Tuesday, October 4, 2016

Koihime Enbu - Simple Character Notes

Just search for the character/assist you want. I would like to add links but the site has been fussy and I can't figure it out.

Notes: Things labeled as invincible means, almost universally, on startup only. It is intended to be used as a reversal option. Also, despite how some of them look, all 6Bs are invincible to lows and are labeled as such. Anything in brackets [5C] means it needs to be held.

As always, if anything needs to be added/removed/corrected, please let me know and I shall amend it.

Updated: December 8, 2016-Revised a lot of text. Added and removed things where necessary. Added Assist section. Cleaned up the formatting a bit.

Characters

Shoku

Aisha/Kan'u
5A-Short Range. Hits up to 3x.

2A-Low. Short Range(about the same as 5A). Hits up to 3x.

5B-Decently tall hitbox. Fast.

F5B-Good ranged poke.

2B-Good poke but shorter than 5B.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter.

3B-Short range. Anti-air. Fatal Counter/Launcher.

5C-Fatal Counter. Strongest Fatal Counter starter. Destroys projectiles.

F5C-Has a follow-up. Moves Aisha forward. F5CC Mid. Second hit is a fatal if first did not connect. If done on the last few frames of the attack the second hit can fatal regardless if the first hit connected. Both hits destroy projectiles.

2C-Low. Long range. Slow startup. Heavy damage. Knocks down on counter hit.

6C-Fatal Counter. Moves Aisha forward. Destroys projectiles.

3C-Low. Moves Aisha forward. Fatal Counter. Can be special canceled!

j.A-Overhead.

j.B-Overhead. Best air-to-air.

j.C-Overhead. Best jump-in. Can hit behind. Destroys projectiles.

236ABCEX-Only speed of projectile changes. EX is fastest, knocks down, and does more damage. EX eats non-EX projectiles. Invincible.

214ABCEX-All overhead. Only range changes. EX reaches farthest and is a Fatal Counter.

623ABCEX-Number of hits varies. A is 2 hits, B is 3 hits, C is 4 hits and can anti-air. Damage increases slightly and lasts longer. EX hits twice but does the most damage. Great anti-air due to invincibility.

Combo!
5C > 2B > 623C > F5CC > 3B > Full Burn

Rinrin/Chouhi
5A-Hits up to 3x.

6A-Short-range. Moves Rinrin forward.

2A-Hits up to 3x.

5B-Close-range. Terrible anti-air!

F5B-Good poke. Decent damage.

2B-Low. Good range.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter. Moves Rinrin forward.

3B-Anti-air. Fatal Counter. Launches on Fatal.

5C-Close-range. Can be special canceled.

F5C-Can be held. Heavy damage. Damage increases when held for a moment. Fatal Counter when fully charged but does no additional damage. Guard crushes at full charge. Strongest Fatal Starter. Destroys projectiles.

2C-Airborne. Can avoid lows. Short reach.

6C-Airborne. Can avoid some lows. Fatal Counter. Moves Rinrin forward. Destroys projectiles.

3C-Low. Fatal Counter. Knocks down on normal hit. Moves Rinrin forward. Can go under projectiles.

j.A-Can cross over.

j.B-Good jump-in. Can switch sides. Hits crouching while rising.

j.C-Good air-to-air and a good jump in. Can hit behind.. Can be special canceled. Destroys projectiles.

236ABCEX-Range differs. Hits up to 3x. Aerial EX is an overhead. EX knocks down on normal hit. B, C, and EX destroy projectiles. EX is invincible.

632146ABCEX-Damage varies. Unblockable command grab. EX is invincible.

623ABCEX-Trajectory differs. A is a great anti-air. C is a Low and goes under projectiles. Damage increases in corner. EX is invincible and destroys projectiles.

Combo!
[F5C] > 2C > j.C > 6C > j.C > 3B > Full Burn

Sei/Chou'un
5A-Short-Range. Hits up to 3x.

2A-Low. Longer range than 5A. Hits up to 4x.

