Koihime Enbu/RyoRaiRai V3/Jokou Koumei

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Name: 徐晃 公明 (Jokō Kōmei)
Real Name: Shanfu
Historical Counterpart: Xu Huang - Gongming
Voice Actress: Chiyo Ousaki
She's an introvert who does not talk much and works quietly without showing much emotion. She's small in stature but wields a large axe with ease that is out of proportion to her size. She is one of the bravest in the Gi military forces.

Gameplan

Similar to Kakoton, in that she has a safe rekka to chip/frametrap opponents with in 214x, although without a comboable jab, with longer range and with a cancellable 2B low instead of 5B. This pushes Joko to play more passively, getting a lifelead and running with it, waiting for the opponent to make a mistake, further supported by the big retreating 236x projectile.

Recommended Strategists

  • Shoukatsuryou (Wind) - Will safely get you back in and out of the corner(where 236X can be easily punished). Follow up with j.C on hit.
  • Tei'iku (Lightning) - Use for bigger damage in Hougeki combos(examples in Videos), if you don't see yourself using assists otherwise. Can followup with crossup j.C > backturned j.236X > c.C > 214CCC/623AB on raw hit.

Normal Moves

5A
5A
Koihime Jokou 5A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300 Mid 5 2 10 ±0 -2 -
  • 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 Jokou cB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
550, 550 Mid 6 3, 2 17 +5 -5 Knockback

Special-cancellable multi-hit. Combo into 214CCC or 623AB on hit. The 1st hit has a lot of hitstun, so you could even combo into 623C, if you wanted.

f.B
f.B
Koihime Jokou fB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Mid 10 3 26 +3 -7 Knockback

Your main poke and whiff-punishing normal.

c.C
c.C
Koihime Jokou cC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 10 2 31 +4 -10 Knockback

Your big damage followup for when you land a jump-in.

f.C
f.C
Koihime Jokou fC.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
Uncharged 2800 Mid 28 3 49 +1 -28 Knockback
  • Hold the button to charge, can cancel the charge by pressing D.

Huge damage whiff-punish, but very unsafe on whiff.

Half-Charged 3000 Mid 49 3 70 +1 -28 Knockback
  • Comes out after 45F of charging.
  • Launches during Hougeki combos.
Fully-Charged 3200 - 65 3 86 +62 +4 / +27 Crouching Collapse
  • Starts Hougeki on CH.
  • Launches during Hougeki combos.
  • Automatically comes out if you keep holding the button, Jokou will also glow white to indicate this. Hougeki starter on CH and also launches during one. Guard crushes for massive advantage if they're crouching, enough for a dash-up c.C to connect.
2A
2A
Koihime Jokou 2A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300 Mid 5 2 9 +1 -1 Knockback
  • Self-cancelable up to 3 times.

Longer range than 5A. Hits mid, so it will beat the low-crushing 6Bs.

2B
2B
Koihime Jokou 2B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 Low 11 2 29 +1 -9 Knockback

Low poke, same horizontal range as 5B but slightly slower to recover.

Special-cancellable, though a 214X will whiff at tip range.

2B > 623AB is a common whiff-punish that leads into oki.

2C
2C
Koihime Jokou 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 24 3 30 +8 -13 Knockback
  • Launches during Hougeki combos.

Guard crushes on crouching opponents only. Combos into 2B on both Guard Crush and CH.

j.A
j.A
Koihime Jokou jA.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300,300,300 High 5 3,3,6 - +15 +7 Knockback

Three-hit air normal.

Can be specialcancelled into 236AB to beat out meterless anti-airs/mash.

j.B
j.B
Koihime Jokou jB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 High 8 3 - +20 +8 Knockback
  • Floor bounces during a Hougeki.

Fast normal with a long vertical hitbox.

Can beat some anti-airs if used early.

j.C
j.C
Koihime Jokou jC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1300 High 10 3 - +26 +8 Knockback

Huge spin, your main jump-in and crossup.

