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Outdated Version
- This page is for an outdated version of the game (RyoRaiRai). To see Kakouton's character page for the latest version (RyoRaiRai V3), click here.
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Profile
Name: 夏侯惇 元譲 (Kakōton Genjō)
Real Name: Shunran
Historical Counterpart: Xiahou Dun - Yuanrang
Voice Actress: Harumi Asai
Twin sister of Kakōen, this mighty warrior of Gi wields a giant sword known as the Hungry Wolf of the Seven Stars. Wholly dedicated in both body and soul to Sōsō's grand cause, she will not be satisfied until all who oppose Sōsō have been destroyed. Emotional and passionate, she can be somewhat simplistic and naive.
Gameplan
Kakouton has some of the best close range pressure in the game. Her long reaching 5A can be confirmed into 623A or 236A+B, and also combos into 236A on CH. Her 236 series pushes opponents outside of poke range, giving her some of the safest frame trap options in the cast, while also pushing opponents to the corner. Work your way up close, then use a mixture of 5A into throw, 5AA, or 236A to open your opponent up.
Recommended Strategists
- Fire - Good neutral-oriented assist for dealing with longer ranged characters, combos into 5C for high reward.
- Pit - Strong aggressive assist to strengthen midrange/close range options. Good against characters like Ryofu's 2b on block > 2b or rekka(1) on block > 2b. Since there's no superflash on pit startup, after blocking ryofu 2b, pit deals with the followup 2b well.
- Lightning / Chain - Having a projectile-based assist is useful against zoners like Sonshoko or Chouun's dashing 5A.
Normal Moves
5A
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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300
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Mid
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5
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2
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10
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±0
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-2
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Knockback
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Quick jab that hits crouching.
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c.B
c.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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550 x2
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Mid
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6
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2, 2
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17
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+5
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-5
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Knockback
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2 hit uppercut, special-cancelable.
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f.B
f.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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900
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Mid
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11
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3
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27
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+2
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-8
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Knockback
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Slightly worse than most f.5Bs but this one is cancelable, you can cancel into 623A at max range for a pseudo command dash occasionally to get in.
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c.C
c.C ATATATATATATA ATATATATATATA
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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400 x6
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Mid
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9
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[1, (1),] x6
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16
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+13
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-5
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Knockback
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A 6-hit rapid punch, its generous frame advantage on hit allows you to link afterwards.
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f.C
f.C Haohmaru gonna sue somebody. Haohmaru gonna sue somebody.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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Uncharged
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2400
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Mid
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21
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4
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41
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±0
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-21
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Knockback
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- Hold the button to charge, can cancel the charge by pressing D.
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Half-Charged
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2600
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Mid
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35
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4
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41
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±0
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-21
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Knockback
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- Hold the button to charge, can cancel the charge by pressing D.
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Fully-Charged
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2800
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-
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21
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4
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41
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±0
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+9
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Collapse
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2A
2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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300
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Mid
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5
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2
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9
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+1
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-1
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Knockback
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Quick low profile jab, pretty much worthless use 5A instead.
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2B
2B The arrow points to where you should have been blocking. The arrow points to where you should have been blocking.
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1100
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Low
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10
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2
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29
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+1
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-9
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Knockback
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Probably Kakouton's best poke, a quick low hit with good distance, it's not cancelable however.
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2C
2C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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Uncharged
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1200
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Mid
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16
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3
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37
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+3
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-8
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Knockback
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- Hold the button to charge, can cancel the charge by pressing D.
Special-cancelable.
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Half-Charged
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1200
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Mid
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34
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3
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37
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+6
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-8
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Knockback
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- Hold the button to charge, can cancel the charge by pressing D.
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Fully-Charged
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1600
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-
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65
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3
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37
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+6
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+6
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Collapse
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- Guard crushes.
- Launches during a Hougeki.
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j.A
j.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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600
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High
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5
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12
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-
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+20
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+8
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Knockback
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Quick jab below and in front, can crossup your basic air to ground.
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j.B
j.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1000
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High
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8
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3
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-
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+20
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+8
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Knockback
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Big wide slash in front of your best air to air move.
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j.C
j.C Your biggest source of unexpected hougekis. Your biggest source of unexpected hougekis.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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Uncharged
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1400
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High
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?
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7
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25
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+14
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-3
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Knockback
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- Floor bounces during a Hougeki.
A charged slash that comes out when you hit the ground. Good against people who are inconsistent with their anti-airs.
