Shin Koihime Musou/Chouun
Chō'un Shiryū (趙雲 子龍, Zhao Yun - Zilong)
Real name: Sei (星, Xing)
A mysterious girl who appears calm, collected, and very powerful. She has a bit of a mischievous side and teases the other girls whenever the opportunity arises. She also assumes the identity of a hero of justice named Butterfly Mask. Despite her playful nature, she is surprisingly pure at heart.
(Cancelable) Chouun turns her back and kicks at the opponent. There is a high chance that you won't be using this often.
(Cancelable) One of Chouun's primary poking tools. Get used to using this...because you will be using it a lot.
(Cancelable) A useful normal for fatal counter combos and overall pressure. cl.B is the only chainable normal which can be chained (and delayed) into cl.C
Great mid-range poke with decent recovery.
| 2B .
(Cancelable) Fast low cancelable poke, absolutely fantastic.
(FATAL) cl.C is the best normal to use as far as damage goes, and can be used to counter terrible crossup attempts. You can get a fatal counter with this, and will always achieve max damage in a combo. Wallbounces an opponent in fatal counter state.
Best standing range. Can be utilized as a decent poke. Terrible recovery.
(Cancelable) Great range for an anti-air, but can be completely unreliable at times.
A simple jump kick that can crossup.
The most reliable normal for jump-ins and air-to-air.
Jumping normal with downward hitbox. You'll be using this if you're not using j.B. Can be used as an Instant overhead.
(FATAL) Overhead kick. Causes fatal counter.
(FATAL) Anti-air kick. Causes air fatal counter.
(FATAL) Shoulder tackle. Has decent range. Causes fatal counter.
(FATAL, Cancelable) A Medium speed sweep with decent range.
Note: All calculations below are from raw damage.
| Ryuugeki - 236ABC
Spear stabs. A, B, and C is 3 hits. EX is 6 hits. EX version can not be teched if you hit your opponent in the air. All versions causes untechable knockdown during fatal counter state. Each version has it's own speed, with C being the slowest, and EX being the fastest.
A = 1320 (Counter = 1370)
B = 1440 (Counter = 1500)
C = 1560 (Counter = 1620)
EX = 1700 (Counter = 1750)
| Ryuuga - 623ABC
Dragon kick. A is an anti-air and has guard breaking properties. B is barely in the air, but sends Chouun forward. C is a slide. EX is a better A version in terms of vertical and horizontal distance, and can even place the opponent in a FC state, but can not break guards. B and C versions only knockdown on counter hit; C being untechable.
A and C = 1200 (Counter = 1320)
B = 1000 (Counter = 1100)
EX = 1600 (Fatal Counter = 1760)
| Souryuusei - 22ABC
Chouun knocks the opponent in the air and performs some stylish stabs with her spear. Each version contains 7 hits. Can beat out poorly timed jump-ins and works as an anti-crossup. EX version has invulnerable frames, but slow startup. Using this as an ender is probably the best way to utilize this special move during combos, as it leaves you at neutral.
A = 1460 (Counter = 1510)
B = 1510 (Counter = 1560)
C = 1560 (Counter = 1620)
EX = 1860 (Counter = 1940)
| Seiun Shinmyougeki - 2363214C
Chouun lunges forward with her spear. Above-average range. Always leaves your opponent in the corner of the direction you're facing on hit. 2 hits; the second hit placing the opponent in a crumple state, which gives you an opportunity for some extra hits.
Damage = 2240 (Counter = 2320)
| Kachou Kenzan - 236B+C
Chouun charges at her opponent, stands on her head, puts on her Butterfly Mask, and starts a combo. 9 hits outside of fatal counter.
Damage = 5170 (Minimum), 5720 (Maximum)
2A/5A > 22ABC
2A > 22X(22A has most range)
2A > 2A > 2A > 236AB *fewers A'a=more damage
j.xx > 2C/cl.5B/2B/3C > *xx
2B > 623B , 2A > 236A+B (2380 damage, can't be point blank)
2B > 623B , 22A (2480 damage, needs more distance then above combo)
2B > 623B , cl.5B > 22C *Corner only
- Any special move or non-fatal super
Lighting Loop - FATAL , j.C , 6B , dash under (2C > 236A)xN , 5B>C , 3B j.C 236B+C
- The trick is to delay the 2C so it hits just after they go past you.
- 9.15k from sweep while cornered.
Lighting Loop Double Dribble - FATAL , j.C , 6B , dash under (2C > 236A)xN , 5B>C,3B , dash under (2C > 236A)xN , 236B+C
- 11.2k from sweep while cornered.
Lighting Loop Chain Extension - FATAL , j.C , 6B , dash under (2C > 236A)xN , 236D , delay , 9j.A , (2C > 236A)xN , 5B>C , 3B j.C 236B+C
- Easier then above version and most damage.
- The trick is to hit the DP a bit on the early side before your chain
- Lighting Loop has been removed in PS3 version stops at 5 reps, I might post a version using the same concept but with new optimal damage...maybe.
FATAL , cl.B>C , 3B , 6B , j.B , j.C , cl.B > xx
FATAL , cl.B>cl.C>3B>6B>j.B>j.C>cl.B>236AB[623AB]>2B>2363214C>66>22C(AB)
FATAL , 8/9j.C , 3B , 9j.C *late as possible , dash cl.5B , 6B , 9j.C/dash under cl.5B , cl.5B > C dash cl.5B > C , 236B+C
Lighting Loop Corner Variation - FATAL , 9j.C , 6B , dash 5B > C , dash 5B > 623A , (2C > 236A)xN , 236B+C
- You use the dash momentum to hit the 5B on the backside and 623A should come out auto corrected in the other direction and trapping them.
- Character specific...doesn't seem to work on smalls.
You can end this with another chain varation but it's really tricky because of how many reps you have done....and this combo does 9k+ anyways so you almost never need it.
- See above
FATAL , 9j.C , 6B , 2C > 623B , 3B , step slightly forward , 2C , cl.5B > C , cl.5B > C , 236B+C/[3C > 22C] (7560/5240 damage with 3C starter)