Samurai Shodown/Sogetsu Kazama

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SS Sogetsu Profile.png
Sogetsu Kazama
風間 蒼月, Kazama Sōgetsu
  • Damage Taken: 105%
  • Rage Factor: 0.22
  • Rage Duration: 9 seconds
  • Jump: 48 frames (Slow)
  • Forward Walk Speed: 0.25 (Slow)
  • Back Walk Speed: 0.2 (Slow)
  • Dash Speed: 1.3 (Fast)
  • Back Dash: 27 frames
  • Weapon Pickup / Drop: 40 / 37 frames

Introduction

The stylish Kazama brother returns in 7 with his moveset hearkening back to his 5SP/4-Slash iteration. Sogetsu's most defining gameplay traits are his dominance in neutral, due to his long heavy normals and water pillars which can hit the opponent from almost anywhere on the screen, and his okizeme, due to his Moon Rise AKA bubble holding down his opponents and allowing for loopable knockdown situations. These traits combined with his teleports turn playing neutral against Sogetsu into a test of patience and knowledge checks.


Playstyle
SS Sogetsu Icon.png Sogetsu Kazama is an elegant setplay character who bullies opponents with oki after punishing openings.
Strengths Weaknesses
  • Good normals: His far cancellable 5B, a recoil cancellable 2C that doubles as a sweep and his far-reaching 66C ensure that poke wars against Sogetsu are almost always in his favor.
  • Full screen SSM: He has access to a fullscreen, low-hitting SSM, giving him a very threatening option at any range.
  • Bubble: His bubbles give Sogetsu access to some scary okizeme, which is a luxury few can afford in SamSho
  • Unblockable setups using his bubble: The threat of bubble is enhanced with Rage Explosion, giving solid unblockable combos
  • Solid Guard Crush options
  • Hard to punish when blocked: Most of Sogetsu's moves can be done from pretty far away, making them hard to punish when blocked
  • Commital neutral: Although his options are scary, they're also situational. Guessing wrong can be very costly for Sogetsu.
  • Low damage on average: Most bubble combos and setups are rather short and end in a knockdown.
  • Weak to zoning: Sogetsu has no real way to deal with fast projectiles, forcing him to hold pressure from fireball characters.

Gameplan

Sogetsu's gameplan revolves around screen control and fishing for knockdowns, so he can run his bubble oki after.

Neutral

Playing Sogetsu's Neutral requires good reads and awareness as well as patience since he relies on them to keep opponents from getting too close, though he benefits from the run-ins of the opponent, that's the major way for him to deal damage. He has a few key moves for neutral being: 2C, 5B, 623S.

For most characters, it's hard to not get in and place an attack attempt on Soggy. As if they attempt on something at mid range, they will be knocked out of it by pillar before they can get it out. The best might be a trade but they will be kept out again. On Soggy's side, it's important to get to know the rhythm of your opponent so you can raise the pillar at the right place to keep out the opponent and to catch any jump-ins. Soggy's pillars cover 80% of the space around the screen, but again it really requires good awareness to make it 80% instead of 8%.

When the opponent finally made it to mid screen or less, they have entered the best range for Soggy. His 2C at max range is relativly safe when he recoil-cancels into a B pillar on block, this move will put the opponent at a little less than full screen and they will need to get close again. Another great move for this range is his 5B as it is one of the best pokes that goes for half screen, it can check most dash-ins, and can confirm into pillar on hit, making it better than it already was. His 5C can also be used to check in for dash-ins, but a hard read is required so don't use it too much. This is the ideal range for Soggy's full potential.

If the opponent gets a bit closer, Soggy would usually go for a grab to push the opponent for some space, or neutral jump to check dash-ins with his fast j.C. The slash of j.C covers a lot of space around him (front and below) also making it a great air to air along with its speed. A great way for pushing the opponent away again when used in combo with 2C.

