Koihime Enbu/RyoRaiRai V3/Kannei Kouha

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Name: 甘寧 興覇 (Kannei Kōha)
Real Name: Shishun
Historical Counterpart: Gan Ning - Xingba
Voice Actress: Ryōko Tanaka
Sonken's loyal bodyguard, she can always be found by Sonken's side. A swordswoman of great renown within the Kingdom of Go, she wields the broad-bladed Bell's Clamor in battle. A talented leader, she is the finest naval commander in the Go Army.

Gameplan

Kannei is a character with very fast, tricky movement. Most of her moves are very fast or have confusing startup, like 6B having 24f startup but looking very fast or 6C being one of the faster ones in the game at 18f, while also having a couple multi-hit moves (2A, j.C). Her movement tools are extensive, and good use of them can both extend your pressure and confuse your opponent. However, she suffers from her only lows being 2C and 3C. Her moves are also relatively shorter range than those of other characters.

Recommended Strategists

  • Ryomou (Items) - Allows Kannei get closer to zoners, lock the opponent down for the command dash high/low or safely finish them off with the chip from 236x~C.

Normal Moves

5A
5A
Koihime Kannei 5A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300 Mid 5 2 10 ±0 -2 Knockback

One of the shortest jabs in the game. Thankfully, Kannei has a fast dash to compensate for this.

c.B
c.B
Koihime Kannei cB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
800 Mid 6 3 20 +9 -1 Knockback

Amazing blockstring filler.

Combos into 2B on CH.

f.B
f.B
Koihime Kannei fB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Mid 10 3 25 +4 -6 Knockback

Main poke. Keep the opponent honest after 214Xs with this.

c.C
c.C
Koihime Kannei cC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 10 4 33 +2 -10 Floor Bounce

Now faster and special-cancellable, making this the optimal punish for reversals.

f.C
f.C
Koihime Kannei fC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
550 x4 Mid 20 2, 2, 2, 2 12 +6 -6 Knockback
  • Airborne on frames 14-31.
  • Stops on hitting a projectile.

Can catch jumps and high-profile some moves.

2A
2A
Koihime Kannei 2A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300 x2 Mid 5 21 2 8 +2 ±0 Knockback

2-hit jab that's an amazing +2 on hit and 0 on block. +1 when done meaty.

Hits mid, so it will beat out 6Bs.

2B
2B
Koihime Kannei 2B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 Mid 11 3 25 +4 -6 Knockback

Fairly short as a poke, but the vertical reach can beat out jumps.

2C
2C
Koihime Kannei 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1300 Low 14 2 28 +4 -10 Hard Knockdown

The longest option Kannei has without going into the 236x command dash or committing to a 214x, worth mixing in on people expecting Kannei to use her fast dash to get in.

Knocks down on CH.

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

Can beat out 3Bs due to the fast downwards hitbox. Largely overshadowed by j.B and j.C for everything else.

j.B
j.B
Koihime Kannei jB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 High 6 5 - +19 +7 Knockback

Air-to-air and cross-up. Fast for a j.B at 6f startup.

j.C
j.C
Koihime Kannei jC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
550 x4 High 10 2, 2, 2, 4 - +14 +6 Knockback

A 4-hit attack that's an even better cross-up.

Big hitbox, so will likely be your jump-in of choice.

Command Moves

j.2X
j.2X
Koihime Kannei j2X.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
700 High 8 (Until ground) 6 +15 +5 Knockback
  • Floor bounces during a Hougeki.

A version drops straight down, B version retains some momentum, C version retains the most momentum.

Knee drop. Hits overhead and can be a decent, albeit risky mixup for someone expecting to block a crossup. j.2A TK'd can be a useful defensive tool.

Hougeki Moves

6B
6B
Koihime Kannei 6B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 High 24 2 28 +1 -13 Collapse
  • Lower-body invul on frames 13-26.
  • Airborne on frames 11-30.
  • Floor bounces during a Hougeki.

Universal overhead with an obvious animation.

6C
6C
Koihime Kannei 6C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 18 6 32 +2 -12 Collapse
  • Wall bounces during a Hougeki.

Universal lunge move.

