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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Parries mids and jumping attacks.
Parries mids and jumping attacks.
Parries overheads.
Parries overheads.
Parries lows.
Parries lows.
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
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
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
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
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.