Overall, Soggy's neutral is solid from anywhere midscreen to a little less than full screen. It requires good reads and patience as most opponents need to dash-in on Soggy to get their damage dealt. Getting into a good habit of taking notes on the opponents would be a great advantage for his neutral.

Okizeme

Mostly revolves around running high-low mix using his bubble/236S. A good Sogetsu will have a variety of setups on hand, ensuring opponents always get hit by his bubble.

For a comprehensive list of Sogetsu bubble setups, check out Lewd_Stares' bubble oki flowchart

Normal Moves

Far Slashes

5A
5A
SS7 sogetsu 5A.jpg
SS Sogetsu 5A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 6 4 11 20 -2 -5 5 Yes No No No

Sogetsu quickly chops at his opponent.

  • Special cancellable.
Toggle Hitboxes
Toggle Hitboxes
5B
5B
SS7 sogetsu 5B.jpg
SS Sogetsu 5B hb.png
Frame 1
SS Sogetsu 5B hb 2.png
Frames 2-4
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 12 4 20 35 -3 -12 10 Yes Yes Yes No

Sogetsu does a downward slash with his curved sword.

  • Sogetsu's main mid-screen poke.
  • Special cancellable, allowing for quick knockdowns with 623S even at tip range, which makes his pokes hard to contest due to the threat of him special cancelling into his pillars.
  • One of his primary combo tools after throw.
Toggle Hitboxes
Toggle Hitboxes
5C
5C
SS7 sogetsu 5C.jpg
SS Sogetsu 5C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
220 Mid 21~23 4 30 53 KD -20~-18 25 No No Yes No

Sogetsu lunges forward with his sword.

  • On hit, always wallbounces and knocks down, allowing for oki.
  • Does not recoil, making it a somewhat risky, but rewarding option in neutral.
Toggle Hitboxes
Toggle Hitboxes
2A
2A
SS7 sogetsu 2A.jpg
SS Sogetsu 2A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 6 4 11 19 -1 -4 5 Yes No No No

Sogetsu does a quick crouching chop.

  • Same as 5A but with better frame advantage.
Toggle Hitboxes
Toggle Hitboxes
2B
2B
SS7 sogetsu 2B.jpg
SS Sogetsu 2B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
80 Mid 10 2 20 31 -1 -12 10 Yes Yes Yes No

Sogetsu slashes at his opponent's ankles.

  • Special cancellable.
  • Shorter range than 5B, but with faster startup.
Toggle Hitboxes
Toggle Hitboxes
2C
2C
SS7 sogetsu 2C.jpg
SS Sogetsu 2C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Low 18 3 33 53 KD -28 25 No Yes No No

Sogetsu leans forward and does a low slash.

  • Recoil cancellable, making it the preferred option to use in neutral.
  • Gives a good enough knockdown on hit to set a bubble.
  • Hard to punish on block due to the aforementioned recoil cancel option, allowing Sogetsu to frametrap with pillar at any time.
Toggle Hitboxes
Toggle Hitboxes

Near Slashes

n.5B
n.5B
SS7 sogetsu N.5B.jpg
SS Sogetsu n5B hb.png
Frame 1
SS Sogetsu n5B hb 2.png
Frames 2-3
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 10 3 22 33 -3 -12 10 Yes Yes Yes No

Sogetsu quickly slashes downwards.

  • His main combo tool after a deep jump-in.
Toggle Hitboxes
Toggle Hitboxes
n.5C
n.5C
SS7 sogetsu N.5C.jpg
SS Sogetsu n5C hb.png
Frames 1-2
SS Sogetsu n5C hb 2.png
Frames 3-4
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 Mid 18 4 31 52 -5 -28 25 No Yes Disarm No

Sogetsu does a stationary spinning slash.

