SBX/Date Masamune

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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.
SBX Date Masamune Nameplate.png
SBX Date Masamune Portrait.png
Damage Taken
100%
Prejump
3F
Backdash
23F

 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

Guard Startup Active Recovery On-Block Damage Level
Mid 9 4 14 -5 58 3
An OK poke.

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

Guard Startup Active Recovery On-Block Damage Level
Mid 16 3 16 -3 80 4
Combo fodder.

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

Guard Startup Active Recovery On-Block Damage Level
Low 12 2 18 -4 60 4
Combo fodder.

j.A

Guard Startup Active Recovery On-Block Damage Level
High/Air 5 3 9 24 2
Your best air to air move.

j.B

Guard Startup Active Recovery On-Block Damage Level
High/Air 11 9 12 56 3
Combo fodder

j.C

Guard Startup Active Recovery On-Block Damage Level
High/Air 12 3 20 78 4
Main jump in and combo fodder

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

Guard Startup Active Recovery On-Block Damage Level
Mid 15 4 17 -2 40 5
Standard guard cancel.

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

Guard Startup Active Recovery On-Block Damage Level
Mid 17 26 88 48~69 3
Standard 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

Guard Startup Active Recovery On-Block Damage Level
Mid 15~26 2×3 32 -18 40×3 1×2, 4
Your main combo ender.

Basara Attacks

Phantom Dive

214214C

Guard Startup Active Recovery On-Block Damage Level
Mid 7+0 2(13)11(31)20 45 -49 48, 60, 88 3×2, 4

Hell Dragon

236236C (~E)

Version Guard Startup Active Recovery On-Block Damage Level
236236C All 11+0 Total 61 -19 35×5 5
236236C+E All 14+4 45×(3~5) 5
Masamune's only good move. A fullscreen fireball super that leads into damaging combos with reinforcements.

Basara K.O

Hell End Dragon

2141236C

Guard Startup Active Recovery On-Block Damage Level
All 12+3 Total 109 -62 Fatal 5
An easy to combo into Basara K.O.

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

To edit frame data, edit values in SBX/Date Masamune/Data.
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
SBX Yukimura Icon.png
Yukimura
PS2 Exclusive Characters
System Links