5B-Tall hitbox. Very short-range.

F5B-Long-range poke. Can avoid lows.

2B-Low. Decent range.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter. Moves Sei forward.

3B-Fatal Counter. Anti-air. Launches on Fatal.

5C-Fatal Counter. Tall hitbox. Strongest meterless Fatal starter. Destroys projectiles.

F5C-Long range. Heavy damage. Goes over low attacks. Destroys projectiles.

2C-Huge vertical hitbox. Anti-air.

6C-Fatal Counter. Very active. Moves Sei forward. Destroys projectiles.

3C-Low. Fatal Counter. Normal hit knocks down. Moves Sei forward. Can be special canceled!

j.A-Overhead. Quick jab. Suprisingly active.

j.B-Overhead. Decent air-to-air.

j.C-Overhead. Best Jump-in. Can switch sides. Destroys projectiles. Hits crouching while rising.

236ABCEX-Damage differs. B, C, and EX destroy projectiles. EX hits more times, and is invincible.

623ABCEX-Trajectory differs. A guard crushes and can anti-air. C can slide under projectiles and is a low. EX is a Fatal Counter and does more damage. A and EX miss crouching. EX is invincible.

22ABCEX-Damage differs. Destroys projectiles. EX does the most damage and is invincible.

Combo!
5C > j.C > 6B > 6C > 3B > Full Burn

Sui/Bachou
5A-Hits up to 3x.

2A-Low. Hits up to 3x.

5B-Close-range.

F5B-Decent reach and damage.

2B-Low.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter. Moves Sui forward.

3B-Anti-air. Fatal Counter. Launches on Fatal.

5C-Airborne. Can avoid lows. Hits up to 2x. Anti-air. Both hits can be special canceled.

F5C-Hits up to 3x. Third hit can miss at max range. Destroys projectiles. Heavy damage.

2C-Great anti-air. Hits up to 3x. Third hit can miss at max range. Destroys projectiles.

6C-Airborne. Can avoid lows. Fatal Counter. Destroys projectiles. Strongest Fatal starter. Moves Sui Forward.

3C-Low. Fatal Counter. Knocks down on normal hit. Moves Sui Forward.

j.A-Overhead. Hits up to 3x.

j.B-Overhead. Good air-to-air.

j.C-Overhead. Best jump-in. Can hit behind. Destroys projectiles. Can be special canceled.

236ABCEX-Can be held. Spear strike damage differs. Range increases on full charge. Destroys projectiles. EX eats non-EX projectiles. EX does the most damage, knocks down, and is invincible.

214ABCEX-Distance varies. Great anti-air. Holding increase range and damage. Can be followed-up even on whiff. EX does the most damage and is invincible.

623ABCEX-Distance varies. Airborne. Can avoid lows. Hits up to 3x. B and C versions can destroy projectiles. EX hits once for heavy damage, knocks down, and is invincible. EX is an overhead if done in the air.

Combo!
6C > j.C > 6C > 2C > 623C > 6B > j.C > 623C > 3B > Full Burn

Gi

Karin/Sousou
5A-Hits up to 3x.

2A-Low. Hits up to 3x. Good reach.

5B-Close-range. Hits up to 2x. Both hits can be special canceled.

F5B-Good poke. Can be special canceled.

2B-Same range as F5B. Hits up to 3x.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter.

3B-Fatal Counter. Tall and narrow hitbox. Anti-air. Launches on Fatal.

5C-Close-range. Hits up to 5x. Destroys projectiles.

F5C-Airborne. Can avoid certain lows. Second and third hits are overheads. If only last hit connects, it can be a Fatal. Can do heavy damage. Moves Karin forward a lot. Destroys projectiles.

2C-Low. Short and small hitbox. Knocks down on Counter-hit. Good damage.

6C-Fatal Counter. Airborne. Can avoid lows. Strongest normal Fatal starter. Moves Karin forward. Very Active. Destroys projectiles.