Can be specialcancelled into 236AB to beat out meterless anti-airs/mash, and can even beat out 3Cs on it's own sometimes.

Hougeki Moves

6B
6B
Koihime Jokou 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 Jokou 6C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 18 2 36 +2 -14 Collapse
  • Wall bounces during a Hougeki.

Universal lunge move. Shares properties across characters like causing Hougeki on counter-hit and wall bouncing during Hougeki.

3B
3B
Koihime Jokou 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.

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 Jokou 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

Universal sweep. Shares properties across characters like causing hard knockdown on hit and Hougeki on counter-hit.

Can be cancelled on block and hit.

Throws

Forward Throw
Throw
5D/6D/4D
Koihime Jokou 5D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Throw 7 1 24 +60 - Throw

Initial hit causes proration, leading to 1280 actual damage.

Special Moves

236X
Dust Wave
Fūjinha
236A/B/C
Koihime Jokou 236.png
Koihime Jokou 236EX.png
(Air OK)
(Air OK)
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 500, 900 Mid 14 0 53 +1 -27 Blow Away
  • Airborne on frames 14-42.
  • Both hits are projectiles.

An axe swing, followed by a big dust projectile. Although the recovery is massive, Joko jumps backwards during this move, making it hard to punish when spaced right.

The dust projectile reaches slightly below apex jump height(where the last bit of dust reaches horizontally) and stays up for a bit.

B 500, 900 Mid 14 0 53 +1 -27 Blow Away

Fires a longer projectile.

C 500, 900 Mid 14 0 53 +1 -27 Blow Away

Fires the longest projectile.

EX 520, 1600 Mid 14 0 57 +67 -28 Blow Away
  • Fully invul on frames 1-19.
  • Airborne and loses projectile invulnerability on frames 14-44.
  • Wall Bounces during Hougeki.
  • The projectile reaches slightly over round start distance

Can be nigh impossible to punish if only the followup projectile hits

Air 1000(A) 1100(B) 1200(C) Mid 16 3 20 +13 -27 Blow Away
  • Does not fire a projectile, unlike the Ground version.
  • Moves Jokou further back with heavier buttons.
  • Does NOT hit overhead.

Rarely used for setting up big damage via following up with 2B at low height or backturned j.236Cs mid-Hougeki.

Air EX 1800 Mid 16 3 26 +47 +41 Blow Away
  • Fully invul on frames 1-19.
  • Can beat all meterless AA options.
623X
Quake Attack
Daiyōgeki
623A/B/C
Koihime Jokou 623.png
Koihime Jokou 623EX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 1200 Mid 20 2 33 +3 -16 Knockback
  • Airborne on frames 5-20.
  • Projectile invul on frames 1-20.

Big shockwave along the ground, heavier versions gain more startup, but in turn the shockwave gets bigger.

Mostly used for following up 2B when not in 214x range.

B 1200 Mid 23 2 33 +3 -16 Knockback
  • Airborne on frames 7-23.
  • Projectile invul on frames 1-20.
C 1200 Mid 26 2 33 +3 -16 Knockback
  • Airborne on frames 9-26.
  • Projectile invul on frames 1-20.
EX 1800 Mid 16 2 38 +51 -28 Blow Away
  • Fully invul on frames 1-18.
  • Airborne on frames 1-16.

Comes out faster and reaches further than the A version, making it a decent punish on it's own. Also your best 2B followup on hit.

214X
Shanfū Explosive Fist
Shanfū Bakusatsuken
214A/B/C
Koihime Jokou 214.png
Press any button for up to 2 additional follow-ups, button strength doesn't matter
Press any button for up to 2 additional follow-ups, button strength doesn't matter
Koihime Jokou 214EX.png
EX Unblockable
EX Unblockable
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 550 Mid 12 2 39 +2 -10 Knockback
  • Heavier buttons gain more startup, but also range and damage on the 1st explosion, followups remain unchanged.
  • Second followup will always combo, third followup can whiff at tip range.
  • Each explosion can additionaly be delayed to adjust spacing or for mindgames.

