Koihime Enbu/RyoRaiRai/Kan'u

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Kan'u

Profile

Name: 関羽 雲長 (Kan'u Unchō)
Real Name: Aisha
Historical Counterpart: Guan Yu - Yunchang
Voice Actress: Nami Kurokawa

A girl who has traveled across the land, driven by her burning spirit of righteousness to protect the lives of ordinary people. She has spent her life fighting to build a land where even the weak can live in peace. Wielding her mighty Green Dragon Crescent Blade, longer than she is tall, her lustrous, black hair flutters in the breeze as she dispatches her foes.

Gameplan

Shoto type character: good normals, quick 6B overhead and 3B anti-air, full-screen fireball game with varying speeds, DP. 5C pulls her forward and can be confirmed into 5CC for more damage, 2B is a great pressure tool and is special cancelleable.

Recommended Strategists

  • Houtou (Chains) - The go-to assist for most characters. It gives a 2nd fullscreen option outside of fireball but will catch jump-ins easier and allow you to follow with j.C.
  • Jun'iku (Ground Trap) - More matchup-dependent. Good against rushdown characters like Choryo, Gakushin, and even Ryofu. Allows you to keep them at midrange and safely fireball or even 214X if the distance is right.

Normal Moves

5A
5A
Koihime Kanu 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.

Fast, mid-hitting normal. Self- and special-cancelable, more range than 2A.

c.B
c.B
Koihime Kanu cB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
800 Mid 6 3 14 +7 -3 Knockback

Decently fast startup and recovery, special-cancelable. Hitbox makes it great for Hougeki and Special Down juggles.

f.B
f.B
Koihime Kanu fB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Mid 10 3 26 +3 -7 Knockback

Main poking normal, not special cancelable.

c.C
c.C
Koihime Kanu cC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
140 Mid 12 4 32 +5 -12 Floor Bounce - Knockdown
  • Floor bounces during a Hougeki.

Big slash that is punishable on block. Can link into EX DP on point-blank hit (e.g. after crossup j.C), which is max (non-Hougeki) grounded damage.

f.C
f.C
Koihime Kanu fC.png
Koihime Kanu fCC.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
f.C 1100 Mid 18 3 30 +1 -10 Knockback

Slow, long-ranged normal; moves Kan'u forward. Punishable even at max range, but followup is available on block, hit, or whiff.

f.CC 800 Mid 8 4 35 +1 -12 Floor Bounce - Knockdown
  • Floor Bounces during a Hougeki.

Followup to f.C that looks like c.C and shares its properties. Can be used to salvage a Hougeki combo if you get f.C instead of c.C, but scales harder and does a bit less damage. Still punishable on block and can even have its startup interrupted.

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

Also, self- and special-cancelable. Has 1f better frame advantage than 5A and can also be used for stagger pressure. Vulnerable to attacks with low-body invul.

2B
2B
Koihime Kanu 2B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 Mid 11 3 25 +4 -6 Knockback

Shorter/1f slower poking normal than 5B, but is special-cancelable. Will deal more damage than c.B for Special Down and Hougeki juggles, but its longer startup and lower hitbox makes it harder to use.

2C
2C
Koihime Kanu 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Low 22 3 36 +2 -12 Hard Knockdown

Longest and heaviest-hitting normal, but also the slowest. Not safe at closer ranges. Knocks down ONLY on counter-hit.

j.A
j.A
Koihime Kanu jA.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
600 Mid 5 12 - +19 +7 Knockback

Short range aerial knee poke.

j.B
j.B
Koihime Kanu jB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 Mid 8 2 - +20 +8 Knockback

Horizontal air slash.

j.C
j.C
Koihime Kanu jC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1300 Mid 10 3 - +26 +8 Knockback

Large, but slow, circular slash. Used for crossups and primary Hougeki combo filler.

Hougeki Moves

6B
6B
Koihime Kanu 6B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 Mid 24 3 26 ±0 -12 Collapse
  • Lower-body invul on frames 13-27.
  • Airborne on frames 11-24.
  • Floor Bounces during a Hougeki.

Universal overhead with an obvious animation. Shares properties across characters like being even on hit, punishable on block or whiff, and causing Hougeki on counter-hit. c.C is preferable during a Hougeki due to its higher damage.

6C
6C
Koihime Kanu 6C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 18 6 26 +3 -16 Collapse
  • Wall Bounces during a Hougeki.

Universal lunge move. Shares properties across characters like causing Hougeki on counter-hit and wall bouncing during Hougeki. Moves Kan'u forward, but otherwise has shorter range than the animation would suggest. Slow startup and punishable on block.

3B
3B
Koihime Kanu 3B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 Mid 12 3 28 +1 -13 Blow Away
  • Aerial invul on frames 13-15.
  • Launches during a Hougeki.

Universal anti-air. Shares properties across characters like invulnerability to air moves during active frames, causing Hougeki on air counter-hit, and launching during Hougeki.

3C
3C
Koihime Kanu 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. Shares properties across characters like causing hard knockdown on hit and Hougeki on counter-hit. Kan'u's has very short range and is punishable on block, but is special-cancelable. Canceling from this during a Special Down combo deals slightly more damage than 2B, but is harder to pull off because of the startup and range of the move.

