Koihime Enbu/RyoRaiRai V3/Kakouton Genjou

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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.

Gameplan

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
Koihime Kakouton 5A.png
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
Koihime Kakouton cB.png
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
Koihime Kakouton fB.png
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
Koihime Kakouton cC.png
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
Koihime Kakouton fC.png
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
Koihime Kakouton 2A.png
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
Koihime Kakouton 2B.png
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
Koihime Kakouton 2C.png
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
Koihime Kakouton jA.png
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
Koihime Kakouton jB.png
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
Koihime Kakouton jC.png
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
Koihime Kakouton 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.
6C
6C
Koihime Kakouton 6C.png
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
Koihime Kakouton 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

(FATAL) Jump up forward headbutt. Usable as an anti-air, worthless otherwise. 1000 damage

  • FC: Causes Launch
3C
3C
Koihime Kakouton 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

(Cancelable) Quick Sweep cancel into 236A to make it safe.

Throws

Forward Throw
Throw
5D/6D/4D
Koihime Kakouton FT.png
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
Koihime Kakouton SwordOfGi.png
Koihime Kakouton SwordOfGi1.png
Koihime Kakouton SwordOfGi2.png
Koihime Kakouton SwordOfGiEX.png
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
Koihime Kakouton Skyscraping Fury.png
Koihime Kakouton SkyscrapingFuryEX.png
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
Koihime Kakouton OverlordSwordplayA.png
Koihime kakouton OverlordSwordplayBC.png
Koihime Kakouton OverlordSwordplayEX.png
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
Koihime Kakouton AirOverlordSwordplay.png
Koihime Kakouton AirOverlordSwordplayEX.png
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
Koihime Kakouton Ougi.png
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
Koihime Kakouton Hiougi.png
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
  • (c.B/5B >) 2363214D > walk back, 9j.C > 3C > 236C~C~C

Corner Only

  • c.5C , f.5B > 236X > X > X > X

Hougeki Starter

Beginner

  • FC > 6B, j.B, 6C, j.B, 3B, j.B, cl.5B > 623C
Extremely basic hougeki route. Use this when you’re just starting out with the character.

Intermediate

  • FC >, nj.C, 6C, 2C > 214C, 663B, 2C > 214B, cl.5B > 623C
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.
  • FC > nj.C, 6C, 2C > 214C, f.5B > 623AB, 2C > 214B, cl.5B > 623C
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.
  • FC > j.C, dash/walk under 2C > 623C, cl.5B > 623A~D, 3C > 2363214D, 6C, 66cl.5B > 214B, 66f.5B > 623C
Three bar variant.
  • FC > j.C, 2C > 623C, 6C, cl.5B, 3B, 2C > 214C, cl.5B > 236C > C > C
Standard corner route

Videos

Kakouton's Notable Tools & How to Counter Them by うにか

Combo video by Unknown Games (2018)

Colors

A Button B Button C Button
KakoutonA.png
KakoutonB.png
KakoutonC.png
D Button A+B Button B+C Button
KakoutonD.png
KakoutonAB.png
KakoutonBC.png

External Links


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