Koihime Enbu/RyoRaiRai V3/Sonken Chuubou

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Name: 孫権 仲謀 (Sonken Chūbō)
Real Name: Renfa
Historical Counterpart: Sun Quan - Zhongmou
Voice Actress: Harumi Sakurai
The second sister of the Son family, she is very serious and brooks no compromise. Driven to fulfill her task of keeping her kingdom safe, she heads for the battlefield with her trusty weapon, Conqueror of the South Seas.

Gameplan

Straightforward yet deceptive footsies character. Desk drop (214X) aka table chop allows Sonken to immediately get on your face, through projectiles, from the other side of the screen with an overhead. Her normals are decent, with 5A and 5B having better-than-average range within the cast. Her throw does little damage but can be combo’d into. 22X is air-invincible on frame 1, which a good alternative if you miss a 3B window. Her moves have very strange animations, like her 6B overhead, 2A (which is not a low!) and j.A. Her unique counter moves let her interrupt and punish predictable pressure strings without meter.

Recommended Strategists

  • Houtou (Chains) - Gets you in if you're getting outspaced and catches jumps.
  • Jun'iku (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.

Normal Moves

5A
5A
Koihime Sonken 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 longest standing jabs in the game. Confirms into 236AB on hit.

Dash up 5A is a cornerstone of Sonken's gameplay.

c.B
c.B
Koihime Sonken cB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
800 Mid 6 4 19 +7 -3 Knockback

Fast, with a good upper hitbox, making a good situational anti-air (e.g. when being crossed up). Links into 5A on hit in case you weren't buffering 236A.

f.B
f.B
Koihime Sonken fB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1100 Mid 10 3 26 +3 -7 Knockback

Sonken's main neutral check and whiff-punishing normal.

c.C
c.C
Koihime Sonken cC1.png
Koihime Sonken cC2.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
Normal 1000 Mid 10 2 29 +2 -10 Knockback

Special-cancellable.

Forces crouching on CH, follow up with 214B > 5A > 236AB for big damage.

Followup 1000 Mid 6 3 32 +2 -14 Knockback
  • Wall Bounces during a Hougeki.

Pulls the opponent towards Sonken. Can be delayed for a frametrap after the first hit.

+11F on Counter-Hit, so you can follow up with another c.C > 236A.

Massively unsafe on block, though, so best used as Hougeki filler.

f.C
f.C
Koihime Sonken fC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1400 Mid 16 3 37 ±0 -19 Knockback

Pretty fast for it's range, makes for a great whiff punish.

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

Hits mid, so will beat out 6Bs. More advantageous than 5A, but with less range.

2B
2B
Koihime Sonken 2B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
900 Low 11 2 29 +1 -9 Knockback

Same range as 5B, but hits low and has a special cancel.

Confirms into 236A on hit.

2C
2C
Koihime Sonken 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600 Low 22 2 37 +2 -12 Hard Knockdown

Only slightly shorter than 5C, but hits low and is way safer on block.

Hard to punish at tip range.

j.A
j.A
Koihime Sonken jA.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300 x3 High 5 3, 3, 6 - +15 +7 Knockback

Likely what you'll press as a panic air-to-air. Special-cancellable.

j.B
j.B
Koihime Sonken jB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 High 8 5 - +20 +8 Knockback

Sonken's main jump-in. Crosses up.

Rising j.B will hit standing opponents(except for Chohi sometimes). Special-cancellable.

j.C
j.C
Koihime Sonken jC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
800 x2 High 10 2, (5), 2 - +26 +8 Knockback

2-hit air-to-air button with great horizontal range.

Ideal for neutral jumps. Confirm into 5C or 236A on hit.

Hougeki Moves

6B
6B
Koihime Sonken 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 11-24.
  • Airborne on frames 13-26.
  • Floor bounces during a Hougeki.

Universal overhead with an obvious animation.

6C
6C
Koihime Sonken 6C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1200 Mid 18 3 35 +2 -12 Collapse
  • Airborne on frames 11-18
  • Wall bounces during a Hougeki.

Universal lunge move. Less reach and more startup than 3C generally make this the inferior Hougeki snipe.