  • Recoil cancellable.
  • Same as 5C in animation, but worse overall due to no knockdown and less damage.
  • Has suprisingly tall hitbox, which makes it useful as an anti-air
  • In most situations where you get to use n.5C, it's better to do 2C instead for the knockdown, since they share the same startup and recoil cancel properties.
Toggle Hitboxes
Toggle Hitboxes

Kicks

5D
5D
SS7 sogetsu 5D.jpg
SS Sogetsu 5D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 13~16 4 14 30 -2~+1 -4~-1 5 No No No Yes

Sogetsu does a quick, curved knee strike.

  • Gains low invuln on the 7th frame of startup which lasts for 12 frames.
  • Safe on block in most cases, allowing for tickthrow situations.
Toggle Hitboxes
Toggle Hitboxes
6D
6D
SS7 sogetsu 6D.jpg
SS Sogetsu 6D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Low 10 5 14 28 -3 -6 5 Yes No No Yes

Sogetsu does a quick kick at his opponent's ankles.

  • Hits low.
  • Special cancellable.
  • Reaches slightly further than his 2D.
  • Useful for high-low mix, as it's a standing low.
Toggle Hitboxes
Toggle Hitboxes
2D
2D
SS7 sogetsu 2D.jpg
SS Sogetsu 2D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 6 3 9 17 +1 -2 5 No No No Yes

Sogetsu does a low kick.

  • Solid range for a 2D.
  • Used for high-low mix.
Toggle Hitboxes
Toggle Hitboxes
3D
3D
SS7 sogetsu 3D.jpg
SS Sogetsu 3D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Low 12~19 8 22 41 -5~+2 -14~-7 5 No No No Yes

Sogetsu does a sliding kick.

  • Similar to his 66D, but doesn't knock down on hit.
  • Travels further than 66D.
Toggle Hitboxes
Toggle Hitboxes

Dash Normals

66A
66A
SS7 sogetsu 66A.jpg
SS Sogetsu 66A hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 11 5 16 31 -4 -9 5 No No No No

Sogetsu does a running chop.

  • Standard running poke in neutral.
Toggle Hitboxes
Toggle Hitboxes
66B
66B
SS7 sogetsu 66B.jpg
SS Sogetsu 66B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 21 2 30 52 KD(+71) -16 10 No No No No

Sogetsu does a running somersault slash.

  • Knocks down on hit, allowing for bubble oki after.
  • Has decent forward momentum.
Toggle Hitboxes
Toggle Hitboxes
66C
66C
SS7 sogetsu 66C.jpg
SS Sogetsu 66C hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
140 Mid 10~13 5 30 48 KD(+85) -18~-15 20 No No Disarm No

Sogetsu does a running circular slash.

  • A running version of his 5C without the wallbounce and forward momentum. Grants knockdown on hit.
  • Because of the lack of momentum, it makes for a very solid poke that's hard to punish unless it's done preemptively, especially when spaced correctly.
  • Shares the tall hitbox of his n.5C.
Toggle Hitboxes
Toggle Hitboxes
66D
66D
SS7 sogetsu 66D.jpg
SS Sogetsu 66D hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 9~16 8 20 36 KD(+97) -15~-8 5 No No No Yes

Sogetsu does a running slide.

  • Knocks down on hit, but has less forward momentum than 3D.
Toggle Hitboxes
Toggle Hitboxes

Air Normals

j.A
j.A
SS7 sogetsu J.A.jpg
SS Sogetsu jA hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 5 4 - - - - 5 No No No No

Sogetsu does a quick downward air slash.

  • Solid air-to-air.
  • Faster than j.B, but has worse reach.
Toggle Hitboxes
Toggle Hitboxes
j.B
j8.B
SS7 sogetsu J8.B.jpg
SS Sogetsu j8B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
120 High 10 4 - - - - 10 No No No No

Sogetsu does a wide air slash forward.

  • Similar to jA but with bigger reach.
Toggle Hitboxes
Toggle Hitboxes
j.B
j7/9.B
SS7 sogetsu J7-9.B.jpg
SS Sogetsu j9B hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 8 2 - - - - 10 No No No No

Sogetsu does a downwards air slash.

