Koihime Enbu/Gakushin

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Gakushin

Profile

Name: 楽進 文謙 (Gakushin Bunken)
Real Name: Nagi
Chinese Counterpart: Yue Jin - Wenqian
Voice Actress: Ryōko Ono

Cool and emotionless, she does not let others know what she is thinking by rarely speaking and always maintaining a poker face. Gruff and seemingly unrefined, she feigns complete indifference towards girlish pursuits, but secretly practices the arts of cooking and sewing. With her gauntlets, the Lords of Darkness, on her fists, she prefers close-quarters combat.

Gameplan

Gakushin is a neutral heavy character. She has some good pokes and is good at controlling space. Her reach isn't the best but she get's a lot of mileage out of standing A and close B. She has some nice combo routes, detailed below.

Normal Moves

5A
5A
Koihime Gakushin 5A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300 Mid 5 2 10 0 -2 Knockback
  • Self-cancelable up to 3 times.
  • Cancelable into 2A.

Good poke with decent reach. Can catch jump-ins. Chains into St.B.


c.B
c.B
Koihime Gakushin cB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
550, 550 Mid 6 2, 2 17 +5 -5 Knockback

6f start-up. Hits twice. Can chain into St.C and 236 A/B/C. Can be beaten out by St.A / 2.A.

f.B
f.B
Koihime Gakushin fB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Mid 10 3 25 +4 -6 Knockback

Great range kick. Can beat out a lot of long-frame moves. Can chain into St.C. Beaten out by St.A / 2.A / characters with a longer St.B.

c.C
c.C
Koihime Gakushin cC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 10 5 25 +3 -8 Knockback

Cancellation possible. Can be used to counter-attack. Chains into 236 A/B/C. EX also chainable.

f.C
f.C
Koihime Gakushin fC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1400 Mid 12 3 35 +3 -10 Knockback

12f start-up. Slow but heavy poke. Not safe - heavily punished by fireballs or long ranged attacks.

2A
2A
Koihime Gakushin 2A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300 Mid 5 2 9 +1 -1 Knockback
  • Self-cancelable up to 3 times.
  • Cancelable into 5A.

Chains into St.B. Due to its short range, it can be used to bait whiff punishes or put your opponent in proximity guard.


2B
2B
Koihime Gakushin 2B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 Low 11 2 27 +3 -7 Knockback

Best poke and range move. Can sit outside of 5A / 2A punish reach. Can chain into St.C if used up close.

2C
2C
Koihime Gakushin 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1400 Standing 22 2 27 +1 or +16* -13 Knockback
  • Guard crushes vs crouching.
j.A
j.A
Koihime Gakushin jA.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
600 High 5 12 - +19 +7 Knockback

5 frame start-up. Great from-air poke. Beats out many grounded normals.

j.B
j.B
Koihime Gakushin jB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 High 9 6 - +20 +8 Knockback

9 frame start-up. Good for crossing-up. Beats out many ground normals.

j.C
j.C
Koihime Gakushin jC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
600, 1000 High 12 (Until Landing), 4 27 +13 0 Knockback

12 frame start-up (changes on time activated in air). Close in move if far away.


Hougeki Moves

6B
6B
Koihime Gakushin 6B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 High 24 2 24 0 -12 Collapse

Triggers Fatal Counter. Not at all safe. Very long start-up. Can be punished by a lot of moves

6C
6C
Koihime Gakushin 6C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 18 2 27 +1 -12 Collapse

Causes fatal counter. One of the quicker fatal counter options. Great for lowered guard.

3B
3B
Koihime Gakushin 3B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 Mid 12 3 28 +1 -13 Collapse

12f start-up. Uppercut that triggers Fatal Counter. Great for catching long frame moves and jump-ins. Can be punished by most normals.

3C
3C
Koihime Gakushin 3C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Low 14 2 29 +48 -15 Collapse

Universal sweep. Shares properties across characters like causing hard knockdown on hit and Hougeki on counter-hit.


Throws

Forward Throw
Forward Throw
5D/6D
Koihime Gakushin FT.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Throw 7 1 24 +38 - Throw

Initial hit causes proration, leading to 1280 actual damage.

Back Throw
Back Throw
4D
Koihime Gakushin BT.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Throw 7 1 24 +38 - Throw

Initial hit causes proration, leading to 1280 actual damage.