3B
3B
Koihime Sonken 3B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1000 Mid 12 3 31 +2 -12 Blow away
  • Areial invul on frames 13-15.
  • Launches during a Hougeki.

Universal anti-air.

3C
3C
Koihime Sonken 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.

Universal sweep. Special cancellable.

No longer retains the Hougeki state on 3C CH special cancel(the opponent will drop out of the crumple the moment you cancel 3C)

Throws

Forward Throw
Forward Throw
5D/6D/4D
Koihime Sonken FT.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
600 Throw 7 1 24 +102 - Throw

Initial hit causes proration, leading to 480 actual damage.

One of the few characters to have a throw that allows a combo afterwards.

Do 5C or (delay)236A afterwards.

Special Moves

236X
Slash of Faith
Ishinzan
236A/B/C
Koihime Sonken SlashofFaithA.png
Koihime Sonken SlashofFaithB.png
Koihime Sonken SlashofFaithC.png
Koihime Sonken SlashofFaithEX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 750 x2 Mid 14 3, (11), 3 28 +1 -10 Knockback

Main confirm special. Comes out pretty fast, so it will combo after 2B even on a delay cancel.

B Catch - - 0 20 23 - - -
  • Parries mid and aerial attacks.
C Catch - - 0 20 23 - - -
  • Parries low and high attacks.
Attack 800, 800 Mid 19 4, (10), 4 27 +6 - Knockback
  • On successful parry, fully invul until attack ends.
  • Successful parries always hit grounded opponents.

Can always combo into 5A > 236AB on parry trigger, but could also just take the + and dash in with another mixup.

EX 650 x4 Mid 10 4, (10), 4, (13), 4, (10), 4 33 +2 -14 Knockback
  • Fully invul on frames 1-11.
214X
Desk Drop
Gyokuankō
214A/B/C
Koihime Sonken 214A.png
Koihime Sonken 214B.png
Koihime Sonken DeskDrop.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 900 High 24 3 36 +7 -13 Knockback

An overhead slash followed by desk chunk projectiles spawning in front of Sonken.

Can be hard to punish if only the desk chunks are blocked.

Still, Sonken has better tools in neutral than the - on block desk chunks, and 6B is a faster overhead at close range than the slash, so 214A is pretty useless.

B 900 High 26 2 36 +7 -13 Knockback
  • Projectile invul on frames 1-21.
  • Airborne on frames 14-25.

Sonken leaps forward a short distance before slashing the desk.

C 900 High 30 2 36 +7 -13 Knockback
  • Projectile invul on frames 1-21.
  • Airborne on frames 14-29.

Sonken leaps a long distance before slashing the desk. Can leap over opponents.

Desk 600 Mid - - - +7 -13 Knockback
EX (close) 1200 High 16 3 40 +55 -24 Knockback
  • Fully invul on frames 1-18.

Does a long leap like 214B/C, at cl.C range does a stationary slash like 214A. Close version has a good vertical hitbox for stopping approaches. Both versions have quick startup and can be used for extra damage and a knockdown off c.B/2B.

EX (far) 1200 High 22 3 40 +55 -24 Knockback
  • Fully invul on frames 1-24.

Tracks the opponent and will either stop at 214B range or 214C range.

EX Desk 800 Mid - - - +55 -24 Blow away
22X
Tiger Roar
Kohōkō
22A/B/C (Air OK)
Koihime Sonken TigerRoar.png
Koihime Sonken TigerRoarEX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 100 Mid 6 5 36 +3 -11 Knockback
  • Aerial invul on frames 1-11.

Can easily be buffered to beat any cross-up attempt.

B 1100 Mid 7 5 36 +3 -12 Knockback
  • Aerial invul on frames 1-12.

Knocks down on CH.

C 1200 Mid 8 5 36 +3 -13 Knockback
  • Aerial invul on frames 1-13.

Knocks down on CH.

EX 1800 Mid 12 5 47 +69 -14 Blow away
  • Fully invul on frames 1-14.
  • Ignores invulnerability on EX Air Specials.
  • Launches during a Hougeki.
Air 1000 / 1100 / 1200 Mid 1, (Until landing) 4 33 +7 -12 / -13 / -14 Knockback

Damage and Adv on Block listed as A/B/C.

