Difference between revisions of "Koihime Enbu/Sonken"

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===Recommended Strategists===
 
===Recommended Strategists===
*'''Tei'iku(Lightning)''' - Great mid-to-long range assist for Sonken that is easy to confirm and can be used to both force your game and as a getaway card. Only held back by it's range, unlike...
+
*'''Tei'iku (Lightning)''' - Great mid-to-long range assist for Sonken that is easy to confirm and can be used to both force your game and as a getaway card. Only held back by it's range, unlike...
*'''Hoto(Chain)''' - The jack-of-all-trades fullscreen assist, trading only a little bit of damage compared to Lightning and being harder to confirm off of. Lets Sonken get bullied less in ranged matchups like Ryofu. Since the chain comes from the other side of the screen, using it point blank against an opponent in the corner will give you a free throw setup(DPs will still trade with the chain, keeping the opponent in the corner)
+
*'''Houtou (Chains)''' - The jack-of-all-trades fullscreen assist, trading only a little bit of damage compared to Lightning and being harder to confirm off of. Lets Sonken get bullied less in ranged matchups like Ryofu. Since the chain comes from the other side of the screen, using it point blank against an opponent in the corner will give you a free throw setup(DPs will still trade with the chain, keeping the opponent in the corner)
  
 
==Normal Moves==
 
==Normal Moves==

Latest revision as of 12:32, 10 October 2019

Sonken

Profile

Name: 孫権 仲謀 (Sonken Chūbō)
Real Name: Renfa
Historical Counterpart: Sun Quan - Zhongmou
Voice Actress: Harumi Sakurai

The second sister of the Son family, she is very serious and brooks no compromise. Driven to fulfill her task of keeping her kingdom safe, she heads for the battlefield with her trusty weapon, Conqueror of the South Seas.

Gameplan

Straightforward yet deceptive footsies character. Desk drop (214X) aka table chop allows Sonken to immediately get on your face, through projectiles, from the other side of the screen with an overhead. Her normals are decent, with 5A and 5B having better-than-average range within the cast. Her throw does little damage but can be combo’d into. 22X is air-invincible on frame 1, which a good alternative if you miss a 3B window. Her moves have very strange animations, like her 6B overhead, 2A (which is not a low!) and j.A. Her unique counter moves let her interrupt and punish predictable pressure strings without meter.

Recommended Strategists

  • Tei'iku (Lightning) - Great mid-to-long range assist for Sonken that is easy to confirm and can be used to both force your game and as a getaway card. Only held back by it's range, unlike...
  • Houtou (Chains) - The jack-of-all-trades fullscreen assist, trading only a little bit of damage compared to Lightning and being harder to confirm off of. Lets Sonken get bullied less in ranged matchups like Ryofu. Since the chain comes from the other side of the screen, using it point blank against an opponent in the corner will give you a free throw setup(DPs will still trade with the chain, keeping the opponent in the corner)

Normal Moves

5A
5A
Koihime Sonken 5A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300 Mid 5 2 10 ±0 -2 Knockback


c.B
c.B
Koihime Sonken cB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
800 Mid 6 4 19 +7 -3 Knockback

Fast, with a good upper hitbox, making a good situational anti-air (e.g. when being crossed up). Links into 5A on hit.


f.B
f.B
Koihime Sonken fB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Mid 10 3 26 +3 -7 Knockback
c.C
c.C
Koihime Sonken cC1.png
Koihime Sonken cC2.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
Normal 1000 Mid 16 2 30 +2 -12 Collapse
Followup 1000 Mid 6 3 34 +2 -12 Wall Bounce - Knockdown


f.C
f.C
Koihime Sonken fC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1400 Mid 16 3 37 ±0 -19 Knockback
2A
2A
Koihime Sonken 2A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300 Mid 5 2 9 +1 -1 Knockback
2B
2B
Koihime Sonken 2B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 Low 11 2 29 +1 -9 Knockback
2C
2C
Koihime Sonken 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Low 22 2 37 +2 -12 Hard Knockdown
j.A
j.A
Koihime Sonken jA.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300 x3 High 5 3, 3, 6 - +15 +7 Knockback
j.B
j.B
Koihime Sonken jB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 High 8 5 - +20 +8 Knockback

Crossup, rising j.B will hit standing opponents(except for Chohi sometimes)


j.C
j.C
Koihime Sonken jC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
800 x2 High 11 2, (5), 2 - +26 +8 Knockback

Air-to-air button that covers horizontally in front in case you misspaced/they backdashed.


