Koihime Enbu/Sonken

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Sonken

Profile

Name: 孫権 仲謀 (Sonken Chūbō)
Real Name: Renfa
Chinese 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

Sonken is a straightforward, neutral-heavy character. Her normals are decent, with 5A and 5B having better-than-average range within the cast. Her unique counter moves can let her interrupt and punish predictable pressure strings that other characters cannot without meter.

Anti-Airs: 22X is air-invincible on frame 1. Her universal 3B anti-air is air-invincible on frame 13.

Anti-Projectiles: 214X is projectile-invincible on frame 1.

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
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 cC.png
Koihime Sonken cCFollowup.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
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


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
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
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.
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
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
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

Seal of Sun Wu
236BC
Koihime Sonken Hiougi.png
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

Basic Combos

  • 2B/c.B/3C > 236A
    • c.B is the fastest starter, 2B is your poke starter, and 3C is generally used only for guaranteed punishes or jump-in combos.
  • [5A/2A]*n > 236AB
    • Only 236AB is fast enough to combo from her A normals
  • Throw > 236A/5C/j.C
    • 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 Counterhit) > c.B > 236A
    • Using 3C instead of c.B is also viable, but much harder to time and space.
  • 214X CH > 5A > 236AB

Assist-specific Combos

  • Shuyu 236D > 5C

Fatal Counter 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)

Midscreen relaunches compared to the corner ones respectfully (you cannot repeat the same type of relaunch in the same combo). So for FC combos you end up with something like this 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)

A throw as a starter offers more corner carry and is easier on timing and spacing, but scales down the combo by exactly 100. Although overall, it's best to start with the throw. You can also use Shuyu as a starter instead for more damage and the same corner carry.

236A and j.A offer more corner carry midcombo, but scale it down in damage

Use 3C > 236A as the ender if you're deep enough into the corner, or do 2B > 236A instead.

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.

  • FC(3C) > [runup throw > 9j.B] or [8j.B] > [delay] 9j.B j.22C > runup c.B > 236A > 3B > c.B 22C > 5CC > c.B 22C > 2B > 236A (5040, 5140 without the throw)

With Sonken ending up in the corner after the c.B 236A, she's forced to skip straight into the 3B followup into the rest of the combo, and since she didn't use 6C, she gets to do 5CC afterwards.

Corner

  • FC(3C) > throw > c.B 22C > c.B 22C > 3B > c.B 22C > 6B > c.B 22C > 5CC > c.B 22C > 2B > 236A (5260)

Alternative route for those who can't time this many 22X motions:

  • FC(3C) > 3C 214B > 3C 214B > 3B > j.C > 5CC > c.B 22C > 6B > j.B 22C > c.B 236A (5460)

Shuyu Combo

  • (matchstart) FC(3C) > 236D > runup c.B 214C/B (so they hit the corner) > 3B > c.B 22C > 6B > c.B 22C > 5CC > c.B 22C > 2B > 236A (5060)

Hiougi is best done off of huge groundbounce launchers like 3B or 6B. Following either up with j.C and then going into the Hiougi also works, if you're already in the corner.

Combo video by Unknown Games (2014):

Combo video by Unknown Games (2018):

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

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