Air EX 1800 Mid 1, (Until landing) 4 50 +56 -16 Blow away
  • Fully invul while in the air.

Decent anti-AA.

Ougi

The Oath to Heroes
Eirei e no Tikai
2363214D
Koihime Sonken Ougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
2000 - 21 3 45 +131 +4 Unique Hard Knockdown
  • Fully invul on frames 1-24

Pretty short, but covers the air and allows for a jump-in combo on hit.

Hiougi

The Seal of Sun Wu
Songo no Shōin
236BC
Koihime Sonken Hiougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300, 3700 - 30 5 24 +92 - Unique Hard Knockdown
  • Fully invul on frames 1-58.
  • Minimum damage: 3000.

Only available during Hougeki, uses 4 bars.

Combos

General

  • [5A/2A]*n > 236AB
Jab confirm, the lifeblood of Sonken gameplay. Does less damage with more jabs.
  • 2B/c.B/3C > 236A
c.B is the fastest starter and punisher, 2B is your poke starter, and 3C is generally used only for jump-in combos.
  • 2B/c.B CH > 214B (> 5A > 236AB if crouching)
Better advantage on hit than 236A, but requires a CH. Gets an extension if they're crouching when you get the CH.
  • Throw > 5C/236A/walkup c.C~C(in the Corner)
5C for damage or 236A for the best advantage on hit. Delay the 236A to get a grounded knockdown, otherwise the opponent gets to airtech.
  • 236B/C > Successful Parry > 5A > 236AB
  • (crouching or CH) 214X > 5A > 236AB / c.B > 236A (in the corner)
  • 2363214D > j.B > 3C > 236A
Ougi followup. Do a crossup j.B or runup neutraljump j.B, depending on whether you want the sideswap.
  • 2363214D > j.B > c.C > 214B
Ditto, but leaves the opponent standing.
  • 2B/c.B > 2363214D > j.B > 3C > 236A
2B into Ougi only works up close. Super can be input as 2321D.
  • 5B CH > 5A > 236AB
Only works at near-point blank range. Very rare, but can happen after walk forward 5B.
  • 9j.B > j.22A > 5A > 236AB
  • c.B CH > 214B > 22A

Hougeki Combos

Enders: c.B/walk fwd c.C > 236A

2B > 2321D > c.C~C(3 Bars)

6B > j.C > 236BC(4 Bars)

* FC ▷ 6B ▷ j.C ▷ 6C ▷ j.C ▷ 3B ▷ j.C ▷ runup c.B ▷ 236A

Learn this one when starting out.

* FC ▷ c.C ▷ 214C ▷ 2B ▷ 214B ▷ 3B ▷ j.C ▷ c.C~C ▷ c.B 22C ▷ 6B ▷ jump, delay j.B j.22C ▷ c.B ▷ 236A

3B can be replaced by c.B 22AB for extra damage.

* FC ▷ 66 4D ▷ (66 c.C >) 214C ▷ 2B ▷ 214B ▷ 3B ▷ j.C ▷ c.C~C ▷ c.B 22C ▷ 6B ▷ jump, delay j.B j.22C ▷ c.B ▷ 236A

Use if you're closer to the corner than your opponent. Do a deep dash-in before the throw so they're as close to the center of the screen as possible.

* FC ▷ c.C ▷ 214C ▷ 3C ▷ 214B ▷ 3B ▷ j.C ▷ c.C~C ▷ c.B 22C ▷ 6B ▷ jump, delay j.B j.22C ▷ c.B ▷ 236A

Corner Hougeki.

* FC ▷ c.C ▷ 214C ▷ 3C ▷ 214B ▷ 3B ▷ j.C ▷ c.C~C ▷ c.B 22C ▷ 3C ▷ 2321D ▷ 9j.B ▷ jump, delay j.B j.22C ▷ c.B ▷ 236A

Videos

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

Sonken's Hougekis Breakdown by OBQシグ

Colors

A Button B Button C Button
SonkenA.png
SonkenB.png
SonkenC.png
D Button A+B Button B+C Button
SonkenD.png
SonkenAB.png
SonkenBC.png

External Links


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