Hougeki Moves

6B
6B
Koihime Sonken 6B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 High 22 2 24 ±0 -12 Collapse
  • Lower-body invul on frames 17-24.
  • Floor bounces during a Hougeki.

Universal overhead with an obvious animation.

6C
6C
Koihime Sonken 6C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 18 3 35 +2 -12 Collapse
  • Airborne on frames 11-18
  • Wall bounces during a Hougeki.

Universal lunge move.

3B
3B
Koihime Sonken 3B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 Mid 12 3 31 +2 -12 Blow away
  • Areial invul on frames 13-15.
  • Launches during a Hougeki.

Universal anti-air.

3C
3C
Koihime Sonken 3C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Low 13 2 29 +48 -15 Collapse

Universal sweep. Special cancelable.


Throws

Forward Throw
Forward Throw
5D/6D
Koihime Sonken FT.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
600 Throw 7 1 24 +102 - Throw

Initial hit causes proration, leading to 480 actual damage.

One of the few characters to have a throw that allows a combo afterwards.

Back Throw
Back Throw
4D
Koihime Sonken BT.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
600 Throw 7 1 24 +102 - Throw

Initial hit causes proration, leading to 480 actual damage.

One of the few characters to have a throw that allows a combo afterwards.


Special Moves

Slash of Faith
Slash of Faith
236A/B/C
Koihime Sonken SlashofFaithA.png
Koihime Sonken SlashofFaithB.png
Koihime Sonken SlashofFaithC.png
Koihime Sonken SlashofFaithEX.png
Ishinzan
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 750 x2 Mid 14 3, (11), 3 27 +1 -10 Knockback
B Catch - - 0 20 23 - - -
  • Parries mid and aerial attacks.
C Catch - - 0 20 23 - - -
  • Parries low and high attacks.
Attack 800, 800 Mid 19 4, (10), 4 27 +6 - Knockback
  • On successful parry, fully invul until attack ends.
  • Successful parries always hit grounded opponents.
EX 650 x4 Mid 10 4, (10), 4, (13), 4, (10), 4 33 +2 -14 Knockback
  • Fully invul on frames 1-11.


Desk Drop
Desk Drop
214A/B/C
Koihime Sonken DeskDrop.png
Gyokuankō
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 900 High 24 3 36 +7 -13 Knockback
B 900 High 26 2 36 +7 -13 Knockback
  • Projectile invul on frames 1-21.
  • Airborne on frames 14-25.
C 900 High 30 2 36 +7 -13 Knockback
  • Projectile invul on frames 1-21.
  • Airborne on frames 14-29.
Desk 600 Mid - - - +7? -13? Knockback
EX 1200 High 25 3 40 +55 -24 Knockback
  • Fully invul on frames 1-13.

Good vertical hitbox for stopping approaches, and the planks will still hit the opponent on trade, denying them even FC combos. (Doesn't work against throws)

EX Desk 800 Mid - - - +55? -24? Blow away


Tiger Roar
Tiger Roar
22A/B/C (Air OK)
Koihime Sonken TigerRoar.png
Koihime Sonken TigerRoarEX.png
Kohōkō
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 100 Mid 6 5 36 +3 -11 Knockback
  • Aerial invul on frames 1-11.
B 1100 Mid 7 5 36 +3 -12 Knockback
  • Aerial invul on frames 1-12.

LaunchHard Knockdown

C 1200 Mid 8 5 36 +3 -13 Knockback
  • Aerial invul on frames 1-13.

LaunchHard Knockdown

EX 1800 Mid 16 5 47 +70 -14 Blow away
  • Fully invul on frames 1-17.
  • Launches during a Hougeki.
Air 1000 / 1100 / 1200 Mid 1, (Until landing) 4 33 +7 -12 / -13 / -14 Knockback

Damage and Adv on Block listed as A/B/C.

Air EX 1800 Mid 1, (Until landing) 4 50 +57 -16 Blow away


Ougi

The Oath to Heroes
2363214D
Koihime Sonken Ougi.png
Eirei e no Tikai
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
2000 - 21 3 45 +131 +4 Unique Hard Knockdown
  • Fully invul on frames 1-24


Hiougi

The Seal of Sun Wu
236BC
Koihime Sonken Hiougi.png
Songo no Shōin
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300, 3700 - 30 5 24 +108 - Unique Hard Knockdown
  • Fully invul on frames 1-58.
  • Minimum damage: 3000.

