Name: 馬超 孟起 (Bachō Mōki) Real Name: Sui Historical Counterpart: Ma Chao - Mengqi Voice Actress: Maki Kobayashi Reckless and impulsive, she will charge into battle with any opponent, but her energy often proves her downfall as she can be clumsy and prone to mistakes. Easily prompted to action by a well-placed word or two, she wields her spear, Silver Flash, in battle.
An aggressive powerhouse of a character with a feintable fireball, one of the fastest far travelling EXs in 623AB, +1 and-in-your-face confirms, the best c.C punish in the game, a command jump in case the opponent gets too complacent, and highly damaging corner-to-corner Hougeki routes make Bachō a consistently scary character even in matchups where she gets outranged. Especially once she gets her momentum going. Generally, you want to land a 2B > 623C confirm and start your offense from there. Keep mixing your opponent with the c.B > 236[C]~D frametrap, 6Bs, throws, special cancel 214C j.C resets, hard callouts via 623AB, bait their reversal options and punish with c.C > j.623C > c.B... and just like that, you will be taking rounds.
Recommended Strategists
Kaku (Ice) - Good defensive option. Fast anti-air + tiny bit of extra damage on hougeki (236D before 6B/3B)
Jun'iku (Pit) - Good offensive option. 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.
Both assists combo into c.C on hit, making use of one of the best heavy buttons in the game.
Normal Moves
5A
5A
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 jab that is self- and special-cancelable, and can be used for stagger pressure.
c.B
c.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
800
Mid
6
2
22
+7
-3
Knockback
Special-cancelable proximity normal, good for punishing unsafe moves at a very close range.
f.B
f.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1100
Mid
10
3
26
+3
-7
Knockback
General poking and whiff-punishing normal.
c.C
c.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
700 x2
Mid
10
5, (7), 5
18
+5
-7
Knockback
Airborne on frames 9-30.
Special-cancellable kicks.
Huge reward on hit thanks to the c.C > delay j.623C > c.B > special combo, so you'll want to look out for things you can punish with this (like EX DPs).
f.C
f.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
700 x3
Mid
12
2, (7), 2, (7), 2
33
+2
-19
Knockback
Bachō stabs in front of her 3 times with her spear.
Pushes Bacho away on block, but still extremely unsafe and will likely have you eating your opponent's 5C in return.
2A
2A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300
Low
5
2
9
+1
-1
Knockback
Also self- and special-cancelable. Has 1f better frame advantage and more range than 5A and can also be used for stagger pressure. Vulnerable to attacks with low-body invul.
Combos into 236A(up close) or 236AB on hit.
2B
2B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
Low
11
2
29
+1
-9
Knockback
Alternative poking and whiff punishing tool from f.B, is special-cancelable.
Buffer a 623 or 236214D in case this hits.
2C
2C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
600 x3
Mid
12
3, 3, 3
22
+2
-11
Knockback
Special-cancelable anti-air that hits as high as 3B, but has no aerial invul.
j.A
j.A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300 x3
High
5
3, 3, 6
-
+15
+7
Knockback
Has good vertical range, but poor horizontal range, is special-cancelable.
j.B
j.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
High
8
3
-
+20
+8
Knockback
A horizontal stab in front of Bachō. Decent air-to-air.
j.C
j.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1300
High
10
4
-
+26
+8
Knockback
An upwards slash, can cross-up. Jump-in of choice.
Hougeki Moves
6B
6B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
High
24
2
33
+1
-13
Collapse
Lower-body invul on frames 13-26.
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.
6C
6C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
18
6
27
+2
-17
Collapse
Low invul on frames 13-29.
Wall bounces during a Hougeki.
Universal lunge move. Shares properties across characters like causing Hougeki on counter-hit and wall bouncing during Hougeki.
Moves Bacho forward, resulting in almost f.B range. Add to it the low invuln and reward on CH, this is definitely worth mixing in on occasion.
3B
3B
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
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1100
Low
13
9
26
+43
-19
Collapse
Hardcoded to always be -19f on block.
A sweep with a lot of active frames. Bachō's can low-profile some moves during the active frames.
Throws
Forward Throw
Throw 5D/6D/4D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1600
Throw
7
1
24
+24
-
Throw
Initial hit causes proration, leading to 1280 actual damage.
Special Moves
236X
Deadly Whirlwind Hissatsu Senpūdan 236A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
Attack
500 / 550 / 600
Mid
10 / 12 / 14
5
-
±0
-8
Knockback
Holding the button will give additional hits and charges the fireball.
The spinning portion of the attack will cut non-EX projectiles, although Bachō will not follow-up with a fireball in this case.
Pressing D will cancel the move.
Damage and startup listed as A/B/C.
Bachō spins her spear in front of her and shoots out a fireball. When done point blank the spin will hit first, then followed by a fireball.
Attack Follow-up
450 x3
Mid
-
10
-
+1
-8
Knockback
D Cancel
-
-
-
-
22
-
-
-
Projectile
900
Mid
2
-
41
+3
-15
Knockback
Charged Projectile
900
Mid
2
-
41
+3
-15
Wall Bounce - Knockdown
Causes Special Down on counter-hit.
EX
750
Mid
10
5
-
±0
-
Knockback
Fully invul on frames 1-12.
Holding the button will likewise extend the spin for up to 2 extra hits, though this has no discernable effect on the projectile.
The fireball travels fullscreen without having to charge and combos from 2B tip range in a pitch.
EX Follow-up
450 x3
Mid
-
10
-
-
-
Knockback
EX Projectile
1200
Mid
2
-
58
+50
-20
Knockback
Ignores projectile invulnerability.
Wall bounces during a Hougeki.
Charged EX Projectile
1200
Mid
2
-
58
+50
-20
Knockback
Ignores projectile invulnerability.
Wall bounces during a Hougeki.
623X
Flashing Steed Senkūkyaku 623A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
500 x3
Mid
12
3, 3, 3
17
+1
-12
Knockback
Airborne on frames 12-32.
Cuts and stops on hitting a non-EX projectile.
Pressing D before Bacho makes contact will cancel the move.
Bachou charges forward on a horse made of fire, doing up to three hits on her opponent.
A version travels the shortest distance, while the Air EX version travels the furthest distance.
Surprisingly little recovery on whiff.
B
500 x3
Mid
13
3, 3, 3
17
+1
-12
Knockback
Airborne on frames 13-33.
Cuts and stops on hitting a non-EX projectile.
Pressing D before Bacho makes contact will cancel the move.
C
500 x3
Mid
14
3, 3, 3
17
+1
-12
Knockback
Airborne on frames 14-34.
Cuts and stops on hitting a non-EX projectile.
Pressing D before Bacho makes contact will cancel the move.
EX
1800
Mid
12
12
22
+61
-17
Blow Away
Fully invul on frames 1-16.
Airborne on frames 12-30.
Cuts all projectiles, will stop against EX projectiles.
Wall bounces during a Hougeki.
Huge invuln move that can potentially beat anything on reaction, keeping Bacho a real threat if she even has 1 bar of meter.
Also your best knockdown option after a 2B hit. Whiff a 623C afterwards for some extra corner carry.
j.623X
Flashing Steed (Air) Senkūkyaku (Air) j.623A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
400 x3
Mid
14
3, 3, 3
20
+9
-11
Knockback
Cuts and stops on hitting a non-EX projectile.
Pressing D before Bacho makes contact will cancel the move.
B
400 x3
Mid
15
3, 3, 3
20
+9
-11
Knockback
Cuts and stops on hitting a non-EX projectile.
Pressing D before Bacho makes contact will cancel the move.
C
400 x3
Mid
16
3, 3, 3
20
+9
-11
Knockback
Cuts and stops on hitting a non-EX projectile.
Pressing D before Bacho makes contact will cancel the move.
EX
1800
High
-
12
23
+64
-15
Blow Away
Fully invul on frames 1-26.
Cuts all projectiles, will stop against EX projectiles.
Wall bounces during a Hougeki.
Can be used as a hardread against anti-airs as you're coming down from 214C.
214X
Aerial Attack Kūgekishū 214A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
Any
600, 300, 200, 100
-
15
4, 4, 4, 4
24
-
-
Knockback
Aerial and projectile invul on frames 1-19.
Holding the button down moves you forward longer and does more hits if you had hit your enemy while rising.
Pressing D will preemptively cancel the move and allow Bacho to use her air normals immediately. In CH State for 5F on immediate ~D cancel.
Will never hit a grounded opponent.
Bachō spins her spear above her, flies into the air, and moves forward like a helicopter hitting above her. Afterwards, Bachō recovers in the air and can do any of her regular air options (air normal or air Flashing Steed).
The A version travels in place, B travels slightly further than the round start position, and the C version travels the furthest.
Mix in the occasional 214C j.C in case the opponent gets too passive.
EX
650 x4
-
15
4, 4, 4, 4
24
-
-
Knockback
Fully invul on frames 1-20.
Aerial invul on frames 21-27.
Holding the button down moves you forward longer and does more hits if you had hit your enemy while rising.
Pressing D will preemptively cancel the move and allow Bacho to use her air normals immediately.
Will never hit a grounded opponent.
Decent get-out-of-corner-card that's harder to punish than most 1f reversals. Keep in mind you can still get 3B'd mid-flight for a Hougeki combo!
Ougi
Lancer Revolution Senkai Sōgeki 2363214D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
2000, 250 x16, 2800
-
20
10
33
+112
+4
Unique Hard Knockdown
Fully invul on frames 1-30.
Costs three bars. Bachō charges forward and kicks her opponent into the air. She then spins her spear above her, hitting the opponent for several rotations before finishing off with a downward slash that crumples the opponent in front of her.
Hiougi
Silver Princess Dance Hakuginki no Mai 236BC
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300, 50 x8, 3300
-
30
4
47
+49
-
Unique Hard Knockdown
Fully invul on frames 1-70.
Only available during a Hougeki, uses 4 bars.
Minimum damage: 3000.
Bachou swings her spear upward to knock her opponent into the air and rams into them with her flaming horse. After a small cinematic she plunges them back to the ground with her steed, now transformed into a flaming unicorn.
Consistently lands after 3B, 6B or 214[C] j.C in the corner.
Combos
General
2A/5A > 236AB
Only way to combo from jab, although you might want to save up the meter for 623ABs, 236214D and Assists and instead take the + on jabs for more mixups. Also connects after 2 point blank jabs.
2A/5A > 236A
Will only combo at point blank range, where you might as well just take the + from jabs and go for a mixup. Still worth keeping in mind.
c.B > 236[C]
The spin will only connect at point-blank range. Let the projectile fly on hit, cancel the spin with D on block.
Corner 236[X] > 5A
Extra damage if they mashed into a 236[C] frametrap.
c.B/2B > 623C / 623AB (>whiff 623C)
Excellent corner carry, 623C leaves you +1 on hit and right in their face, where you could go for another throw. Or you could 623AB for a knockdown, absurd corner carry, and whiff a 623C for even more.
For this reason, You'll want to be buffering 623 after every c.B or 2B humanly possible. Or, for c.B, you could buffer a 236 and do another 236 on hit for the DP or the 236C~D spin.
c.C > delay j.623C after the 2nd kick > c.B > 623C / 623AB (>whiff 623C)
Godlike punish/crossup j.C followup. The main bulk of the damage comes from the c.C into j.623C, so you could try for a reset after landing (e.g. ...c.B > 214C~D > j.C...).
c.B/close 2B/Counter Hit 2B > 236214D
3 bar punish. Can be input as 2321D, making it easier to connect from 2B.
7j.C > 623AB
Can be a decent hardread. Will hit anyone walking/dashing/whiffing normals in your face.
Horse loop. Requires over 0.5 bar, refunds and builds another bar. Mash the c.B after 623C so it picks them up mid-air. Jump behind j.C if you're closer to the corner than your opponent.
Helicopter loop. Pretty hard as there are two timing checks: c.B has to hit them as they land and produce the 'THUD' effect on the ground, bouncing them up, otherwise the 214C will whiff. Then you have to hit the j.C RIGHT AFTER the 3 hits of 214C. Do it too early, and the game will think you're holding the button, producing a 4th 214C hit and dropping the combo. Do it too late, and the j.C will hit too early. Cancelling with D also makes you whiff j.C. The meter build is great though, so you're guaranteed to get a 236BC if the combo starts at a little under 2.5.
Corner or Near-Corner starter. Requires 0.5 bar. Do the rising j.C after 6B as late as possible, or they'll be too high up for the j.C crossup to hit. If you're not sure whether c.B 623AB will work, just do this. Can also do the Horse Loop or Helicopter Loop after 6B.