Pressing C at around a characters standing height will give the uncharged version. If you press C before you hit the ground, the move will not go into its active frames.
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Fully Charged
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1600
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High
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?
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7
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25
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+14
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±0
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Collapse
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- Floor bounces during a Hougeki.
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Hougeki Moves
6B
6B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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900
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High
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24
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2
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24
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±0
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-12
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Collapse
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- Lower-body invul on frames 17-26.
- Floor bounces during a Hougeki.
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6C
6C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1200
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Mid
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18
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3
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25
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+2
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-12
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Collapse
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Chargable slide forward, cancelable by pressing D.
lv1: (FATAL)1/5 of the screen 1200 damage.
lv2: (FATAL)2/5 of the screen 1600 damage.
lv3: (FATAL, Guard Crush) 3/5 of the screen 2000 damage. Causes knockdown on hit. Confirm into 5A > 236A+B post guard crush for 1630 damage.
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3B
3B
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1000
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Mid
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12
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3
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28
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+1
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-13
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Blow Away
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(FATAL) Jump up forward headbutt. Usable as an anti-air, worthless otherwise. 1000 damage
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3C
3C
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1100
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Low
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13
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2
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29
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+48
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-15
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Collapse
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(Cancelable) Quick Sweep cancel into 236A to make it safe.
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Throws
Forward Throw
Forward Throw 5D/6D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1600
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Throw
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7
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1
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24
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+22
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-
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Throw
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Initial hit causes proration, leading to 1280 actual damage.
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Back Throw
Back Throw 4D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1600
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Throw
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7
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1
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24
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+22
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-
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Throw
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Initial hit causes proration, leading to 1280 actual damage.
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Special Moves
236X
Sword of Gi Gibu no Taiken 236A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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A
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550
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Mid
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12 / 14 / 16
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2
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33
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+3
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-10
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Knockback
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Startup listed as A/B/C.
Standard Rekka-series, unsafe on block and can be delayed to frame-trap.
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Follow up 1
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550
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Mid
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7
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2
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33
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+3
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-10
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Knockback
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Follow up 2
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550
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Mid
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7
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2
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33
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+3
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-10
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Knockback
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Follow up 3
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550 x2
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Mid
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7
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3, (6), 2
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35
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+2
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-16
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Knockback
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EX
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650 x4
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Mid
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10
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2, (5), 2, (11), 2, (5), 2
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36
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+5
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-15
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Knockback
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- Fully invul on frames 1-11.
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623X
Skyscraping Fury Dohatsu Shōten 623A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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A
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1200
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Mid
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5+5
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2
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42
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+61
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-29
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Blow Away
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- Aerial and projectile invul on 1-12.
Runs toward the opponent with sword sliding on the ground; uppercuts on contact.
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B
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1300
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Mid
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17+5
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2
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13 OR 46
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+59
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-33
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Blow Away
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- Aerial and projectile invul on 1-24.
- Launches-Hard Knockdown on aerial counter-hit.
- Attack comes out when the forward run touches opponent.
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C
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1400
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Mid
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34+5
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2
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13 OR 51
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+55
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-38
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Blow Away
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- Aerial and projectile invul on 35-41.
- Launches-Hard Knockdown on aerial counter-hit.
- Attack comes out when the forward run touches opponent.
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EX
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600 x5
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Mid
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12
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8, 8, 8, 8, (5), 2
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51
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+48
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-36
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Blow Away
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- Fully invul on frames 1-14 & 45-51.
- Projectile invul on frames 15-44.
- Launches during a Hougeki.
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214X
Overlord Swordplay Haō no Ken 214A/B/C Hougeki filler goes brr Hougeki filler goes brr
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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A
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550 x3
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Mid
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14
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8, 8, 8
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20
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+3
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-8
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Knockback
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Forward-moving spinning slash.
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B
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450 x5
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Mid
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14
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8, 8, 8, 8, 8
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23
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+10
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-4
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Knockback
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Forward-hopping spinning slash.
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C
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450 x6
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Mid
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14
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8, 8, 8, 8, 8, 8
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23
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+10
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-4
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Knockback
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Forward-hopping (longer distance) spinning slash.
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EX
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1800
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Mid
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16
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14
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32
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+56
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-28
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Knockback
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- Wall bounces during a Hougeki.
Spinning in place then moving forward. Useful as an anti-air vs crossup.