Special Moves

The Most Determined
The Most Determined
236A/B/C
Koihime Gakushin TheMostDetermined.png
Koihime Gakushin TheMostDeterminedA.png
Koihime Gakushin TheMostDeterminedB.png
Koihime Gakushin TheMostDeterminedC.png
Koihime Gakushin TheMostDeterminedEX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 80 Mid 14 2 34 +2 -10 Knockback
  • Projectile invul on frames 1-14.
B 80 Mid 15 2 34 +2 -10 Knockback
C 80 Mid 16 2 34 +2 -10 Knockback
A Followup 600 Low 18 3 39 +1 -11 Knockback
B Followup 700 High 24 2 45 +1(+11 on guard crush) -14 Knockback
C Followup 700 Mid 12 2 33 +1 -11 Knockback
EX (600)(600)(600)(600)(500) Mid 16 (2(12)/3)(2(12)/3)(4) 41 +62 -14 Blowaway
  • Fully invul on frames 1-18.


Full Moon Kick
Full Moon Kick
623A/B/C
Koihime Gakushin FullMoonKick.png
Koihime Gakushin FullMoonKickEX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 600 x2 Mid 6 4, 4 46 +75 -37 Blow Away
  • Aerial invul on frames 1-14.
  • Airborne on frames 9-51.
B 650 x2 Mid 6 4, 4 51 +73 -42 Blow Away
  • Air invul on frames 1-14.
  • Airborne on frames 9-56.
C 700 x2 Mid 6 4, 4 57 +72 -48 Blow Away
  • Air invul on frames 1-14.
  • Airborne on frames 9-62.
EX 750 x2 Mid 6 4, 4 57 - -42 Blow Away
  • Fully invul on frames 1-10.
  • Airborne on frames 9-62.
EX (3rd hit) 750 - 10 3 45 +63 - Unique Hard Knockdown
  • Airborne on frames 1-49.
  • Only occurs if either of the prior two hits are successful.


Spirit Shot
Spirit Shot
214A/B/C
Koihime Gakushin SpiritShot.png
Koihime Gakushin SpiritShotEX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 800 Mid 14 - 44 +11 -18 Knockback
  • Recovery changes on hit for all versions.
B 900 Mid 15 - 45 +10 -19 Knockback
C 1000 Mid 16 - 46 +9 -20 Knockback
EX 1600 Mid 14 - 57 +58 -19 Blow away
  • Fully invul on frames 1-14.
  • Wall bounces during a Hougeki.
  • Recovery changes on hit during a Hougeki.


Ougi

Wei Ming's Great Renown
2363214D
Koihime Gakushin Ougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1800, 400 x6, 250 x12, 1500 - 20 10 33 +85 +4 Unique Hard Knockdown
  • Fully invul on frames 1-30.
  • Guard crushes.

Costs three bars.


Hiougi

Fighting Spirit Dance
236BC
Koihime Gakushin Hiougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300, 50 x9, 3250 - 25 12 33 +15 - Unique Hard Knockdown
  • Fully invul on frames 1-37.
  • Airborne on frames 5-36.
  • Only available during a Hougeki, uses 4 bars.
  • Minimum damage: 3000.


Combos

Meterless
Midscreen

  • (2A) 5A > 5B > 5C
  • (2A) 5A > 5A > 632A
  • cl.B > 2B > 236A > A (C)
  • cl.C > 236A > A (C)
  • cl.B (1) > 214A > dashing cl.B > 236A > A (C)
  • cl.B (or cl.C) > 214A > 5B
  • rising j.A > delay jB > j.C > 623A (standing only)
  • j.B > rising j.A > delay jB > j.C > 623A (standing only)

Corner

  • cl.B (or cl.C) > 214 A > 5B > 5C
  • cl.B (or cl.C) > 214 A > rising j.A > delay jB > j.C > 623A (standing only)

Meter Combos

  • replace meterless combo enders with metered version

Fatal Counter
Meterless

  • (6B 3C 6C) 2C > dash under cl.C > 236A > dash cl.C > 236A > 236A A > dash behind cl.C > 236A> dash cl.C > 236 A C > j.A > j.B > dash cl.C > 236A > dash cl.C > 623C
  • (3B) dash behind cl.C > 236A > dash cl.C > 236 A B > dash under cl.C > 236 A > dash cl.C > 236A C > j.A > j.B > dash cl.C > 236A > dash cl.C > 623C

Fatal Counter (With Meter)

  • (3C) 6C > 5C > 236CC > 5C > 236CB > cl.B > 3B > 236AB / 623AB (with 1 bar)
  • (3C) 6C > 5C > 236CC > 5C > 236CB > cl.B > 3B > 236BC (with 4 bars) -- (6640dmg 3C starter) 6740 dmg

Combo video by Unknown Games (2014):

Gakushin FC Combos (2017):

Combo video by Unknown Games (2018):

Colors

A Button B Button C Button
GakushinA.png
GakushinB.png
GakushinC.png
D Button A+B Button B+C Button
GakushinD.png
GakushinAB.png
GakushinBC.png

Links

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