3C-Low. Fatal Counter. Knocks down on Normal-hit. Can be special canceled!

j.A-Overhead. Short-range.

j.B-Overhead. Best jump-in. Can hit behind. Hits crouching while rising.

j.C-Overhead. Hits up to 3x. Good damage. Can cross over. Destroys projectiles.

j.2C-Can switch sides.

236ABCEX-Speed differs. EX goes full-screen, knocks down, eats non-EX projectiles and is invincible. EX hits overhead if done in the air.

214ABCEX-Distance and damage differ. B, C, and EX destroy projectiles. EX hits 5X, does the most damage, and is invincible.

623ABCEX-Overhead. Distance differs. All versions destroy projectiles. EX goes the furthest, does more damage and is a Fatal Counter. EX is invincible.

Combo!
6C > 6C > F5C > j.C > 236A > Full Burn 

Shunran/Kakouton
5A-Good reach. Hits up to 4x.

2A-Hits up to 3x.

5B-Close-range. Hits 2x. Both hits can be special canceled.

F5B-Can be special canceled.

2B-Low.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter. Moves Shunran forward.

3B-Anti-air. Fatal Counter. Launches on Fatal. Moves Shunran forward.

5C-Close-range. Hits 6x. Can follow-up with certain specials.

F5C-Destroys projectiles. Can be held. Heavy damage. Slight charge does more damage. Fatal Counter on full charge. Fatal does less damage. Full charge on normal hit does the most damage. Full charge causes guard crush.

2C-Destroys projectiles. Great anti-air. Can be held. Slight charge does more damage. Full charge causes heavy damage and guard crush. Fatal Counter on full charge. Fatal does more damage. Can be special canceled uncharged.

6C-Fatal Counter. Can be held. Slight charge does more damage. Full charge causes heavy damage and guard crush. Knocks down on normal hit. Shunran moves forward based on level of charge.

3C-Low. Normal hit knocks down. Fatal Counter. Can be special canceled!

j.A-Overhead.

j.B-Overhead. Best air-to-air. Can be special canceled.

j.C-Overhead. Best jump-in. Destroys projectiles. Always fires before landing. Does more damage on normal hit if performed early. Fatal Counter if performed early. Fatal Counter does less damage.

236ABCEX-Distance varies. Follow-ups work even on miss. EX does more damage, destroys projectiles, and is invincible.

214ABCEX-Damage and usage varies. B can avoid lows. C is a good anti-air. B and C can cross over. A and EX destroy projectiles. EX is invincible.

623ABCEX-Range, damage, and height vary. Great anti-air. Knocks down. A has brief projectile invincibility. EX hits multiple times and will fire regardless. EX destroys projectiles and is invincible.

Combo!
[F5C] > j.C > j.B > 6C > 3B > Full Burn

Shuuran/Kakouen
5A-Hits up to 3x.

2A-Low. Hits up to 3x.

5B-CLose-range. Hits twice. Both hits can be special canceled.

F5B-Deceptive range.

2B-Same reach as F5B but worse damage.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter.

3B-Anti-air. Fatal Counter. Launches on Fatal.

5C-Close-range. Hits twice. First hit can be special canceled.

F5C-Good damage. Can be held. Partial charge does more damage. Fatal Counter on full charge and even more damage. Destroys projectiles. Full charge guard crushes.

2C-Low. Knocks down on counter hit. Slightly less range than F5C. Can go under some projectiles.

6C-Airborne. Can avoid lows. Fatal Counter. Moves Shuuran forward. Destroys projectiles.

3C-Low. Knocks down on normal hit. Fatal Counter.

j.A-Overhead. Very active.

j.B-Overhead. Best jump-in. Can hit behind.

j.C-Overhead. Best air-to-air. Can switch sides. Destroys projectiles.

j.2C-Overhead. Easy to miss. Can switch sides.

236ABCEX-Trajectory differs. A travels higher than B. C is useful for anti-airs. Can be held for slightly more damage. Eats non-EX projectiles. EX does more damage, knocks down, and is invincible. EX hits overhead if done in the air.

