Koihime Enbu/RyoRaiRai V3/Sousou Moutoku

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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.

Gameplan

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
Koihime Sousou 5A.png
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
Koihime Sousou cB.png
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
Koihime Sousou fB.png
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
Koihime Sousou cC.png
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
Koihime Sousou fC.png
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
Koihime Sousou 2A.png
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
Koihime Sousou 2B.png
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
Koihime Sousou 2C.png
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
Koihime Sousou jA.png
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
Koihime Sousou jB.png
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
Koihime Sousou jC.png
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
Koihime Sousou j2X.png
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
Koihime Sousou 6B 2.png
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
Koihime Sousou 6C.png
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
Koihime Sousou 3B.png
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
Koihime Sousou 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. Shares properties across characters like causing hard knockdown on hit and Hougeki on counter-hit.

Throws

Forward Throw
Throw
5D/6D/4D
Koihime Sousou FT.png
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
Koihime Sousou AbyssBlast.png
Koihime Sousou AbyssBlastEX.png
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
Koihime Sousou AirAbyssBlast.png
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
Koihime Sousou DeathBreak.png
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.

EX 1800 Standing 24 2 22 +73 -14 Blow away
  • Fully invul on frames 1-26.
  • Airborne on frames 3-31.
  • Guard crushes vs crouching for +4f advantage.
  • Floor bounces during a Hougeki.
  • Tracks the opponent's location.
214X
Circular Spin
Senrinten
214A/B/C
Koihime Sousou CircularSpin.png
Koihime Sousou CircularSpinEX.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
A 600 x3 Mid 12 6, 6, 6 54 +62 -13 Blow away
  • Airborne on frames 9-37.
B 650 x3 Mid 14 6, 6, 6 56 +62 -13 Blow away
  • Airborne on frames 11-39.
C 700 x3 Mid 16 6, 6, 6 58 +62 -13 Blow away
  • Airborne on frames 13-41.
EX 600 x5 Mid 10 6, 6, 6, 6, 6 63 +57 -17 Blow away
  • Fully invul on frames 1-11.
  • Airborne on frames 7-47.

Ougi

Gale of the Dread Lord
Kan'yu no Sippū
2363214D
Koihime Sousou Ougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
1600, 800 x2, 700, 600, 500, 400, 250 x13 - 20 8 33 +128 +4 Unique Hard Knockdown
  • Fully invul on frames 1-28.
  • Airborne on frames 1-14 and 19-39.

Hiougi

Judgement of the Overlord
Haō no Sabaki
236BC
Koihime Sousou Hiougi.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block Counter-hit Attribute
300, 3700 - 30 13 50 +20 - Unique Hard Knockdown
  • Fully invul on frames 1-43.
  • Airborne on frames 27-83.
  • Minimum Damage: 3000.

Combos

General

  • cl.5B > 214C
  • 2A, 2A, 2A > 214AB
  • cl.C, f.5B > 214C
  • j.B, 66cl.5B > 236C, cl.5B (one hit) > 623X, 2A, 2A, 2A > 214AB
Corner only
  • 623X (counterhit), cl.5B > 214C
  • Throw > c.B (> 236A)
Only works near the corner, but not directly in it. 236A right afterwards will hit meaty for a + on block setup.
  • (Corner) Pit assist hit > 236C > c.B(1) > 236C > c.B > 214C
Refunds 0.7 meter on hit.
  • (Corner) Pit assist hit > 236C > c.B(1) > 236C > c.B(1) > 623C > 2A x3 > 214AB
  • (Corner) Pit assist hit > 236C > c.B(1) > 236C > c.B(1) > 236214D

Hougeki Starter

Beginner

  • FC > 6B, j.C, 6C, j.C, 3B, j.C, cl.5B > 214C
Extremely basic hougeki route. Use this when you’re just starting out with the character.
  • FC > 6B, j.C, 6C, j.C, cl.5B > 236C, 3B, j.C, cl.5B > 214C
Corner variant

Intermediate

  • FC > 6B, crossup j.B, 3B, crossup j.B > 236A, cl.5B (one hit) > 236C, 6C, f.5C, crossunder j.C, falling nj.B > 236A, cl.5B > 214C
Midscreen to corner route

Videos

Soso Combos & Misc. by ゆらは

Colors

A Button B Button C Button
SousouA.png
SousouB.png
SousouC.png
D Button A+B Button B+C Button
SousouD.png
SousouAB.png
SousouBC.png

External Links


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