Name: 夏侯惇 元譲 (Kakōton Genjō) Real Name: Shunran Historical Counterpart: Xiahou Dun - Yuanrang Voice Actress: Harumi Asai Twin sister of Kakōen, this mighty warrior of Gi wields a giant sword known as the Hungry Wolf of the Seven Stars. Wholly dedicated in both body and soul to Sōsō's grand cause, she will not be satisfied until all who oppose Sōsō have been destroyed. Emotional and passionate, she can be somewhat simplistic and naive.
Kakouton has some of the best close range pressure in the game. Her long reaching 5A can be confirmed into 623A or 236A+B, and also combos into 236A on CH. Her 236 series pushes opponents outside of poke range, giving her some of the safest frame trap options in the cast, while also pushing opponents to the corner. Work your way up close, then use a mixture of 5A into throw, 5AA, or 236A to open your opponent up.
Recommended Strategists
Fire - Good neutral-oriented assist for dealing with longer ranged characters, combos into 5C for high reward.
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.
Lightning / Chain - Having a projectile-based assist is useful against zoners like Sonshoko or Chouun's dashing 5A.
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
Quick jab that hits crouching.
Now even longer, making it the longest standing jab in the game along with Sonken's.
c.B
c.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
550 x2
Mid
6
2, 2
17
+5
-5
Knockback
2 hit uppercut, special-cancelable.
f.B
f.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
Mid
11
3
27
+2
-8
Knockback
Slightly worse than most f.5Bs but this one is cancelable, you can cancel into 623A at max range for a pseudo command dash occasionally to get in.
c.C
c.C
ATATATATATATA
ATATATATATATA
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
400 x6
Mid
10
[1, (1),] x6
15
+13
-5
Knockback
A 6-hit rapid punch, its generous frame advantage on hit allows you to link afterwards.
f.C
f.C
Haohmaru gonna sue somebody.
Haohmaru gonna sue somebody.
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
Uncharged
2400
Mid
21
4
41
±0
-23
Knockback
Hold the button to charge, can cancel the charge by pressing D.
Half-Charged
2600
Mid
35
4
41
±0
-23
Knockback
Hold the button to charge, can cancel the charge by pressing D.
Fully-Charged
2800
-
66
4
41
±0
+9
Collapse
2A
2A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300
Mid
5
2
9
+1
-1
Knockback
Quick low profile jab, pretty much worthless use 5A instead.
2B
2B
The arrow points to where you should have been blocking.
The arrow points to where you should have been blocking.
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1100
Low
10
2
29
+2
-8
Knockback
Probably Kakouton's best poke, a quick low hit with good distance, it's not cancelable however.
2C
2C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
Uncharged
1200
Mid
14
3
37
+3
-8
Knockback
Hold the button to charge, can cancel the charge by pressing D.
Special-cancelable.
Half-Charged
1200
Mid
34
3
37
+6
-8
Knockback
Hold the button to charge, can cancel the charge by pressing D.
Fully-Charged
1600
-
65
3
37
+6
+6
Collapse
Launches during a Hougeki.
j.A
j.A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
600
High
5
12
-
+20
+8
Knockback
Quick jab below and in front, can crossup your basic air to ground.
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
Big wide slash in front of your best air to air move.
j.C
j.C
Your biggest source of unexpected hougekis.
Your biggest source of unexpected hougekis.
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
Uncharged
1400
High
on landing
7
25
+14
-3
Knockback
Floor bounces during a Hougeki.
A charged slash that comes out when you hit the ground. Good against people who are inconsistent with their anti-airs.
Pressing C at around a characters standing height will give the uncharged version. If you press C before you hit the ground, the move will not go into its active frames.
Fully Charged
1600
High
on landing
7
25
+14
±0
Collapse
Floor bounces during a Hougeki.
Hougeki Moves
6B
6B
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.
6C
6C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
Uncharged
1200
Mid
18
3
25
+2
-12
Collapse
Chargable slide forward, cancelable by pressing D.
Travels 1/5 of the screen.
Half-Charged
1600
Mid
33
3
25
+2
-12
Knockback
Comes out after 45F of charging.
Launches during Hougeki combos.
Travels 2/5 of the screen.
Fully-Charged
2000
Mid
64
2
29
+70
+6
Collapse
Automatically comes out if you keep holding the button, Gakushin will also glow white to indicate this.
Travels 3/5 of the screen. Causes knockdown on hit. Confirm into 5A > 236A+B post guard crush for 1630 damage.
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
(FATAL) Jump up forward headbutt. Usable as an anti-air, worthless otherwise. 1000 damage
FC: Causes Launch
3C
3C
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
(Cancelable) Quick Sweep cancel into 236A to make it safe.
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
+22
-
Throw
Initial hit causes proration, leading to 1280 actual damage.
Special Moves
236X
Sword of Gi Gibu no Taiken 236A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
550
Mid
12 / 14 / 16
2
33
+3
-10
Knockback
Startup listed as A/B/C.
