Name: 関羽 雲長 (Kan'u Unchō) Real Name: Aisha Historical Counterpart: Guan Yu - Yunchang Voice Actress: Nami Kurokawa A girl who has traveled across the land, driven by her burning spirit of righteousness to protect the lives of ordinary people. She has spent her life fighting to build a land where even the weak can live in peace. Wielding her mighty Green Dragon Crescent Blade, longer than she is tall, her lustrous, black hair flutters in the breeze as she dispatches her foes.
Shoto type character: good normals, quick 6B overhead and 3B anti-air, full-screen fireball game with varying speeds, DP. 5C pulls her forward and can be confirmed into 5CC for more damage, 2B is a great pressure tool and is special cancelleable.
Recommended Strategists
Houtou (Chains) - The go-to assist for most characters. It gives a 2nd fullscreen option outside of fireball but will catch jump-ins easier and allow you to follow with j.C.
Jun'iku (Pit) - More matchup-dependent. Good against rushdown characters like Choryo, Gakushin, and even Ryofu. Allows you to keep them at midrange and safely fireball or even 214X if the distance is right.
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
Self-cancelable up to 3 times.
Fast, mid-hitting normal. Self- and special-cancelable, more range than 2A.
c.B
c.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
800
Mid
6
3
14
+7
-3
Knockback
Decently fast startup and recovery, special-cancelable. Hitbox makes it great for Hougeki and Special Down juggles.
f.B
f.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1100
Mid
10
3
26
+3
-7
Knockback
Main poking normal, not special cancelable.
c.C
c.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
140
Mid
10
4
31
+1
-10
Floor Bounce - Knockdown
Floor bounces during a Hougeki.
Big slash that is punishable on block. Can link into EX DP on point-blank hit (e.g. after crossup j.C), which is max (non-Hougeki) grounded damage.
f.C
f.C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
f.C
1100
Mid
18
3
30
+1
-10
Knockback
Slow, long-ranged normal; moves Kan'u forward. Punishable even at max range, but followup is available on block, hit, or whiff.
f.CC
800
Mid
8
4
37
+2
-18
Floor Bounce - Knockdown
Floor Bounces during a Hougeki.
Followup to f.C that looks like c.C and shares its properties. Can be used to salvage a Hougeki combo if you get f.C instead of c.C, but scales harder and does a bit less damage. Still punishable on block and can even have its startup interrupted.
2A
2A
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.
Also, self- and special-cancelable. Has 1f better frame advantage than 5A and can also be used for stagger pressure. Vulnerable to attacks with low-body invul.
2B
2B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
Mid
11
3
26
+3
-7
Knockback
Shorter/1f slower poking normal than 5B, but is special-cancelable. Will deal more damage than c.B for Special Down and Hougeki juggles, but its longer startup and lower hitbox makes it harder to use.
2C
2C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1600
Low
22
3
36
+2
-12
Hard Knockdown
Can low profile some moves starting from frame 11.
Longest and heaviest-hitting normal, but also the slowest. Not safe at closer ranges.
Knocks down ONLY on counter-hit.
j.A
j.A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
600
Mid
5
12
-
+19
+7
Knockback
Short range aerial knee poke.
j.B
j.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
Mid
8
2
-
+20
+8
Knockback
Horizontal air slash.
j.C
j.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1300
Mid
10
3
-
+26
+8
Knockback
Large, but slow, circular slash. Used for crossups and primary Hougeki combo filler.
Hougeki Moves
6B
6B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
Mid
24
2
27
+1
-13
Collapse
Lower-body invul on frames 13-27.
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. c.C is preferable during a Hougeki due to its higher damage.
6C
6C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
18
6
26
+3
-16
Collapse
Wall Bounces during a Hougeki.
Universal lunge move. Shares properties across characters like causing Hougeki on counter-hit and wall bouncing during Hougeki. Moves Kan'u forward, but otherwise has shorter range than the animation would suggest. Slow startup and punishable on block.
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
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
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. Kan'u's has very short range and is punishable on block, but is special-cancelable.
Canceling from this during a Special Down combo deals slightly more damage than 2B, but is harder to pull off because of the startup and range of the move.