Only available during Hougeki, uses 4 bars.


Combos

General

  • 2B/c.B/3C > 236A
c.B is the fastest starter, 2B is your poke starter, and 3C is generally used only for jump-in combos.
  • 2B CH > 214B (22A/5A > 236AB if crouching)
  • [5A/2A]*n > 236AB
Only 236AB is fast enough to combo from her A normals
  • Throw > 236A/5C/j.C/22AB(in the corner only)
Using 236A is easier, but does slightly less damage than using 5C or j.C. Also, if 236A is done quickly, the opponent will be able to air-tech afterwards. It's actually possible to force a hard knockdown off of Throw 236A, but that requires them to be specifically low. A useful timing trick for this is to hold 4 (backwards) during the throw animation and then follow up with half-circle A for the 236A.
  • 236B/C > Successful Parry > 5A > 236AB
  • 22B/C Anti-Air CH > 3C > 236A
  • 214A/C CH > 5A > 236AB/(corner)c.B > 236A
  • (crouching)214X > 22A/5A > 236AB/(corner)c.B > 236A
  • 9j.B > j.22C > 5A > 236AB
  • 2363214D > j.B > 3C > 22C

Assist-specific Combos

  • Lightning 236D > j.B > 3C > 236A
  • Chain 236D > runup 2B > 236A

Hougeki Combos

Midscreen

The easy near-universal ones, learn these when starting out:

  • FC(3C) 6B > j.C > 6C > j.C > 3B > j.C > runup c.B > 236A (4060)
  • Anti-air FC(3B) > j.C > 6C > j.C > 6B > j.C > runup c.B > 236A (3780)
A 3B starter doesn't allow using 3B in the middle of a combo, but you should end up with 4000~ damage and a corner regardless.
A throw after an FC offers more corner carry and is easier on timing and spacing, but scales down the combo by exactly 100.

Corner-to-corner:

  • FC(3C) > runup throw > 9j.B > land >[delay] 9j.B j.22C > runup c.B > 236A > 6C > j.A > 3B > c.B 22C > 3C > 236A (4700)
Use 3C > 236A as the ender if you're deep enough into the corner, or 2B > 236A if you're not.

Midscreen-to-corner:

  • FC(3C) > [runup throw > 9j.B] > [delay] 9j.B j.22C > runup c.B > 236A > 3B > c.B 22C > 5CC > c.B 22C > 2B > 236A (5040)

3B Variations:

  • Anti-air FC(3B) > j.C > runup c.B 214B > 2B 214C > 6B > 9j.B j.22C > 5CC > c.B 22C > 3C > 236A (5050)
  • Anti-air FC(3B) > j.C > runup c.B 214C > 6B > 9j.B j.22C > 5CC > c.B 22C > 3C > 236A (4450)
Very range-dependent. The 6B won't land if youre too close to the corner, use 6C in ranges where you're too far for 6B.

1 Bar Combo

  • FC(3C) > jump over j.22AB > 22C > 214C > 214C > 214B > 6B > 9j.B j.22C > 5CC > c.B 22C > 3C > 236A (5900)
Go for this when you have at least 1 bar of meter! Again, very range-dependent, but even with adjusting and omitting a 214x, you'll end up with over 5000 regardless.

Corner

  • FC(3C) > 3C 214B/C > 3C 214B > 3B > j.C > 5CC > c.B 22C > 6B > 9j.B j.22C > 3C > 236A (5540)
Also works a bit further from the corner.
  • FC(3C) > 3C 214B/C > 3C 214B > 3B > j.C > 5CC > c.B 22C > 3C > 2363214D > 9j.B > j.B j.22C > 2B > 236A (6940)

Hiougi(236BC) is best done off of huge launchers like 3B or 6B.

Videos

Koihime Enbu

Koihime Enbu RyoRaiRai

Colors

A Button B Button C Button
SonkenA.png
SonkenB.png
SonkenC.png
D Button A+B Button B+C Button
SonkenD.png
SonkenAB.png
SonkenBC.png

External Links

Koihime Enbu RyoRaiRai
General

ControlsFAQHUDMenusStrategistsSystem

Characters

Kan'uChōhiChō'unBachōSōsōKakōtonKakōenGakushinSonkenKanneiSonshōkōShūtaiRyofuChōryō