  • Bigger vertical reach than his j8B.
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
SS7 sogetsu J.C.jpg
SS Sogetsu jC hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 High 12 3 - - - - 20 No No No No

Sogetsu does a wide, downwards air slash

  • Generous hitbox, making for a good jump-in.
  • His best air-to-ground move.
Toggle Hitboxes
Toggle Hitboxes
j.D
j.D
SS7 sogetsu U.jD.jpg
SS Sogetsu jD hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 8 14 - - - - 5 No No No Yes

Sogetsu does a quick air kick.

  • Standard air kick.
  • Your best jump-in when unarmed.
Toggle Hitboxes
Toggle Hitboxes

Unarmed Normals

u.5S
u.5S
SS7 sogetsu U.5S.jpg
SS Sogetsu u5S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 4 11 20 +2 -5 5 No No No Only

Sogetsu does a quick chop.

  • Standard unarmed attack. Functionally similar to 5A
Toggle Hitboxes
Toggle Hitboxes
u.2S
u.2S
SS7 sogetsu U.2S.jpg
SS Sogetsu u2S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 6 3 11 19 +1 -4 5 No No No Only

Sogetsu does a quick crouching chop.

  • Functionally similar to 2A.
Toggle Hitboxes
Toggle Hitboxes
ju.S
ju.S
SS7 sogetsu JU.S.jpg
SS Sogetsu juS hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 6 10 - - - - 5 No No No Only

Sogetsu does a quick air chop.

  • Standard unarmed air attack.
Toggle Hitboxes
Toggle Hitboxes
u.66S
u.66S
SS7 sogetsu U.66S.jpg
SS Sogetsu u66S hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 11 7 14 31 KD(+107) -5 5 No No No Only

Sogetsu does a dashing chop.

  • Like all dashing unarmed normals, knocks down.
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Guard Break
Guard Break (Throw)
SS7 sogetsu Fthrow.jpg
5C+D / 6C+D
5C+D / 6C+D
SS7 sogetsu Bthrow.jpg
4C+D
4C+D
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral / Forward 0 Throw 3 - 71 74 +20 - - - - - Yes
Back 0 Throw 5 - 69 74 +25 - - - - - Yes

Universal throw.

  • Allows for a short combo after.
  • Opponents can be thrown into bubbles, allowing for setups.
Surprise Attack
Surprise Attack (Overhead)
5B+C
SS7 sogetsu UOH.jpg
SS Sogetsu BC hb.png
Armed
Armed
SS7 sogetsu U.UOH.jpg
SS Sogetsu uBC hb.png
Unarmed
Unarmed
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 60 High 21 2 26 48 +2 -16 10 No No No No

Sogetsu does a vertical somersault slash.

  • Universal overhead. Doesn't knock down.
  • Essential to his high-low mix, as the lack of a knockdown allows people to get pushed into bubbles, giving Sogetsu a higher reward off of it than most characters.
Unarmed 60 High 20 4 21 43 KD(+100) -11 10 No No No Only

Sogetsu does a jumping kick.

  • Universal overhead.
  • Unlike most unarmed overheads, has no forward momentum.
  • Knocks down.
Toggle Hitboxes
Toggle Hitboxes
Dodge
Dodge
5A+B
SS7 sogetsu Dodge.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
N/A - 1 16 22 38 - - - - - - Yes

Universal dodge.

Stance Break
Stance Break
A+B during Just Defense
SS7 sogetsu Stance break.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 52 KD -24 - - - - Yes

Universal Stance Break.

Counter (Deflect) / Blade Catch
Counter (Deflect) / Blade Catch
236A+B
SS7 sogetsu Deflect.jpg
Weapon Deflect
Weapon Deflect
SS7 sogetsu Blade catch.jpg
SS7 sogetsu Blade catch 2.jpg
Blade Catch
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 46 +35~+59 - - - - - No

Universal deflect. Light/medium slashes stun the opponent on successful deflect. Heavy/running slashes disarm the opponent on successful deflect.

