SBX/Mouri Motonari

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Overview

Overview

Mouri Motonari ensures the opponent dies. Motonari is the best character in the game as well as one of the best characters in arc system works history. He has unblockable loops that he can very easily set up without resources that are completely inescapable in the corner. And while that is very powerful that doesn't compare to Motonari's greatest strength, his reinforcements. Motonari's reinforcements are game breaking because of their insane screen control along with how he can use them more than any other character which is bolstered by his reinforcement level gain rate which is the fastest in the game meaning that he gets level 100 reinforcements before most characters get level 51. He is also able to hit his own reinforcements, which gives him excellent screen control as well as a shockingly high amount of Basara gauge. And he can use his reinforcements and his ridiculous meter build to combo into his 214214C which is the best super in the game which seals your reinforcements and allows him to go into an infinite.


There is nothing you can do, there is nowhere to hide, if you play as Mouri Motonari, the opponent dies.
SBX Mouri Motonari Nameplate.png
SBX Mouri Motonari Portrait.png
Damage Taken
%
Prejump
F
Backdash
F

 Mouri Motonari ensures the opponent dies.

Pros
Cons
  • Reinforcements: He has the best reinforcements in the game. They give him amazing neutral, can use them for defense, can be spammed, give him ridiculous meter build and has the fastest reinforcement level gain rate which means he gets them very quickly.
  • Kinji Te Baku: Motonari has the best super in the game that seals your reinforcements and can go into an infinite. And with his reinforcements he can combo into it from any hit.
  • Inescapable Unblockable Loop: Motonari can set up an inescapable unblockable loop which can be done without any resources and is his BNB.
  • Small Hurtbox: His hurtbox is small which means that the opponent may have to do less optimal combos.
  • Controversial: There have been talks of banning and/or severely limiting him on the Sengoku Basara X discord. However nothing has been set in stone yet so you are free to use him as of this being written. In Japanese arcades it is considered polite to not play as Motonari against new players (like those who don't pick another).
  • Looks Stupid: He's an elf that attacks you with a hula hoop. Who came up with that crap?


Reinforcement Abuse
Motonari can hit his own reinforcements. What angle they go is determined by what normal he uses. Motonari can hit his reinforcements up to 6 times. Whenever he or the opponent hits his reinforcements he gains a good chunk of Basara gauge. And Motonari's reinforcement level goes down whenever he hits his reinforcements. The opponent can't hit Motonari's Reinforcements back at him. Motonari can also hit his reinforcements into his 236X/623X rings with the direction of the rings launching your reinforcements in that direction. They can also be hit by the detonation of your 214X traps.

Normal Moves

5A

Guard Startup Active Recovery On-Block Damage Level
Mid 6 3 10 -4 28 1
Basic jab, nothing special except for the fact that he can go into inescapable unblockable resourceless loops off of it because he is Motonari.

5B

Guard Startup Active Recovery On-Block Damage Level
Mid 8 6 11 -4 60 3
Very quick anti-air. Used a lot in your combos.

5C

Guard Startup Active Recovery On-Block Damage Level
Mid 14 6 11 -11 70 4
Not used.

6B

Guard Startup Active Recovery On-Block Damage Level
High 22 2 20 -6 60 4
Can link a 5A after, making you able to combo after it.

6C

Guard Startup Active Recovery On-Block Damage Level
Mid,Low 9 3(12)4 22 -10 60x2
Heavily used combo fodder.

2A

Guard Startup Active Recovery On-Block Damage Level
Low 6 2 9 -2 20 1
Standard jab, nothing special.

2B

Guard Startup Active Recovery On-Block Damage Level
Mid 11 3 13 -3 50 3
Amazing poke. Use it a lot.

2C

Guard Startup Active Recovery On-Block Damage Level
Low 14 4 23 -11 45 4
Combo fodder.

j.A

Guard Startup Active Recovery On-Block Damage Level
High 5 3 6 30 2
An air jab with good range that can be spammed. Good button.

j.B

Guard Startup Active Recovery On-Block Damage Level
High 7 4 2 56 3
Good jump-in as well as combo fodder.

j.C

Guard Startup Active Recovery On-Block Damage Level
High 12 4(7)4 20 59x2 3,4
Combo fodder.

Universal Mechanics

Ground Throw

6C or 4C

Guard Startup Active Recovery On-Block Damage Level
Throw 7 1 14 100
One of the slower throws in the game meaning that Motonari has a harder time teching throws. Not like that matters because you are Motonari.

Air Throw

j.6C or j.4C

Guard Startup Active Recovery On-Block Damage Level
Throw 3 1 6 80
Won't see much use due to the short range.

Blowback Attack

5B+C (Hold OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 17~ 9 21 -12 60
The best Blowback Attack in the game because of it's good range and even if it's uncharged it can go into a corner to corner combo that leads into your unblockable loops. Can be special canceled on hit or block.

Aerial Attack

2B+C

Guard Startup Active Recovery On-Block Damage Level
Mid 16 2 17 -10 60
A good anti-air but Motonari doesn't have any good Aerial Attack combos.

Aerial Spike

j.2C after Aerial Attack

Guard Startup Active Recovery On-Block Damage Level
18 4 17 35
The only bad move Motonari has.