Standard Rekka-series, unsafe on block and can be delayed to frame-trap.
Follow up 1
550
Mid
7
2
33
+3
-10
Knockback
Follow up 2
550
Mid
7
2
33
+3
-10
Knockback
Follow up 3
550 x2
Mid
7
3, (6), 2
35
+2
-16
Knockback
EX
650 x4
Mid
10
2, (5), 2, (11), 2, (5), 2
36
+5
-15
Knockback
Fully invul on frames 1-11.
623X
Skyscraping Fury Dohatsu Shōten 623A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
1200
Mid
5+5
2
42
+60
-29
Blow Away
Aerial and projectile invul on 1-12.
Pressing D after startup will have Kakoton run a short distance and cancel the followup.
Runs toward the opponent with sword sliding on the ground; uppercuts on contact.
B
1300
Mid
17+5
2
13 OR 46
+58
-33
Blow Away
Aerial and projectile invul on 1-24.
Launches-Hard Knockdown on aerial counter-hit.
Attack comes out when the forward run touches opponent.
Pressing D after startup will have Kakoton run a short distance and cancel the followup.
C
1400
Mid
34+5
2
13 OR 51
+54
-38
Blow Away
Aerial and projectile invul on 35-41.
Launches-Hard Knockdown on aerial counter-hit.
Attack comes out when the forward run touches opponent.
EX
600 x5
Mid
12
8, 8, 8, 8, (5), 2
51
+50
-36
Blow Away
Fully invul on frames 1-14 & 45-51.
Projectile invul on frames 15-44.
Launches during a Hougeki.
Insane corner-carry.
214X
Overlord Swordplay Haō no Ken 214A/B/C
Hougeki filler goes brr
Hougeki filler goes brr
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
550 x3
Mid
14
8, 8, 8
12
+3
-8
Knockback
Pressing D before Kakoton makes contact will cancel the move.
Forward-moving spinning slash.
B
450 x5
Mid
14
8, 8, 8, 8, 8
23
+10
-4
Knockback
Pressing D before Kakoton makes contact will cancel the move.
Forward-hopping spinning slash.
C
450 x6
Mid
14
8, 8, 8, 8, 8, 8
23
+10
-4
Knockback
Pressing D before Kakoton makes contact will cancel the move.
Forward-hopping (longer distance) spinning slash.
EX
1800
Mid
16
14
32
+56
-28
Knockback
Fully invul on frames 1-18.
Wall bounces during a Hougeki.
Spinning in place then moving forward. Useful as an anti-air vs crossup.
j.214X
Overlord Swordplay (Air) Haō no Ken (Air) j.214A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
550 x3
Mid
12
8, 8, (Until Landing)
25
+12
-10
Knockback
Pressing D before Kakoton makes contact will cancel the move.
B
500 x4
Mid
13
8, 8, 8, (Until Landing)
25
+12
-10
Knockback
Pressing D before Kakoton makes contact will cancel the move.
C
500 x5
Mid
14
8, 8, 8, 8, (Until Landing)
25
+12
-10
Knockback
Pressing D before Kakoton makes contact will cancel the move.
EX
1800
Mid
20
(Until Landing)
30
+70
-13
Knockback
Fully invul on frames 1-22.
Wall bounces during a Hougeki.
Ougi
Hard Strike Buchi Chōchaku 2363214D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1600
-
21
4
45
+151
+4
Unique Hard Knockdown
Fully invul on frames 1-25.
Kakouton rushes towards you a short distance, basically a souped up 6C, crumples on contact for a jump-in combo.
Hiougi
Dignity Rush Kyōzi Mōshin 236BC
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300, 400 x13, 3180
-
30
16
30
+112
-
Unique Hard Knockdown
Fully invul on frames 1-46.
Kakouton dashes towards the opponent; on contact she tosses her sword in the air whilst she pummels the opponent with her fists, catches her sword and finishes you off with a slash. (Trivia; she beats up most of the characters into a "Stun" stance before slashing them. Her own stun stance plays it off like nothing happened to her.)
Combos
General
5A/2A/c.5B/2C/f.5B (at closest range) > 623A
5A/2A/c.5B/2C/f.5B > 236A+B
c.5B/2C/f.5B > {236X > X > X > X}/214A/623B/623C/2363214D
c.5C , 236X > X > X > X
c.5C , f.5B > 623C
cross-up j.214B/C, cl.5B > {236X > X > X > X}/214A/623B/623C/2363214D
Intermediate difficulty combo - solid damage and reliable for netplay. Works from starting position to corner. Closer to the corner you may need to replace 2C with cl.5B.
Variant for the above combo for when you’re too far from the corner to connect the 3B. Do not use this one close to the corner or they’ll fall out of 623AB before it launches.
FC > 2[C], j.C, walk under 2C > delay 623C, cl.5B, 6C > 66cl.5B > 214C, 66f.5B > 623C
Standard high damage/corner carry route. Replace f.5B > 623C with c.5B > 236XXX if you're at the corner. If you have four bars, do 236BC after 214C.