Your main cancel option for non-tip range 2Bs. With all followups, this will push Jokou far enough away to always be safe while applying chip damage, so you'll always want to be in range of this special.

Always use the A version when in range, as there is no gap after a blocked 2B.

B 600 Mid 14 2 39 +2 -11 Knockback

Slightly longer and more damage on hit, but has more startup.

2B>214B leaves a gap when blocked.

C 650 Mid 16 2 39 +2 -12 Knockback

The biggest startup with the most damage and range of the 3.

2B>214C has a large gap on block, enough that you can backdash and punish with some of the characters, so only do it on hit.

>X 600 Mid 2 2 38 +2 -13 Knockback
>X>X 600 Mid 2 2 38 +2 -16 Knockback
EX 1800 Unblockable 38 2 43 +53 - Knockback
  • Not invuln, but unblockable.

Supers

Ougi
Heaven's Vengeance
Tenmou Kaikai
2363214D
Koihime Jokou 2363214D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
3640 Mid 20 10 33 +107 +4 Unique Hard Knockdown
  • Fully invul on frames 1-30.

Costs three bars. Will NOT connect from tip range 2B even on CH.

Hiougi
Divine Speed
Domination Throw

Hadōkyōten Gaeshi
236BC
Koihime Jokou 236BC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300, 3700 - 30 2 30 +21 - Unique Hard Knockdown
  • Fully invul on frames 1-59.
  • Only available during a Hougeki, uses 4 bars.
  • Minimum damage: 3000.

Combos

General

  • 2B/c.B/c.C > 214A/C~x~x
Your main followup for all the cancellable buttons, do it on block too for the chip damage. Skip the third followup if it would otherwise whiff at 214x tip range.
  • j.C > 3C > 214C~x~x / 623AB
Jump-in combo.
  • 2C Guardcrush > 2B/3C > 214C~x~x / 623AB
  • f.C Guardcrush > dash c.C > 214C~x~x / 623AB
  • 2A Counter-Hit > 214A~A~A
  • 623x Counter-Hit > f.B
  • f.B Counter-hit > 2A
  • 2C Counter-Hit > 2B > 214C~x~x / 623AB
  • 623AB Counter-Hit > c.B / 2A
  • Assist hit > dash up c.C > 214C~x~x / 623AB
Basic followup for most assists (Chain, Pit, Items, Divekick, Ice)
  • Lightning or Pit assist hit > crossover j.C > j.236X > c.C > 214C~x~x / 623AB
  • Wind assist hit > j.C
+ on hit even when done rising
  • Chain, Fire or Divekick hit > 623C
  • Ice anti-air hit > 8j.C > 3C > 214C~x~x / 623AB

Hougeki Starter

  • FC ▷ j.C ▷ c.C ▷ 214C~C~C ▷ j.C ▷ 3B ▷ j.C ▷ 6B ▷ j.C ▷ dashup c.C ▷ 214C~C~C
Basic Hougeki.
  • FC ▷ crossover j.C ▷ j.236C at the lowest point possible > c.C ▷ 623A ▷ dash, jump behind j.C ▷ low j.236C ▷ c.C ▷ 214C~C~C ▷ j.C ▷ dash up rising j.B ▷ rising crossover j.C ▷ j.236C ▷ c.B ▷ 3C ▷ 214C~C~C
Midscreen Hougeki with backturn j.236Cs.
  • FC ▷ walk back f.C lvl 2/3 --OR-- 2C ▷ j.C ▷ j.236C ▷ (quickly) dash f.B ▷ 2B ▷ 623B ▷ c.B ▷ 3C ▷ 214C~C~C ▷ c.B ▷ 214A ▷ 3C ▷ 214C~C~C
Corner Hougeki.

More in Videos below.

Videos

Joko Notable Tools by うにか

Joko Hougeki Combos by ゆらは

How to punish 236AB by うにか

Colors

A
B
C
D
AB
BC

External Links


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