Guard Cancel

6B+C while blocking

Guard Startup Active Recovery On-Block Damage Level
Mid 15 4 17 -2
Due to sharing 2B+C's animation, it is quite big.

Reinforcements

Motonari spends reinforcement gauge differently than anyone else. Motonari can use his reinforcement specials without cooldown while costing some reinforcement gauge. He can cancel his reinforcement specials into another special or the same special on hit or whiff. When Motonari runs out of reinforcement gauge he enters into an lengthy cooldown period. At level 100 he can use his reinforcements eight times until the gauge runs out.


5E

Guard Startup Active Recovery On-Block Damage Level
Mid 9 48~69 2

When Motonari inputs this move his reinforcements enter a short cooldown where he can't use any move that requires his reinforcements. If he runs out of reinforcement gauge when doing this move he enters into a lengthy reinforcement cooldown. The soldier runs forward and spawns behind where Motonari is facing.

This move is why Motonari is in a tier of his own. It completely dominates neutral when it is on screen which will be a lot because of the paltry cooldown. And he can do it while holding any direction meaning that if the opponent has any gap in there blockstring Motonari can press 5E to interrupt the opponents offense. The best move in the game period (well maybe except for Motonari's 214X).

Rei Yarihei Joushou

623E

Guard Startup Active Recovery On-Block Damage Level
Mid 14(18) 23 Total 42 (46) +2 48~69 4
Fantastic anti-air that sees heavy use in combos.


Rei Yarihei Kakou

421E

Guard Startup Active Recovery On-Block Damage Level
High 18(22) 17 Total 42 (46) +6 48~69 2
Spawns slightly in front of Motonari. Not bad but isn't used much.

Rei Yumihei Zensha

236E

Guard Startup Active Recovery On-Block Damage Level
Mid 41(45) Total 42 (46) +22 28 2
The less used bow shot. Still very good.

Rei Yumihei Jousha

214E

Guard Startup Active Recovery On-Block Damage Level
Mid 49(53) Total 42 (46) 28x2 2
The more used bow shot. Can be spammed to make the opponent piss themself.

Rei Kyojitsu Secchi

22E

Version Guard Startup Active Recovery On-Block Damage Level
22E 58(62) 548(550) Total 42 (46)
22C Total 52
When inputting 22E a soldier sets up a smoke cloud. Motonari can teleport to the clouds location by pressing 22C. The teleport has invincibility on startup making it a good escape option.

Special Moves

Hajiki Te Heki

236A/B (Hold Ok) (Air OK) or 623A/B (Hold Ok) (Air OK)

Version Guard Startup Active Recovery On-Block Damage Level
236A Mid 21~83 300~ Total 36 30 3
j.236A Mid 21~83 300~ Total 36 30

Motonari spawns a ring depending on the input. The rings stay for a while before dissipating and stay if Motonari is hit. While the rings are out they block most projectiles. The rings don't have an active hitbox (normally) and can only hit the opponent if the opponent is in hitstun from another attack. Motonari can hold one of 8 directions to influence the orientation of the ring as well as where it launches the opponent (and reinforcements). Motonari can hold the input to make a bigger ring that can block more projectiles and last more hits. If Motonari spawns a ring as the same location as another ring, they will merge, making a bigger ring.

Used heavily in combos as well as zoning. Can also be used for stalling because you stay in the air if you charge an air ring.

Sen no Te Hatsu

214A/B/C

Version Guard Startup Active Recovery On-Block Damage Level
214A Total 33
214A detonate Unblockable 13 10 Total 24 40 3

Motonari sets a trap with the location depending on the input. Motonari can detonate the trap with the same input he used to set it. Motonari can have up to three traps on the screen and they last until he gets hit.

This is the other best move in the game because the detonation is completely unblockable along with having long active frames. This is what makes Motonari's unblockable inescapable resourceless loops work.

Basara Attacks

Kinji Te Baku

214214C

Guard Startup Active Recovery On-Block Damage Level
Mid 13+33 6(29)135 Total -64 80,2x14 5
The best super in the game. Motonari spawns a giant ring that if the opponent is hit by it, causes a nasty debuff with two effects. One is that the opponents reinforcements are sealed. And the second is that it makes Motonari's 236X/623X rings always have an active hitbox. With reinforcements, Motonari can combo into this super from any hit and at any position and go into an unburstable infinite.

Hasami Te Heki

236236C (~E)

Version Guard Startup Active Recovery On-Block Damage Level
236236C Mid 8+8 4 39 -24 45,6x14 5
236236C+E Lv1 4+20 104 20×4
236236C+E Lv2 4+20 104 24×8 2
236236C+E Lv3 4+20 104 29×12 2
Motonari's invincible reversal super because he needs it.

Basara K.O

Mori Gun Shukyoku Saihai

2141236C

Guard Startup Active Recovery On-Block Damage Level
Mid 5+12 8 72 -61 Fatal
Motonari can combo into his Basara K.O at any point during his unburstable infinite. Because why the hell not?


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

 Mouri Motonari
To edit frame data, edit values in SBX/Mouri Motonari/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