Koihime Enbu/RyoRaiRai/Sonken

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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

  • Shuuyu (Fire) - Decent neutralcheck, reaches further than f.5C. Combo into 66 5B on hit.
  • Jun'iku (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.

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

Causes Hougeki on counter-hit.

Followup 1000 Mid 6 3 34 +2 -12 Wall Bounce - Knockdown

Can be delayed to frametrap after the first hit. Sends them flying on counter-hit, confirm into c.B 236A if that happens.

Can also 3C 236A midscreen for more damage(distance-dependent) or 6C in the corner for oki.

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

236X
Slash of Faith
Ishinzan
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.
214X
Desk Drop
Gyokuankō
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.

Does a long lunge like 214C, at cl.C range turns into a 214A-like slash. Close version has a good vertical hitbox for stopping approaches. Both versions give extra damage and a knockdown off c.B/2B.

EX Desk 800 Mid - - - +55? -24? Blow away
22X
Tiger Roar
Kohōkō
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
Eirei e no Tikai
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

The Seal of Sun Wu
Songo no Shōin
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

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
  • 5B CH > 5A > 236AB
  • 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.
  • Corner Throw > 6C
Best oki in the corner. Enough frame advantage to go for another throw/throw bait with 6B or c.C
  • 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.22X > 5A > 236AB
  • 2363214D > j.B > 3C > 22C

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

FAQControlsHUDSystemStrategistsPatch Notes

Characters

Kan'uChōhiChō'unBachōSōsōKakōtonKakōenGakushinSonkenKanneiSonshōkōShūtaiRyofuChōryō