3B
3B
Koihime Kannei 3B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 Mid 12 3 28 +1 -13 Blow away
  • Aerial invul on frames 13-15.
  • Airborne on frames 13-25.
  • Launches during a Hougeki.

Universal anti-air.

3C
3C
Koihime Kannei 3C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Low 14 9 26 +43 -19 Collapse
  • Hardcoded to always be at least -15f on block.

Universal sweep. Kannei slides forward.

Throws

Forward Throw
Throw
5D/6D/4D
Koihime Kannei FT.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Throw 7 1 24 +23 - Throw

Initial hit causes proration, leading to 1280 actual damage.

Special Moves

236X
Hell Slash
Meiyūzan
236A/B/C
Koihime Kannei HellSlash.png
Koihime Kannei HellSlashA.png
Koihime Kannei j2X.png
Koihime Kannei fC.png
Koihime Kannei HellSlashEX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
Movement - - 10 12 / 15 / 18 5 - - -
  • A version has projectile invul on frames 1-22.
  • Active frames listed as A/B/C.

Command dash with a low, high and anti-jump followups. Button strength determines distance travelled, with A being the shortest and C being the longest.

No followup 236Xs into throw is a cornerstone of Kannei's offense, making strike/throw the real mixup after 236.

Follow-up A 1200 Low 6 2 29 +1 -10 Knockback

Decent low poke and whiff punish on it's own, as Kannei lacks long pokes otherwise.

Follow-up B 1200 Mid 14 13 17 +1 -18 Knockback
  • Airborne on frames 6-32.

Guard crushes crouching opponents, which can combo into c.C, effectively acting as an overhead.

Follow-up C 500 x4 Mid 20 2, 2, 2, 2 12 +8 -9 Knockback
  • Airborne on frames 6-32.

For chip damage and catching jumps.

EX Movement - - 12 15 9 - - -
  • Fully invul on frames 1-11.
  • Throwable on frames 12-26.
EX Follow-up A 1800 Low 6 2 35 +49 -12 Hard Knockdown

Knocks down on hit and is your metered combo ender.

EX Follow-up B 1800 High 14 13 18 +66 -19 Collapse
  • Airborne on frames 6-32.
  • Floor bounces during a Hougeki.

Starts Hougeki on CH. Actually does hit overhead and will knock down on hit.

EX Follow-up C 650 x4 Mid 16 2, 2, 2, 2 19 +18 -13 Knockback
  • Fully invul(except for throws) on frames 1-17.
  • Airborne on frames 10-27.
623X
Abnegation
Fushaku Shinmyō
623A/B/C/AB
Koihime Kannei 623A.png
Parries mids and jumping attacks.
Parries mids and jumping attacks.
Koihime Kannei 623B.png
Parries overheads.
Parries overheads.
Koihime Kannei 623C.png
Parries lows.
Parries lows.
Koihime Kannei 623EX.png
Parries non-metered Throws(!), mids, lows, overheads and jumping attacks.
Parries non-metered Throws(!), mids, lows, overheads and jumping attacks.
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
Any - - 0 20 23 - - -

Immediately spawns a parry hitbox in front of Kannei that, when triggered, produces a smoke cloud and transitions straight into the Hell Slash command dash.

Since the opponent is put in hitstun when the parry triggers (if they were in the air, they're put on the ground before you in hitstun), you always get a combo followup via C Followup > c.B > 236A~A.

A, B and C versions are in a CH state for 32 frames, so they can potentially get punished by a 6C into Hougeki on reaction, or a 6B on a wrong read.

The EX version, however, is a great reversal and read against the opponent's pokes.

+5f if you don't do a followup.

214X
Decapitation Shot
Funkei no Geki
214A/B/C
Koihime Kannei DecapitationShot.png
Koihime Kannei DecapitationShotEX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
Any 1000 Mid 14 - 40 / 41 / 42 +7 -14 / -15 / -16 Knockback

Recovery and Adv on block are listed as A/B/C.

Button strength determines projectile speed and total distance travelled, with C being the fastest and longest.

Main frametrap and callout for any grounded pokes, but don't use it as you would a regular projectile, or you will easily be eating jump-ins for big damage.

Becomes even stronger in the corner, where it combos into c.B.

