti-air but you don't get much of off it.
2C
j.A
j.B
j.C
Universal Mechanics
Ground Throw
6C or 4C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
40 pixels | 5 | 1 | 21 | 100 |
Air Throw
j.6C or j.4C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Vertical: 75 pixels Horizontal: 60 pixels |
3 | 1 | 3 | 89 |
Won't see much use due to the short range.
Blowback Attack
5B+C (Hold OK)
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
5BC | Mid | 22~ | 4 | 19 | -7 | 68 | 4 |
5[BC] | Just | 83~142 | 4 | 19 | 60 | 5 |
Used in infinites mostly. Will whiff against Oichi point blank.
Aerial Attack
2B+C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 15 | 3 | 15 | -9 | 65 | 4 |
Used for your big damage combos. Will whiff against Oichi point blank.
Aerial Spike
j.2C after Aerial Attack
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
10 | 2 | 29 | 17 | 4 |
Considering that your only other air move is a negative on hit DP, this is your best way to end Aerial Attack combos.
Guard Cancel
6B+C while blocking
Reinforcements
5E
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
5E Lv1 | All | 23 | 12 | 91 | 28 | 3 | |
5E Lv2 | All | 23 | 12(2)8 | 87 | 33×2 | 3 | |
5E Lv3 | All | 23 | 12(2)8 | 87 | 40×2 | 4 |
Used in your high damage combos.
2E
Special Moves
Jet-X
236A (Hold OK)
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
236A | All | 17 | Total 49 | -12 | 52 | 3 | |
236[A] | All | 53~59 | Total 85~91 | -7 | 52×3 | 3 |
Your fireball and one of the few OK moves that Masamune has. Can be charged for more hits.
Air Jet-X
j.236A
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
All | 17 | Total 46+13 after landing | 52 | 3 |
Because of the long recovery of this move, it isn't that useful.
Re-Bite
214A
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
214A | Total 42 | ||||||
214A Attack | 0 | 5 | 22 | 60 | 3 |
A counter that is also a projectile reflector. Can't counter lows. Never worth going for because you get nothing after it. It's even hard to combo afterwards with reinforcements.
Death Fang
623B (Hold OK) or j.623B
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
623B | Mid | 14~29 | 4,21 | 22+17 after landing | -47 | 60, 40 | 3 |
623[B] Lv1 | Mid | 30~44 | 4,21 | 22+17 after landing | -43 | 60, 40×2 | 3 |
623[B] Lv2 | Mid | 45~59 | 4,21 | 22+17 after landing | -43 | 60, 40×3 | 3 |
623[B] Lv3 | Mid | 60~75 | 4,25 | 27+17 after landing | -56 | 60, 40×4 | 3 |
j.623B | All | 3 | 2,20 | Until landing+17 | 40×2 | 3 |
Masamune's negative on hit DP. It also lacks head invincibility on the first couple of frames making it lose to some jump-ins. A truly worthless move that should never be used unless you have a death wish. Can be held for to do more hits up to 5 but is still negative on hit.
War Dance
214B > B > B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
All | 16 | 1(9)1 | 18 | -7 | 35×2 | 3 |
Can be mashed for more hits. Can be used in corner combos as an alternative ender that does more damage but doesn't knockdown. At least it's not negative on hit.
Magnum Step
214C
Basara Attacks
Phantom Dive
214214C
Hell Dragon
236236C (~E)
Basara K.O
Hell End Dragon
2141236C
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/Date Masamune/Data.