Unarmed 0 N/A 2 12 9 22 KD - - - - - Only

Universal Blade Catch. Knocks down and disarms, regardless of slash strength.

Rage Explosion
Rage Explosion
5A+B+C
SS7 sogetsu RE.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Unblockable 21 1 - 58 0 - - - - - No

Universal Rage Explosion.

  • Due to the explosion putting the opponent in unblockable, 0 damage hitstun with high pushback, it's possible to push people into your bubbles with specific setups, allowing for very risky, but potentially game-winning conversions.
Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS7 sogetsu Issen.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 - - - KD -44 - - - - No

Universal Issen. Damage scales off of missing health.

Command Moves

Wall Jump
Wall Jump
(near wall)9
SS7 sogetsu Wall jump.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - Yes

Standard wall jump.

Special Moves

Moon Glow
Moon Glow
623S
SS7 sogetsu 623S.jpg
SS Sogetsu 623S hb.png
Abunai desu yo.
Abunai desu yo.
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A / Rage 100 / 144(48x3) Mid 12 / 18 10 28 56 / 56 KD(+117) /KD(+107) -18 / -10 5 / 9 No No No No

Sogetsu summons a water pillar that sprouts from the ground.

  • Knocks down on hit.
  • Sogetsu's main screen control and combo tool.
  • Rage version hits an additional 2 times and grants a better knockdown.


  • A version hits a character's length away from him.
  • Has head invulnerability for the first 11 frames of startup, making it an excellent anti-air.
  • His ender after n5B.
B / Rage 100 / 144(48x3) Mid 18 / 18 10 33/31 60 / 58 KD(+115) / KD+109) -22 / -12 5 / 9 No No No No
  • Hits midscreen.
  • Sogetsu's main combo tool and confirm from 5B.
C / Rage 100 / 144(48x3) Mid 18 / 18 10 37/33 64 / 61 KD(+90) / KD(+112) -26 / -15 5 / 9 No No No No
  • Hits almost fullscreen.
  • Sogetsu's main punish tool for fireball attempts
Toggle Hitboxes
Toggle Hitboxes
Moon Rise
Moon Rise
236S
SS7 sogetsu 236S.jpg
SS Sogetsu 236S hb.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 30 Mid 51 110 16 65 +24 +8 5 No No No No

Also referred to as "bubble".

Sogetsu places a water bubble onto the screen that stuns opponents on hit.

  • Sogetsu's infamous oki tool.
  • Bubble placements vary with slash strength.
  • Holding the slash button after the bubble comes out does Aquatic Moon Rise.
  • Essential to his gameplan, as it's the crux of his okizeme and his main setup tool.
  • The bubble will stay active for 110 frames before disappearing.
  • A version places the bubble a character length away from Sogetsu.
B 30 Mid 61 110 14 73 +26 +10 5 No No No No
  • Places the bubble at mid-screen length.
C 30 Mid 71 110 12 82 +27 +11 5 No No No No

Sets the bubble nearly fullscreen.

Toggle Hitboxes
Toggle Hitboxes
Aquatic Moon Rise
Aquatic Moon Rise
236[S]
SS7 sogetsu 236(S).jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid - 110 - 159 +39 +23 5 No No No No
  • Holding the slash button after doing 236S allows Sogetsu to move the bubble and alter its position as long as the bubble is active.
  • Sogetsu cannot move while the bubble is being moved.
  • Used in setups where the default bubble position won't work for some setups, as well as area denial.
New Moon
New Moon
214S
SS7 sogetsu TP.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A N/A - 19 25 15 58 - - - No No No No

Also referred to as "teleport".

Sogetsu vanishes into a water puddle before reemerging.