EX 1600 Mid 14 - 57 +57 -19 Blow away
  • Fully invul on frames 1-14.
  • Wall bounces during a Hougeki.
  • Recovery changes on hit during a Hougeki only.

Goes fullscreen, good punish/callout for anything you couldn't normally reach.

Ougi

Bloodbath Path
Shura no Michi
2363214D
Koihime Kannei Ougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600, 50 x8, 2000 - 20 10 33 +118 +4 Unique Hard Knockdown
  • Fully invul on frames 1-30.

Sideswaps on hit. Will not combo from 2B at tip range.

Hiougi

The Gate to Death
Yomi e no Izanai
236BC
Koihime Kannei Hiougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300, 100, 50 x8, 3200 - 30 16 27 +32 - Unique Hard Knockdown
  • Fully invul on frames 1-46.

Combos

General

  • 2B/c.B > 236X~A
236AB~A instead for the knockdown.
  • 2B/c.B > 214A/C
Frametrap option for when they expect a command dash, combos on hit anyway.
  • c.B CH > 2B > 236A~A
  • 623X Catch > delay ~C > c.B > 236A~A
  • 623AB Catch > ~C > c.C > 236C~A/B
Much more lenient on the timing, so you can even do the B followup.
  • (2B/c.B >) 236214D
Super can be input as 2321D.
  • (Corner) 214X CH > 5B
  • (Corner) 214X CH > c.B > 236A~A
Risky but strong frametrap in the corner.

Hougeki Starter

Enders: f.C > 236A~C > c.B > 236A~A

f.C > c.B > 236214D > 4D(3 Bars)

3B > f.C > 236BC(4 Bars)

* FC ▷ c.C ▷ j.C ▷ [66 c.B ▷ 236C~C] x1-2, until you reach the corner ▷ 3B ▷ j.C ▷ 6C ▷ c.B ▷ 236A~C

Starter Hougeki. Still deals 4k-ish damage.

* FC ▷ 66 c.C ▷ 236C~A ▷ c.C ▷ cross under 236C~B ▷ c.C ▷ 236C~C ▷ 66 c.B ▷ 236C~C ▷ 66 c.B ▷ 214AB ▷ 66 c.C ▷ 236C(wait until you cross under)~C ▷ c.B ▷ cross under 236C~B ▷ c.C ▷ 236C~C ▷ walkup 3B ▷ f.C ▷ 236A~C ▷ c.B ▷ 236A~A

Advanced Hougeki. Do as deep of a dash-in on the 1st c.C as possible without completely pushing them into the corner, so you have more of the screen to work with. Hold the A followup after 236C to have it come out 1f. After 214AB, dash up and try to get a c.C right under them, slightly delay the 236C or Kannei will dash to the wrong side. If you notice the 236C isn't crossing under, just don't do a followup and instead 3B>j.C>c.B>236A~A for an easier ender, it should still deal 5600-ish damage.

* FC ▷ 66 c.C ▷ 236C ▷ walkup c.C ▷ cross under 236C~B ▷ c.C ▷ 236C~C ▷ 66 c.B ▷ 236C~C ▷ 66 c.B ▷ 214AB ▷ 66 c.C ▷ 236C(wait until you're behind)~C ▷ c.B ▷ cross under 236C~B ▷ c.C ▷ 236C~C ▷ walkup 3B ▷ f.C ▷ 236A~C ▷ c.B ▷ 236A~A

Same, but when you're closer to the corner than your opponent.

* FC ▷ 66 c.C ▷ 236C~A ▷ c.C ▷ 214AB ▷ cross under 236A~B ▷ c.C ▷ 236C~C ▷ c.B ▷ 236C~C ▷ 66 c.B ▷ 236C~A ▷ 3B ▷ f.C ▷ 236A~C ▷ c.B ▷ 236A~A

Corner only. Delay the followups so Kannei can reach the other corner more easily.

Videos

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

Kannei Hougeki Combos by かしみあ

Colors

A Button B Button C Button
KanneiA.png
KanneiB.png
KanneiC.png
D Button A+B Button B+C Button
KanneiD.png
KanneiAB.png
KanneiBC.png

External Links


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