Mizuumi Wiki is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.
![]() |
Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message. |
Koihime Enbu/RyoRaiRai/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
|
---|
c.B
c.B
|
---|
f.B
f.B
|
---|
c.C
c.C
|
---|
f.C
f.C
|
---|
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
j.A
j.A
|
---|
j.B
j.B
|
---|
j.C
j.C
|
---|
Hougeki Moves
6B
6B
|
---|
6C
6C
|
---|
3B
3B
|
---|
3C
3C
|
---|
Throws
Forward Throw
Forward Throw
5D/6D |
---|
Back Throw
Back Throw
4D |
---|
Special Moves
236X
Slash of Faith
Ishinzan 236A/B/C |
---|
214X
Desk Drop
Gyokuankō 214A/B/C |
---|
22X
Tiger Roar
Kohōkō 22A/B/C (Air OK) |
---|
Ougi
The Oath to Heroes
Eirei e no Tikai 2363214D |
---|
Hiougi
The Seal of Sun Wu
Songo no Shōin 236BC |
---|
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 |
---|---|---|
D Button | A+B Button | B+C Button |