  • Used mainly for repositioning and after recoil cancels, although it can be used to close in and punish certain moves.
  • Sogetsu's position after teleporting depends on the slash strength used.
  • A version teleports Sogetsu at the end of the screen.
B N/A - 19 25 9 52 - - - No No No No
  • Teleports Sogetsu right in front of the opponent.
  • Very situational teleport.
  • Can be used as a hard callout for jumps, as it places you right below the opponent during the height of their jump arc when done during jump startup.
C N/A - 19 25 13 52 - - - No No No No
  • Teleports Sogetsu right behind the opponent.
  • Used to punish certain fullscreen moves and to check if the opponent is paying attention.
  • Risky to use against aware opponents.
  • Has strike invulnerabilty for the first 3 frames after emerging, but still has a throw hurtbox.

Supers

Weapon Flipping Technique

Lunar Slash
236B+C
SS7 sogetsu WFT1.jpg
SS Sogetsu WFT hb.png
No longer burstable.
No longer burstable.
SS7 sogetsu WFT2.jpg
SS7 Sogetsu WFT 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
408 (36x6,60x2,72) Mid 1+15 81 60 - KD -40 - No No No No

Sogetsu attacks the opponent with a flurry of spinning slashes before stabbing his sword into the ground and finishing the opponent with a water blast.

  • Solid damage WFT.
  • Rather fast startup, so it can be combo'd into from his B buttons, even at tip range, and from most setups.
  • Very unsafe on block.
Toggle Hitboxes
Toggle Hitboxes

Super Special Move

Blood Moon Prison
641236C+D
SS7 sogetsu SSM.jpg
SS Sogetsu SSM hb.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
640 Low 10+24 1 70 - KD -59 - No No No No

Sogetsu sends forward a wave of water that traps the opponent in a big water bubble, then tosses two water shurikens into the bubble to shred the opponent before making the bubble burst with a water droplet.

  • Goes fullscreen, allowing for very heavy punishes on certain moves, making the opponent wary of using them.
  • Hits low.
  • Fast enough to be done from most successful medium slash deflects.
Toggle Hitboxes
Toggle Hitboxes

Combos

List combos, use numpad notation.

  • 5B xx 623B / WFT
    Mid range punish combo.
  • n.5B xx 623A / WFT
    Close range punish combo.
  • 5CD / 4CD...
    Throw...
    • 5B xx 623B / WFT
      Standard throw follow up.
    • n.5B xx 623A / WFT
      Corner throw follow up.
    • 5C
      The optimal basic follow up, only after back throw.
  • jump C (Deep hit)...
    • 5B xx 623B / WFT
      Midscreen combo.
    • n.5B xx 623A / WFT
      Corner combo.
    • 5C / n.5C
      Universal combo after jump C deep hit.
    • Lighting Blade
      Issen combo.
  • 236S (Ground hit)...
    • 2C
      Basic follow up with decent range for a knock down.
    • 5B xx 623B / WFT
      Midscreen follow up.
    • n.5B xx 623A / WFT
      Corner follow up.
    • 5C / n.5C / 66C
      5C is more damaging than pillar combo or 2C but need to be fast to connect.
    • SSM
      SSM follow up.
    • Lighting Blade
      Issen combo.
  • 236S (Air hit)...
    • 623S
      Juggle combo.
    • j.C / 5C
      Inconsistent but will connect.

Guard Crush

  • n.5C / 5C...
    After recovery...
    • SSM
      SSM follow up. (Be careful with opponent bursting to avoid it)
    • The only reason to not cancel the recovery is for SSM, or else go for the one below for optimal damage.
  • n.5C / 5C...
    Cancel recovery...
    • Lighting Blade
      Universal Issen combo.
    • 236A(Hold)...
      Control the bubble by holding back to connect...
      • 5B xx 623B / WFT
        Follow up with medium combos. Knocks down.
      • n.5C
        Follow up with a heavy. MAX damage (Slight more than pillar combo) without rage but no knock down.

Videos

Colors

SS Sogetsu 1.png
SS Sogetsu 2.png
SS Sogetsu 3.png
SS Sogetsu 4.png


External Links


General
FAQ
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Patch Notes
System Data
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Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora