Koihime Enbu/RyoRaiRai V3/Bachou Mouki

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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.


Gameplan

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
Koihime Bachou 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 jab that is self- and special-cancelable, and can be used for stagger pressure.

c.B
c.B
Koihime Bachou cB.png
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
Koihime Bachou fB.png
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
Koihime Bachou cC.png
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
Koihime Bachou fC.png
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
Koihime Bachou 2A.png
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
Koihime Bachou 2B.png
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
Koihime Bachou 2C.png
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
Koihime Bachou 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

Has good vertical range, but poor horizontal range, is special-cancelable.

j.B
j.B
Koihime Bachou jB.png
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
Koihime Bachou jC.png
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
Koihime Bachou 6B.png
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
Koihime Bachou 6C.png
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
Koihime Bachou 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 Bachou 3C.png
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
Koihime Bachou FT.png
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
Koihime Bachou 236-1.png
Koihime Bachou 236-2.png
Koihime Bachou 236EX.png
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
Koihime Bachou 623.png
Koihime Bachou 623EX.png
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
Koihime Bachou j623.png
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
Koihime Bachou 214.png
Koihime Bachou 214EX.png
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
Koihime Bachou Ougi.png
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
Koihime Bachou Hiougi.png
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.

Hougeki Starter

Enders: c.B > 623C

c.B > 236214D > c.C > j.623C(3 Bars)

214[C] > j.C > 236BC(4 Bars)

  • FC ▷ j.C ▷ 6C ▷ 9j.C ▷ 3B ▷ 9j.C ▷ j.623C ▷ land 6B ▷ 214[C] ▷ j.C ▷ c.B ▷ 623C
Easy 0 bar combo, just make sure j.623C lands in the corner (jump behind j.C if you're closer to the corner than your opponent)
  • FC ▷ j.C ▷ c.B ▷ 623AB ▷ dash, crossup j.C ▷ c.B 623C ▷ c.B 623C ▷ dash up c.B ▷ 623A ▷ 3B ▷ 214[C] ▷ j.C ▷ 6B ▷ 214[C] ▷ j.C ▷ j.623C ▷ c.B ▷ 623C
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.
  • FC ▷ j.C ▷ c.B ▷ 623AB ▷ dash, crossup j.C ▷ c.B ▷ 214C ▷ j.C ▷ dash up c.B ▷ 623C ▷ dash up c.B ▷ 623A ▷ 3B ▷ 214[C] ▷ j.C ▷ 6B ▷ 214[C] ▷ j.C ▷ j.623C ▷ c.B ▷ 623C
Try this if the combo above drops. Walk forward a bit before c.B 214C j.C, then do a deep dash-in c.B.
  • FC ▷ j.C ▷ c.B ▷ 623AB ▷ dash, crossup j.C ▷ c.B ▷ 214C ▷ j.C ▷ dash c.B ▷ 214C ▷ j.C ▷ dash c.B ▷ 214C ▷ j.C ▷ 214[C] ▷ j.C ▷ 6B ▷ 214[C] ▷ j.C ▷ j.623C ▷ 3B ▷ 214[C] ▷ j.C ▷ j.623C ▷ c.B ▷ 623C
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 FC ▷ j.C ▷ walkup c.B ▷ 2B ▷ 236AB ▷ 6B ▷ walkup j.C ▷ c.B ▷ 214C ▷ j.C ▷ dash up c.B ▷ 623C ▷ dash up c.B ▷ 623A ▷ 3B ▷ 214[C] ▷ j.C ▷ j.623C ▷ c.B ▷ 623C
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.

Videos

Hougeki Combos by OhDatsApplesMate

Hougeki Combo Compilation by にゅー

Colors

A Button B Button C Button
BachouA.png
BachouB.png
BachouC.png
D Button A+B Button B+C Button
BachouD.png
BachouAB.png
BachouBC.png

External Links


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