Koihime Enbu/RyoRaiRai V3/Chou'un Shiryuu

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Name: 趙雲 子龍 (Chō'un Shiryū)
Real Name: Sei
Historical Counterpart: Zhào Yún - Zilong
Voice Actress: Emi Motoi
Wielding a spear known as Dragon Fang, she is a warrior of ability to match Kan'u and Chōhi. Revered as the Divine Spear, she cuts down her foes as if dancing gracefully, her long hair floating behind her. She has her own unique opinions concerning beauty, but her esthetics do not match those of the ordinary person. She likes bamboo shoots and wine.

Gameplan

Chō'un is a neutral oriented character, who excels at whiff punishing, and controlling space from afar. Her reach is among the longest in the game, and without sacrifice of speed. Chō'un can do distance specific combos, and even has a few tricky mix-ups if she is able to get in close. Her 2C is an exceptional anti-air, and also combos if you are in range to do so. A great character if you have high awareness of your own spacing.

Recommended Strategists

  • Houtou (Chains) - The best projectile assist in the game is likewise useful for Chouun.

Normal Moves

5A
5A
Koihime Chouun 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.

Hits mid, so it can beat out 6Bs.

c.B
c.B
Koihime Chouun cB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
800 Mid 6 4 15 +5 -5 Knockback

Followup- and special-cancelable, good for punishing unsafe moves at a very close range. Canceling into c.C works as a combo or a frametrap, and can be made slightly safer when used as a meaty.

f.B
f.B
Koihime Chouun fB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Mid 10 3 37 +1 -12 Knockback

Having good range, speed, damage, and being +1 on hit makes this a good poking and whiff punishing tool if you're out of range for 2B.

Punishable on block, unless you space it at the tip of the spear.

c.C
c.C
Koihime Chouun cC.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
Normal 1400 Mid 14 2 26 +2 -14 Collapse
  • Causes Hougeki on counter-hit.

Despite how the animation looks, does not hit behind Chō'un. Can be used to fish for counterhits.

c.B Followup 1000 Mid 14 2 26 +2 -14 Collapse
  • Causes Hougeki on counter-hit.
f.C
f.C
Koihime Chouun fC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Mid 16 4 44 ±0 -24 Knockback
  • Cuts projectiles during active frames.

Chō'un's longest reaching normal that is very unsafe on block and gives you a good chunk of damage on hit. Best used near max range for whiff or fireball punishes. Can also punish attacks that are very unsafe when you're outside of f.B range.

2A
2A
Koihime Chouun 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 midscreen and 4 times in the corner.

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.

Confirms into 236AB on hit.

2B
2B
Koihime Chouun 2B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 Low 11 2 31 ±0 -10 Knockback

Chō'un's 2B is shorter than her f.B, but can be special canceled. Good for poking and punishing moves on block, then canceling into 623B/C.

2C
2C
Koihime Chouun 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 12 6 33 +3 -11 Knockback

An anti-air stab that reached up to the top of the screen and is special cancelable. Anti-air with 2C instead of 3B if opponents are jumping in from directly above, or against jump attacks that will beat 3B. Canceling it after an anti-air hit is not recommended.

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

A Shoto-styled kick that can crossup, can link into 5/2A, 2B, or c.B depending on where it hits.

jB
j.B
Koihime Chouun jB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 High 9 2 - +20 +8 -

A long reaching, jump-in and air-to-air that is angled downward slightly. A great air normal to use from neutral jumps in both air-to-air and air-to-ground situations. Be careful of jumping forward though, 3Bs can still beat you.

jC
j.C
Koihime Chouun jC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 High 10 2 - +22 +8 Knockback

Reaches straight down to the bottom of the screen, all the way from the top. j.C can be used as an instant overhead, both from jump forward, and neutral jump. Otherwise, if you must do a direct jump-in, j.C is your button to use.

Hougeki Moves

6B
6B
Koihime Chouun 6B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 High 24 2 24 +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 Chouun 6C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 18 8 26 +1 -18 Collapse
  • Wall bounces during a Hougeki.

Forward moving face-stomp like kick that can go over some lows, very active. Moves pretty far horizontally, so you can use this move to call out obvious pokes in neutral, if you do it early enough.

Its forward momentum gives it an effective range that is slightly shorter than 2B.

3B
3B
Koihime Chouun 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.

Anti-air kick that fatal counters on air counter-hit. Not the best 3B, but it gets the job done. If your opponent has hitboxes that are beating it, switch off to 2C, or change your strategy entirely.

3C
3C
Koihime Chouun 3C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Low 13 2 29 +47 -18 Collapse
  • Hardcoded to always be -18f on block.

A forward moving sweep that lowers Chō'un's hurtbox and is special-cancelable.

Throws

5D/6D
Throw
5D/6D/4D
Koihime Chouun FT.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Throw 7 1 24 +46 - Throw

Initial hit causes proration, leading to 1280 actual damage instead.

If it throws them close to the corner, whiff a 623C afterwards for some extra meter.

Special Moves

236X
Dragon Strike
Ryūgeki
236A/B/C
Koihime Chouun 236.png
Koihime Chouun 236EX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 500 x3 Mid 14 1, (4), 1, (4), 1 43 +3 -13 Knockback

Chō'un swipes in front of her 3 times, hits about as high as it suggests. Can be used instead of 22X to keep the corner if you're far enough to where 22X will side-switch.

