Koihime Enbu/RyoRaiRai V3/Shuutai Youhei

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Name: 周泰 幼平 (Shūtai Yōhei)
Real Name: Minmei
Historical Counterpart: Zhou Tai - Youping
Voice Actress: Aiko Ōkubo
Loyal, reliable and sharp-tongued, she is serious to a fault and pure of spirit. With her longsword, Soul Cutter, on her back, she cuts her way inside the enemy's attack zone. She likes cats so much that she refers to them as "Master Kitties."

Gameplan

Do you like fishing? Then this is the character for you! Shutai's 2B > 214X forces a close range mix-up by pulling your opponent in on hit and her buttons are really long. 5B is as long as most people's 5C, and 5C covers about 2/3 of the screen in range. She can also zone a bit with air kunai. Shuutai excels at defensive footsies and eventually fishing for that one 2B that will get you a mix-up and possibly pressure from there.

Note however, that her 2A is not a low so her close pressure relies on being able to call people out with 3C/6B/Throw. Also, because she is able to throw kunai or cancel the command jump into a regular jump-in, she can trick people into using 3B and hitting them with kunai or condition them to expect kunai and then jump in.

Recommended Strategists

  • Houtou (Chains) - Houtou and Shuutai are best friends, giving Shuutai a fullscreen + OB projectile to do command grab mixups behind, a safe callout for people that like to backdash or jump away from slash followups, and the lengthy knockdown after 623AB can be used to set up a commandgrab while a projectile is flying behind Shuutai! (623AB~[X], whiff throw, whiff 2A > 236D > 63214B/AB in the corner)

Normal Moves

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

Confirmable into 623A(up close) or 623AB(anywhere).

Good for stagger pressure.

c.B
c.B
Koihime Shuutai cB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
800 Mid 6 4 23 +7 -3 Knockback

Special-cancellable. Punish normal and pressure filler.

A blocked c.B can setup a 632146X, so you could do a 6321, 46X on block for the commandgrab, 3X on hit to transition to 623X.

f.B
f.B
Koihime Shuutai fB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 Mid 10 3 26 +3 -7 Knockback

Can be cancelled into ~214X.

Your main poke, make sure to buffer a 214 to get the follow up on hit.

c.C
c.C
Koihime Shuutai cC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1300 Mid 12 2 34 +2 -12 Collapse
  • Starts a Hougeki combo on counter-hit.

Can be cancelled into ~214X.

Can't be special-cancelled, so is outclassed by 2C for damage dealing. Hougeki filler.

f.C
f.C
Koihime Shuutai fC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1300 Mid 16 2 38 +1 -19 Knockback

Can be cancelled into ~214X.

Fast for it's range, and doubly more rewarding on hit than most 5Cs thanks to the 214X followup.

2A
2A
Koihime Shuutai 2A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300 Mid 5 2 9 +1 -1 Knockback

Confirmable into 623A(up close) or 623AB(anywhere).

Likewise good for stagger pressure, more advantageous and has slightly more reach than 5A.

2B
2B
Koihime Shuutai 2B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 Low 11 2 9 +1 -9 Knockback

Special-cancellable. Can be cancelled into ~214X.

Your main low poke. Will not combo into 623X at tip range, so just do the ~214X followup or 236214D(up close).

2C
2C
Koihime Shuutai 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 12 4 32 +1 -13 Knockback

Special-cancellable. Can be cancelled into ~214X.

Big damage jump-in followup and reversal punish.

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

Air-to-air. Has a small crossup hitbox.

j.B
j.B
Koihime Shuutai jB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 High 8 3 - +20 +8 Knockback

Strong downwards hitbox, and can beat out some anti-airs if used early.

j.C
j.C
Koihime Shuutai jC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1300 High 10 4 - +26 +8 Knockback

Huge cross-up hitbox.

Hougeki Moves

6B
6B
Koihime Shuutai 6B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 High 24 2 31 +1 -13 Collapse
  • Lower-body invul on frames 13-26.
  • Airborne on frames 11-24.
  • Floor bounces during a Hougeki.

Universal overhead with an obvious animation.

6C
6C
Koihime Shuutai 6C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 18 4 34 +2 -12 Collapse
  • Floor bounces during a Hougeki.

Universal lunge move. Long.

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

Universal anti-air.

3C
3C
Koihime Shuutai 3C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Low 14 2 29 +47 -15 Collapse

Universal sweep.

Throws

Forward Throw
Throw
5D/6D/4D
Koihime Shuutai FT.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Throw 7 1 24 +29 - Throw

Initial hit causes proration, leading to 1280 actual damage.

Special Moves

236X
Kunai Shot
Kunaigeki
236A/B/C
Koihime Shuutai KunaiShot.png
Koihime Shuutai KunaiShotEX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
Jump - - 13 44 10 - - -
  • Projectile invul on frames 1-18.
  • Airborne on frames 13-56.
  • Can cancel the remaining duration of the move by pressing D.

Shuutai leaps into the air, and will throw kunai downwards upon pressing a followup button.

The button pressed after 236 alters Shuutai's jump arc, and the button pressed for the followup kunai alters the kunai's angle, after the initial startup she can throw them until just before she touches the ground.

Pressing D will cancel the remaining duration of the move and allow her to use her air normals immediately.

