Shin Koihime Musou/Kannei
Introduction
Kannei is the head ninja that works underneath Sonken, the princess of Go. She is a skilled tactician and a straight laced military personality who is very devoted to her kingdom. Her playstyle makes use of fast footwork at neutral and solid control of corner space. She has short range normals, but to make up for it she has interesting movement options such as an invincible teleport and a projectile invulnerable dash.
Combos
ender = 236A~A / 236A+B~A / 2363214C + Counter hit bonus damage
cl.5B , 2B/cl.5B > ender (2220/2580/4060 + 90)
236X~C/5C , cl.5B > ender (1920/?/? + 50 CH)
CH cl.5B/2B > 236A+B~C , cl.5B > ender (2570/?/4050)
CH cl.5B , dash cl.5B , 2B > ender (2650/2890/4250)
CH 236X~A , 2A (1520)
Fatal Combos
Corner
FATAL, dash cl.5C , j.2C , cl.5B > 236A~C , 3B , j.C , 6C , 5B > 236A~C
Midscreen
FATAL , dash cl.5C , dash 2B > 236C->B(cross under) , 2B > 236C->C , 6C , cl.5B > 236B->B , 3B , {dash j.2C, cl.5B > 236A->C} / {dash under cl.5B > 236B-B , 2B > 236C->C} , (236C->A ,) 236B+C
FATAL , dash cl.5C , dash 2B > 236C->B(cross under) , 2B > 236C->C , 6C , cl.5B > ( cl.5B > ) 236B~~B , 3B , dash cl.5B > 236C->B(cross under) , cl.5B > 236B->B , 2B > 236C->C , (236C->A ,) 236B+C
FATAL , 9j.B , cl.5B > 236B->B , (cl.5B > 236B->B) , cl.5B > 236A+B->B , step forward 2B > 236C->B(cross under) , cl.5B > 236A->C , 6C , dash slightly cl.5B > 236B->B , 3B , dash cl.5B > (236C , cl.5B >) 236C->B(cross under) , cl.5B > 236C->C , 236C->A , 236B+C
- Most damage and most reliable nice.
Move List
Normal Moves
5A
(Cancelable) Possibly the fastest jab in the game. Threatening at close ranges. Small startup. |
2A
(Cancelable) Fast, hits twice. More active than 5A and can be punished. |
j.A
Kannei's jump in. Decent range vertically. OTGs after fatal counter. Can be used as an instant overhead. |
5B
Average range at midscreen. Extremely fast midrange poke slightly minus on block but will stuff a lot of stuff due to its speed. |
cl.5B
(Cancelable) Very solid close range poke. Fast, hitbox extends slightly above Kannei's head. Very plus on block, can combo into self or 2B on hit. |
2B
(Cancelable), Great anti air and combo extender. fast startup. |
j.B
Air to air and oki. The vertical range is terrible, making it better used as an oki option since it crosses up. |
5C
Slides Kannei forward. Combo tool. Punishable startup but safe afterwards(if the 4th hit connects), making it something of a counterpoke at longer ranges. Hits multiple times. Can follow up with cl.5B, if 4th hit connects. |
cl.5C
(FATAL, Low Guard Crush) Huge startup, causes guard break on block. Can cl.5B after guard crush for combo.
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2C
Low profile move good range normally safe on block hits mid. |
j.C
Solid air to air. |
Command Normals
6B
(FATAL) Fairly quick overhead, low crushes about 1/2 way though the animation. Very punishable on block.
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3B
(FATAL) Launcher, fast startup deceptively long range.
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6C
(FATAL) Decent FC poke because it slides Kannei forward.
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3C
(FATAL) Great FC poke. One of her 2 low attacks, has a low profile and is safe at max range. | ||
j.2C
Can be used as really fast overhead, if it hits you can combo off of it, if blocked late it's safe sometimes even plus, if blocked immediately it's very punishable. Mix this up with cross j.B as it doesn't crossup. This move has a huge hitbox and will stuff most things.
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Special Moves
Meiyuuzan - 236ABC
Projectile invincible dash that acts as a stance. A/B/C versions extend the distance of the dash. Can be followed up with A, B, or C for an offensive option.
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EX Meiyuuzan - 236A+B
Invincible dash that acts as a stance. Travels about half screen Can be followed up with A, B, or C for an offensive option, loses invincibility after you press a button.
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Fusaku Shinmyou - 214ABC
Sends out a projectile slash to both sides. A/B/C versions have longer startup and travel further with each respective button. A version is safe as long as you are out of cl.B/A range. Easy to jump over.
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Funkei no Geki - 623ABC
Teleport with fully invincible startup. The travel distance is short and the cooldown is a bit punishable. Note that the A and C versions can cross up.
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Supers
Shura no Michi - 2363214C
Kannei invincibility dashes to half screen and does a flurry of slashes. 3840 damage raw. Costs 3 bars. Fairly unsafe on whiff. Advantageous on block because it guard breaks the opponent. |
Yomi e no Izanai - 236B+C
Kannei kicks the opponent and triggers a cutscene. Fatal Counter super. Does roughly 4030 damage raw and 2940 minimum. Costs 4 bars. |