B 550 x3 Mid 16 1, (4), 1, (4), 1 45 +2 -14 Knockback
C 600 x3 Mid 18 1, (4), 1, (4), 1 47 +1 -15 Knockback
EX 600 x3, 200 x3 Mid 10 [1, (4), x5], 1 50 - -24 Knockback
  • Fully Invincible frames 1-11.

Chō'un swipes in front of her 6 times then follows up with a final stab.

EX Followup 900 - 8 7 43 +2 - Knockback
  • Only occurs if any of the prior hits are is successful.
623X
Dragon Fang
Ryūga
623A/B/C
Koihime Chouun 623A.png
Koihime Chouun 623B.png
Koihime Chouun 623C.png
Koihime Chouun 623EX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 1200 - 14 12 31 +64 +8 Blow Away
  • Aerial invul on frames 1-30.
  • Airborne on frames 13-52.
  • Guard crushes vs standing.

Chō'un launches herself in the air with a rising kick that has high vertical reach. Will always whiff vs crouching opponents, leaving you very vulnerable.

B 1200 Mid 18 8 26 +4 -19 Knockback
  • Airborne on frames 17-43.

The B version launches her at roughly half the height of the A version and travels the furthest. Can be used to hit confirm from max range 2B.

C 1200 Mid 14 6 18 +2 -12 Hard Knockdown
  • Projectile invul on frames 1-20.

The C version travels along the ground and travels slightly shorter than the B version. Can also be used to hit-confirm from a max range 2B and to punish reckless fireball use.

EX 1800 Mid 10 12 44 +58 +12 Blow Away
  • Fully invul on frames 1-14.
  • Airborne frames 9-52.
  • Guard crushes vs standing.

The EX version launches her slightly higher than the A version and travels the same distance as the B version. When used during a Hougeki, it will wall bounce. Similar to the A version, it will whiff on crouching opponents.

22X
Dragon Stream
Sōryūsei
22A/B/C
Koihime Chouun 22.png
Koihime Chouun 22EX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 400 x7 Mid 6 5 35 +23 -24 Unique Hard Knockdown
  • Aerial invul on frames 1-11.
  • Button strength determines where Chouun lands afterwards. A version recovers in front of the opponent, B version at point blank range, C version sideswaps.

Your optimal hit-confirm, when possible, and ender for Hougeki combos. Useful to beat out crossups and delayed or short ranged jump-in attacks.

B 400 x7 Mid 6 5 35 +23 -24 Unique Hard Knockdown
  • Aerial invul on frames 1-11.
C 400 x7 Mid 6 5 35 +23 -24 Unique Hard Knockdown
  • Aerial invul on frames 1-11.
  • Will not sideswap if the opponent is in the corner.
EX 800, 400 x2, 500 x4 Mid 12 5 35 +23 -22 Unique Hard Knockdown
  • Fully invul on frames 1-17.

Leaves Chouun right in front of the opponent, same as 22B.

Ougi

Nebular Wizardry
Seiun Shinmyōgeki
2363214D
Koihime Chouun Ougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
800, 1600 Mid 22 4 40 +136 +4 Unique Hard Knockdown
  • Fully invul on frames 1-26.
  • Collapses after a successful hit.

Costs three bars. Automatically brings the opponent to the corner, no matter where it hits, and is the only Ougi in the game to do that.

Can be combo'd afterwards.

Hiougi

Meet Butterfly Mask
Kachō Kenzan
236BC
Koihime Chouun Hiougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300, 50 x7, 3350 - 30 16 16 +49 - Unique Hard Knockdown
  • Fully invul on frames 1-46.
  • Only available during a Hougeki, uses 4 bars.
  • Minimum damage: 3000.

Combos

General

  • [5A/2A]*n > 236AB
Jab confirm.
  • 2B > 236A
Only connects up close. Can be an alright frametrap on block as well.
  • 2B > 623B (> 2A > 236AB)
Works at almost-tip range. 323 also works for the DP motion. Tack in some extra damage with 2A > 236AB or take the massive advantage on hit for a mixup.
  • (2B/c.B >) 236214D > walk forward 8j.C > 2B > 623B > 5A > 22X
Super can be input as 2321D. Can also link into c.B after 623B, though it's much harder. Or just go for a reset after 623B, since you're massively + and have dealt most of the damage anyway.

Hougeki Starter

  • FC ▷ j.C ▷ c.C ▷ immediate jump, delay j.C ▷ 6B ▷ delay j.C ▷ 66(c.B >) 3B ▷ 2C ▷ 623B ▷ 2C ▷ 22B
2C 22B can be input as "2C 2B".
  • FC ▷ j.C ▷ c.B ▷ 623A ▷ c.B~C ▷ c.B ▷ 6B ▷ 2C ▷ 623A ▷ c.B ▷ 3B ▷ 2C ▷ 623B ▷ 2C ▷ 22B
Corner only.

Videos

Hougeki Combo video by Unknown Games (2018)

Colors

A Button B Button C Button
ChouunA.png
ChouunB.png
ChouunC.png
D Button A+B Button B+C Button
ChouunD.png
ChouunAB.png
ChouunBC.png

External Links


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