Jump distance:

  • A Version: Vertical
  • B Version: Roughly a character width less than her forward jump
  • C Version: Slightly less than her forward jump
  • EX Version: Teleports vertically

Kunai throw:

  • A Version: ~20° Angle
  • B Version: 45° Angle
  • C Version: 60° Angle
  • EX Version: ~45° Angle
Kunai 900 Mid 12 - - +9 -3 Knockback
EX 1600 High 16 - 52 +58 -28 Blow away
  • Fully invul on frames 1-15.
  • Airborne on frames 13-57.
  • Floor bounces during a Hougeki.
623X
Swift Slash
Shikkūzan
623A/B/C
Koihime Shuutai SwiftSlash.png
Koihime Shuutai SwiftSlashEX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 600 Mid 10 7 39 +55 -30 Blow away
  • Aerial invul on frames on frames 1-17.
  • Airborne on frames 9-43.

Shuutai spins, jumps, and slashes in front of her and upwards. Her anti-air special.

Hold any button for the followup slash on hit.

B 700 Mid 11 7 46 +48 -37 Blow away
  • Aerial invul on frames on frames 1-18.
  • Airborne on frames 10-51.
C 800 Mid 12 7 53 +41 -44 Blow away
  • Aerial invul on frames on frames 1-19.
  • Airborne on frames 11-59.
Followup 600 - 9 1 - +69 / +65 / +62 - Blow away

Advantage on hit listed as A/B/C.

EX 750 Mid 10 7 56 - -45 Blow away
  • Fully invul on frames 1-14.
  • Aerial invul on frames 15-17.
  • Airborne on frames 9-60.

The EX version of the move will automatically do multiple extra slashes if the move hits, leading to more damage than the meterless versions.

EX Followup 600 x3 - 6 1, (11), 1, (11), 1 ? +77 - Blow away
  • Occurs automatically on a successful first hit.
632146X
Whirling Slash
Kūtenzan
632146A/B/C
Koihime Shuutai WhirlingSlash.png
Koihime Shuutai WhirlingSlashEX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 2000 Unblockable 6 1 48 +16 - Unique Hard Knockdown

Shuutai's command throw. It hits right in front of her.

Initial hit causes proration, leading to 1600 actual damage.

B 2100 Unblockable 7 1 49 +16 - Unique Hard Knockdown

Initial hit causes proration, leading to 1680 actual damage.

C 2200 Unblockable 8 1 50 +16 - Unique Hard Knockdown

Initial hit causes proration, leading to 1760 actual damage.

EX 2200 Unblockable 8 1 52 +16 - Unique Hard Knockdown
  • Fully invul on frames 1-9.

Initial hit causes proration, leading to 1760 actual damage.

214X
Revenging Blade
Kaeshiba
214A/B/C after f.B, 2B, c.C, f.C or 2C
Koihime Shuutai BladeReturn.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
Any 700 (f.B/2B)

1100 (c.C/f.C/2C)

Mid 4 2 39 +1 -17 Knockback

Vacuums the opponent closer to you. Can be followed up with EX command grab for a frametrap up close.

Ougi

Dark Night Run
Yamiyogake
2363214D
Koihime Shuutai Ougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000, 1900, 1900 - 20 10 33 +113 +4 Unique Hard Knockdown
  • Fully invul on frames 1-30.

Hiougi

Mighty Crush
Fun'i no Taizan
236BC
Koihime Shuutai Hiougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300, 3700 - 30 3 40 +118 - Unique Hard Knockdown
  • Fully invul on frames 1-60.

Combos

General

A combos (5A and 2A same dmg):

  • AA > 623A~X (1140 dmg; need to be super-close or it whiffs; confirmable)
  • AAA > 623A+B (1380 dmg; confirmable)

B combos:

  • c.B > [623C] (1800|2200 dmg; confirmable if buffered but tight; for punishes)
  • f.B > 214X (1480 dmg; gives oki; not confirmable; for punishes and gambles)
  • 2B > 623[C] (1900|2202 dmg; can whiff on max range; only up-close confirmable and needs buffer)
  • 2B > 214X (1700 dmg; gives oki; confirmable; for neutral)
  • 2B/c.B > 236214D (Super can be input as 2321D, 2B has to hit close or counter-hit)

C combos:

  • c.C|f.C > 214X (1780 dmg; gives oki; confirmable if buffered but very tight; for neutral and punishes)
  • 2C > 214X (1920 dmg; for close punishes)
  • 2C > 623[C] (2200|2520 dmg; can whiff on max range; only up-close confirmable and needs buffer; for close punishes)

Jump-in combos:

  • j.C > c.C|f.C > 214X (2700 dmg; gives oki)
  • j.C > 2C > 623[C] (2980 dmg; whiffs if you don't crossup or not in corner)

Corner combos:

  • 236X~X > c.B > 2363214D (3280 dmg; pretty hard as you have to hit the Kunai as low to the ground as possible)

Hougeki Starter

Enders: 5A x1-3 > 2C~214X

c.B > 623[A]

c.B > 236214D > 66 c.B > 2C~214X (3 Bars)

3B > 236BC (4 Bars)

  • FC ▷ j.C ▷ c.C ▷ j.C ▷ 66 c.B ▷ 623[C] ▷ 2C~214X ▷ 2C ▷ 623[C] ▷ (c.B >)3B ▷ j.C ▷ 5A x2 ▷ 2C~214X
Midscreen Hougeki. 623[C] can be 623AB instead for a little extra damage.
  • FC ▷ j.C ▷ c.C ▷ j.C ▷ 2C ▷ 623[A] ▷ c.B ▷ 3B ▷ 8j.C ▷ 2C~214X ▷ 2C ▷ 623[A] ▷ 5A x2 ▷ 2C~214X
Corner only.

Videos

Combo video by Unknown Games (2018)

Colors

A Button B Button C Button
ShuutaiA.png
ShuutaiB.png
ShuutaiC.png
D Button A+B Button B+C Button
ShuutaiD.png
ShuutaiAB.png
ShuutaiBC.png

External Links


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