Throws

Forward Throw
Forward Throw
5D/6D
Koihime Kanu FT.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Throw 7 1 24 +21 - Throw

Initial hit causes proration, leading to 1280 actual damage.

Back Throw
Back Throw
4D
Koihime Kanu BT.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Throw 7 1 24 +21 - Throw

Initial hit causes proration, leading to 1280 actual damage.

Special Moves

236X
Blade Force
Tōha
236A/B/C
Koihime Kanu 236.png
Koihime Kanu 236EX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 1000 Mid 14 - 47 +6 -21 Knockback
  • All versions have their recovery changed on hit, except for EX which must where it is only during a Hougeki.

Fireball that travels full screen. Punishable up close, no matter which version is used. A has the shortest recovery with the slowest traveling projectile.

B 1000 Mid 14 - 49 +6 -23 Knockback

B has both mid recovery and traveling velocity.

C 1000 Mid 14 - 51 +6 -25 Knockback

C has the longest recovery with the fastest projectile.

EX 1600 Mid 14 - 57 +58 -19 Blow Away
  • Immune to everything but projectiles on frames 1-14.
  • Wall bounces during a Hougeki.

EX has invulnerable startup, longer recovery than C, and causes hard knockdown on hit but a wall bounce during Hougeki.

623X
Green Dragon
Crescent Blade

Seiryū no Yaiba
623A/B/C
Koihime Kanu 623.png
Koihime Kanu 623EX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 600 x2 Mid 6 2,(2), 3 38 +80 -28 Blow Away
  • Aerial invul on frames 1-10.

"Dragon punch." Non-EX versions are only air-invulnerable (first 10 frames), so not a true reversal. A version has the least amount of hits and deals the least damage, but will (usually) combo after 5/2A.

B 500 x3 Mid 6 2, (2), 3, 6 47 +75 -38 Blow Away
  • Aerial invul on frames 1-10.

B version has average hits and damage, little to no combo potential.

C 500 x4 Mid 6 2, (2), 3, 6, 6 56 +76 -45 Blow Away
  • Aerial invul on frames 1-10.

C has more hits and more damage, as well as more recovery.

EX 1000 x2 Mid 4 2, (2), 18 68 +60 -66 Blow Away
  • Fully invul on frames on 1-8.

EX version is fully invulnerable, travels fast, and knocks down on hit. However, but is fairly easy to low-profile. Can combo in cases where non-EX would not.

214X
Green Dragon Wrath
Seiryū Gekirin no Tachi
214A/B/C
Koihime Kanu 214.png
Koihime Kanu 214EX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
Normal 900 Standing 24 3 28 +6 +1 or -12* Floor Bounce
  • All versions guard crush on crouch.
  • Floor bounces during a Hougeki.

Kan'u jumps at the opponent with an overhead strike, despite its animation, does not actually hit overhead. Must be blocked while standing in order to punish. All versions have the same startup, but travel different distances - A is point blank, C travels the furthest.

EX 1800 Standing 24 2 31 +71 +4 or -14* Blow Away
  • Fully invul on frames 1-26.
  • Floor bounces during a Hougeki.
  • Tracks the opponent on landing during a Hougeki.

EX version has fully invulnerable startup and knocks down on hit.

Ougi

Might Incarnation
Tōki Kengen
2363214D
Koihime Kanu Ougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1800, 600, 250 x15, 2400 Mid 20 10 33 +126 +4 Unique Hard Knockdown
  • Fully invul on frames 1-30.

Invulnerable startup, guard crush on block for slight frame advantage. Uses 3 bars.

Hiougi

The Tumult of War
Senzin Guhū
236BC
Koihime Kanu Hiougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
3000, 200, 3500 - 30 2 50 +60 - Unique Hard Knockdown
  • Fully invul on frames 1-63.
  • Minimum damage: 3000.

Only available during Hougeki, uses 4 bars.

Combos

General

  • 5A/2A (up to 2x) > 623A/EX
  • cl.B/2B/3C > 236X or 623X or Ougi (2363214D)
  • c.C, 623EX
  • 214X (Guard Crush), 2A or 623EX

Hougeki Starter

Beginner

  • (6B/6C/3C) 6B, j.C, 6C, j.C, 3B, j.C, cl.5B > 623C
Extremely basic hougeki route. Use this when you’re just starting out with the character.
  • 3B, j.C, 6B, j.C, 6C, j.C, cl.5B > 623C
Anti-air variant of the above route.

Intermediate

  • (6B/6C/3C) falling nj.C, 6C, 623C, (cl.5C/f.5CC), 623C, 5B, 3B, j.C, 5B > 623C
The 5B, 3B can be difficult to hit. Go straight to 3B if you need to.
  • 3B, j.C, 6C, 623C, (cl.5C/f.5CC), j.C, cl.5B > 623C
Anti-air route

Videos

Koihime Enbu

Koihime Enbu RyoRaiRai

Colors

A Button B Button C Button
KanuA.png
KanuB.png
KanuC.png
D Button A+B Button B+C Button
KanuD.png
KanuAB.png
KanuBC.png

External Links

Koihime Enbu RyoRaiRai
General

FAQControlsHUDSystemStrategistsPatch Notes

Characters

Kan'uChōhiChō'unBachōSōsōKakōtonKakōenGakushinSonkenKanneiSonshōkōShūtaiRyofuChōryō