Name: 曹操 孟徳 (Sōsō Mōtoku) Real Name: Karin Historical Counterpart: Cao Cao - Mengde Voice Actress: Yukie Maeda King of Gi known across the land as a cold and brilliant strategic genius. Extremely arrogant and supremely confident, she actually shows great compassion for her vassals. She believes it is her divine mission to rebuild this war-torn land with her own hands, and wields her weapon, dubbed Oblivion, in an effort to do so.
A character with a very unorthodox (for Koihime) moveset, with an Air OK projectile, a command dive, and a psycho-crusher -esque move for scoring knockdowns on close hits. Mostly wants to pepper the opponent with a mixup of j.2X/j.236X, 2B and general Koihime fundamentals to keep the opponent guessing. Her 5C is a very telegraphed forward leap that covers most of the screen, can be special-cancelled on 2nd and 3rd hits, is a true overhead and can be comboed into 5B > drill.
Recommended Strategists
Jun'iku (Pit) - Some additional lockdown to help Soso's corner pressure. Soso's Assist animation looks eerily similar to her throw whiffing, so a 236D in the corner point blank might make them panic and press a button, eating a c.B(1) > 236A > c.B > 214C/623C combo.
Normal Moves
5A
5A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
30
Mid
5
2
10
±0
-2
Knockback
Self-cancelable up to 3 times.
Fast, mid-hitting jab that is self- and special-cancelable, and can be used for stagger pressure.
c.B
c.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
550 x2
Mid
6
3, (4), 2
17
+5
-5
Knockback
Special-cancelable proximity normal, good for punishing unsafe moves at a very close range.
f.B
f.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
Mid
11
3
26
+3
-7
Knockback
General poking and whiff-punishing normal. Special-cancellable.
c.C
c.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
400 x5
Mid
10
2, 2, 2, 2, 2
17
+5
-5
Knockback
f.C
f.C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
Normal
750 x2
High
20
2 (8), 4
-
-
-
Knockback
Airborne on frames 19-49.
The first hit always whiffs on crouching opponents. Hits overhead.
3rd hit
750
High
12
3
17
+13
-8
Collapse
Collapse on counter-hit will never happen if either of the prior hits are successful.
Floor bounces during a Hougeki.
2A
2A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300
Low
5
2
9
+1
-1
Knockback
Self-cancelable up to 3 times.
Also self- and special-cancelable. Has 1f better frame advantage and slightly more range than 5A and can also be used for stagger pressure. Vulnerable to attacks with low-body invul.
2B
2B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
600, 400, 300
Mid
10
4, 4, 4
20
+2
-8
Knockback
3-hit scythe spin. Longer range than f.B, but can not be special-cancelled. Stays out for a good while, so it will beat backdashes.
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
Hits low. Same range as 2B, and actually fairly safe at tip range, so it can be worth throwing out once in a while.
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
Like 5A, but in the air.
j.B
j.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
High
8
2
-
+20
+8
Knockback
Downward slash. Swings right under Soso and in front of her. Special-cancellable.
Cross-up of choice.
j.C
j.C
It's treason, then...
It's treason, then...
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
550 x3
High
9
4, 4, 7
-
+23
+8
Knockback
3-hit scythe spin. Can cross up on standing opponents, but is really hard to space.
Command Moves
j.2X
j.2X
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
800
Mid
13
(Until landing)
7
+16
+1
Knockback
A 'divekick'-like move, distance traveled is based on the strength of the button pressed (with A traveling the shortest).
Soso's trademark move. Doesn't hit high, but is pretty advantageous at +1 on block. Condition your opponent with j.236Xs so you don't eat an anti-air every time.
Hougeki Moves
6B
6B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
High
24
4
34
+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. Shares properties across characters like being even on hit, punishable on block or whiff, and causing Hougeki on counter-hit.
6C
6C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
20
6
30
+3
-16
Collapse
Airborne on frames 17-43.
Universal lunge move. Shares properties across characters like causing Hougeki on counter-hit and wall bouncing during Hougeki.
Travels pretty far, giving it near-roundstart range. Worth keeping in mind for footsie wars.
3B
3B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
Mid
12
3
28
+1
-13
Blow Away
Aerial invul on frames 13-15.
Universal anti-air. Shares properties across characters like invulnerability to air moves during active frames, causing Hougeki on air counter-hit, and launching during Hougeki.
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. Shares properties across characters like causing hard knockdown on hit and Hougeki on counter-hit.
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
+69
-
Throw
Bonus wall stick attribute.
Initial hit causes proration, leading to 1280 actual damage.
Deals more damage in the corner, and can even combo into 5A/2B if near the corner.
Special Moves
236X
Abyss Blast Sin'en Shōha 236A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A/B/C
1000
Mid
15 / 14 / 13
-
43 / 44 / 45
+8
-19 / -20 / -21
Knockback
Recovery changes on hit for all versions.
Startup, recovery, and Adv on Block listed as A/B/C.
EX
1600
Mid
14
-
57
+58
-25
Blow away
Fully invul on frames 1-14.
Wall bounces during a Hougeki.
Recovery changes on hit during a Hougeki onl.
j.236X
Abyss Blast (Air) Sin'en Shōha (Air) j.236A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A/B/C
900
Mid
13
(Until ground)
8,(Until Landing)
+5
-16
Knockback
Mix in these in-between j.2X dives. The lengthy startup can be run under if misspaced.
EX
1600
High
16
(Until ground)
8, (Until Landing)
+68
-16
Blow away
Fully invul on frames 1-16.
Floor Bounces during a Hougeki.
Useful for beating out anti-airs from people expecting a j.2X.
623X
Death Break Zetsunyūmetsu 623A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A/B/C
900
Standing
24
1
22
+6
-12
Floor Bounce
Projectile invul on frames 1-20.
Airborne on frames 7-33.
Guard crushes vs crouching for +1f advantage.
A slow jumping overhead. A massive +13 if it CHs. Leaves you +6 and right in their face otherwise, so it could be a good substitute for 214X if you want to keep the mixups going.