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j.214X
Overlord Swordplay (Air) Haō no Ken (Air) j.214A/B/C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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A
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550 x3
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Mid
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12
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8, 8, (Until Landing)
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25
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+12
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-10
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Knockback
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B
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500 x4
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Mid
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13
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8, 8, 8, (Until Landing)
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25
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+12
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-10
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Knockback
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C
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500 x5
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Mid
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14
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8, 8, 8, 8, (Until Landing)
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25
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+12
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-10
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Knockback
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EX
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1800
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Mid
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20
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(Until Landing)
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30
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+71
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-13
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Knockback
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- Wall bounces during a Hougeki.
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Ougi
Hard Strike Buchi Chōchaku 2363214D
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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1600
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-
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21
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4
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45
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+151
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+4
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Unique Hard Knockdown
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- Fully invul on frames 1-25.
- Guard crushes.
Kakouton rushes towards you a short distance, basically a souped up 6C, crumples on contact.
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Hiougi
Dignity Rush Kyōzi Mōshin 236BC
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv on Hit
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Adv on Block
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Counter-hit Attribute
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300, 400 x13, 3180
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-
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30
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16
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30
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+112
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-
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Unique Hard Knockdown
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- Fully invul on frames 1-46.
Kakouton dashes towards the opponent; on contact she tosses her sword in the air whilst she pummels the opponent with her fists, catches her sword and finishes you off with a slash. (Trivia; she beats up most of the characters into a "Stun" stance before slashing them. Her own stun stance plays it off like nothing happened to her.)
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Combos
General
- 5A/2A/c.5B/2C/f.5B (at closest range) > 623A
- 5A/2A/c.5B/2C/f.5B > 236A+B
- c.5B/2C/f.5B > {236X > X > X > X}/214A/623B/623C/2363214D
- c.5C , 236X > X > X > X
- c.5C , f.5B > 623C
- cross-up j.214B/C, cl.5B > {236X > X > X > X}/214A/623B/623C/2363214D
Corner Only
- c.5C , f.5B > 236X > X > X > X
Hougeki Starter
Beginner
- (6B/6C/3C/j.C), 6B, j.B, 6C, j.B, 3B, j.B, cl.5B > 623C
- Extremely basic hougeki route. Use this when you’re just starting out with the character.
- 3B, j.B, 6B, j.B, 6C, j.B, cl.5B > 623C
- Anti-air variant of the above route.
Intermediate
- (6B/6C/3C/j.C), nj.C, 6C, 2C > 214C, 663B, 2C > 214B, cl.5B > 623C
- Intermediate difficulty combo - solid damage and reliable for netplay. Works from starting position to corner. Closer to the corner you may need to replace 2C with cl.5B.
- (6B/6C/3C/j.C), nj.C, 6C, 2C > 214C, f.5B > 623AB, 2C > 214B, cl.5B > 623C
- Variant for the above combo for when you’re too far from the corner to connect the 3B. Do not use this one close to the corner or they’ll fall out of 623AB before it launches.
- (6B/6C/3C/j.C) 2[C], j.C, walk under 2C > delay 623C, cl.5B, 6C > 66cl.5B > 214C, 66f.5B > 623C
- Standard high damage/corner carry route. Replace f.5B > 623C with c.5B > 236XXX if you're at the corner. If you have four bars, do 236BC after 214C.
- (6B/6C/3C/j.C) j.C, dash/walk under 2C > 623C, cl.5B > 623A~D, 3C > 2363214D, 6C, 66cl.5B > 214B, 66f.5B > 623C
- Three bar variant.
- (6B/6C/3C/j.C) j.C, 2C > 623C, 6C, cl.5B, 3B, 2C > 214C, cl.5B > 236C > C > C
- Standard corner route
- 3B, nj.C, 6C, 2C > 214C, (cl.5B/f.5B) > 623C
- Anti-air route that works regardless of screen position.
- 3B, nj.C, 2C > 214C, 214AB, 2C > 214C, 66cl.5B > 623C
- Extended anti-air route from fullscreen. You may need to replace 214AB, 2C with 214AB, cl.5B depending on positioning.
- 3B, nj.C, 2C > 214C, 6C, cl.5B > 214B, cl.B > 623C
- Extended anti-air midscreen route.
- 3B, nj.C, 2C > 214C, 6C, cl.5B > 623C
- Anti-air corner route.
Videos
Koihime Enbu
Koihime Enbu RyoRaiRai
Colors
A Button
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B Button
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C Button
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D Button
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A+B Button
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B+C Button
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External Links