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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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
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
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.