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
+21
-
Throw
Initial hit causes proration, leading to 1280 actual damage.
Special Moves
236X
Blade Force Tōha 236A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
1000
Mid
14
-
47
+6
-21
Knockback
All versions have their recovery changed on hit, except for EX which must where it is only during a Hougeki.
Fireball that travels full screen. Punishable up close, no matter which version is used. A has the shortest recovery with the slowest traveling projectile.
B
1000
Mid
14
-
49
+6
-23
Knockback
B has both mid recovery and traveling velocity.
C
1000
Mid
14
-
51
+6
-25
Knockback
C has the longest recovery with the fastest projectile.
EX
1600
Mid
14
-
57
+59
-19
Blow Away
Immune to everything but projectiles on frames 1-14.
Wall bounces during a Hougeki.
EX has invulnerable startup, longer recovery than C, and causes hard knockdown on hit but a wall bounce during Hougeki.
623X
Green Dragon Crescent Blade Seiryū no Yaiba 623A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
600 x2
Mid
6
2,(2), 3
38
+79
-28
Blow Away
Aerial invul on frames 1-13.
"Dragon punch." Non-EX versions are only air-invulnerable (first 10 frames), so not a true reversal. A version has the least amount of hits and deals the least damage, but will (usually) combo after 5/2A.
B
500 x3
Mid
6
2, (2), 3, 6
47
+74
-38
Blow Away
Aerial invul on frames 1-19.
B version has average hits and damage, little to no combo potential.
C
500 x4
Mid
6
2, (2), 3, 6, 6
56
+75
-45
Blow Away
Aerial invul on frames 1-25.
C has more hits and more damage, as well as more recovery.
EX
1000 x2
Mid
4
2, (2), 18
68
+59
-66
Blow Away
Fully invul on frames on 1-8.
Aerial invul on frames 9-26.
EX version is fully invulnerable, travels fast, and knocks down on hit. However, but is fairly easy to low-profile. Can combo in cases where non-EX would not.
Whiff a 214x on hit to refund a bit of meter while they're waking up.
214X
Green Dragon Wrath Seiryū Gekirin no Tachi 214A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
900
Mid
22
3
28
+6
-12
Floor Bounce
Projectile invulnerability on frames 1-18.
All versions guard crush on crouch, leaves Kan'u at +1F advantage.
Floor bounces during a Hougeki.
Kan'u jumps at the opponent with an overhead strike, despite its animation, does not actually hit overhead.
Must be blocked while standing in order to punish.
A is point blank, C travels the furthest.
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
B
900
Mid
23
3
28
+6
-12
Floor Bounce
Projectile invulnerability on frames 1-19.
Massive advantage on Counter-Hit (+13F)
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
C
900
Standing
24
3
28
+6
-12
Floor Bounce
Projectile invulnerability on frames 1-20.
Massive advantage on Counter-Hit (+13F)
EX
1800
Mid
20
2
31
+70
-14
Blow Away
Fully invul on frames 1-22.
Floor bounces during a Hougeki.
Tracks the opponent on landing during a Hougeki.
EX version has fully invulnerable startup and knocks down on hit.
Use this in situations where 236AB would whiff e.g. on a far 2B whiff punish.
Ougi
Might Incarnation Tōki Kengen 2363214D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1800, 600, 250 x15, 2400
Mid
20
10
33
+126
+4
Unique Hard Knockdown
Fully invul on frames 1-30.
Invulnerable startup, guard crush on block for slight frame advantage. Uses 3 bars.
Hiougi
The Tumult of War Senzin Guhū 236BC
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
3000, 200, 3500
-
30
2
50
+59
-
Unique Hard Knockdown
Fully invul on frames 1-63.
Minimum damage: 3000.
Only available during Hougeki, uses 4 bars.
Combos
General
5A/2A (up to 2x) > 623A/EX
cl.B/2B/3C > 236X or 623X or Ougi (2363214D)
c.C, 623EX
214X (Guard Crush), 2A or 623EX
Hougeki Starter
FC ▷ j.C ▷ 6C, j.C ▷ 3B ▷ j.C ▷ c.B ▷ 623C
Extremely basic hougeki route. Use this when you’re just starting out with the character.