623ABCEX-Zones differ. Blockable command grab if close. Also counters opponents. A counters aerial attacks. B counters mid attacks. C counters lows. Fast, but not invincible outside EX. Some attacks may not follow this logic.

214ABCEX-Range differs. EX does more damage and tracks opponent. Can be jumped. Has some invincibility.

Combo!
[F5C] > j.C > 6C > j.C > 3B > j.C > 6B > Full Burn

Nagi/Gakushin
5A-Short-range. Hits 3x.

2A-Short-range. Hits 3x.

5B-Close-range. Hits up to two times. Both hits can be special canceled.

F5B-Decent range poke.

2B-Low. Same range as F5B but less damage.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter. Moves Nagi forward.

3B-Anti-air. Fatal Counter. Launches on Fatal.

5C-Close-range. Can be special canceled.

F5C-Same range as 5/2B. Strongest normal along with 2C. Destroys projectiles.

2C-Short-range. Strongest normal along with F5C. Causes guard crush on crouching only.

6C-Short-range. Fatal Counter. Strongest Fatal Starter. Moves Nagi forward. Destroys projectiles.

3C-Low. Same range as 2B/F5B. Normal hit knocks down. Fatal Counter.

j.A-Overhead. Very active. Poor air-to-air.

j.B-Overhead. Decent air-to-air and air-to-ground.

j.C-Overhead. Hits up to 2x. Best jump-in. Very active. Will always fire before hitting the ground. Destroys projectiles.

236ABCEX-Range differs. A and EX have brief projectile invincibility. B,C, and EX destroy projectiles. Follow-ups: A is a low. B is a frame trap and guard crushes crouching only. C combos and does more damage. EX goes furthest, hits 5x, is invincible and does the most damage. EX can go through EX projectiles.

623ABCEX-Damage and height differ. EX does the most damage. B, C, and EX destroy projectiles. Great anti-airs. EX is also invincible on the ground.

214ABCEX-Range, speed, and damage differ. EX goes full screen, knocks down, and does the most damage. EX eats non-EX projectiles. EX is invincible.

Combo!
6C > j.B > 5C > 236AC > j.C > 3B > Full Burn

Go

Renfa/Sonken
5A-Short-range. Hits up to 4x.

2A-Short-range. Hits up to 3x.

5B-Tall but narrow hitbox. So-so anti-air.

F5B-Decent poke but lacks range.

2B-Low. Lacks range.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter. Moves Renfa forward slightly.

3B-Fatal Counter. Anti-air. Launches on Fatal.

5C-Fatal Counter. Has a follow-up that can be delayed. Hits up to 2x. Both hits cause Fatal.

F5C-Farthest reaching normal along with 2C. Destroys projectiles. Destroys projectiles.

2C-Low. Sweeps on Counter-Hit. Heavy damage.

6C-Fatal Counter. Shorter range than F5C. Moves Renfa forward. Destroys projectiles.

3C-Low. Sweeps on Normal-Hit. Fatal Counter. Can be special canceled!

j.A-Overhead. Fast. Hits up to 3x.

j.B-Overhead. Best jump-in.

j.C-Overhead. Hits 2x. Best air-to-air. Destroys projectiles.

236ABCEX-Uses differ. A hits 2x and destroys projectiles. B counters mid and high but NOT 6B overheads. Does not counter projectiles. C counters lows and 6B overheads. Does not counter projectiles. EX hits 4x, destroys projectiles, and is invincible.

214ABCEX-Overhead. Destroys projectiles. Range differs. Desk has a hitbox. B and C are bad in the corner and C can jump opponent midscreen. EX does the most damage, knocks down, and is invincible.

22ABCEX-Damage differs. Superb anti-air. B, C, and EX destroy projectiles. EX is totally invincible, does most damage, and knocks down.

Combo!
6C > j.B > j.C > 5CC > 2B > 236A > 3B > Full Burn

Shishun/Kannei
5A-Hits up to 3x.

2A-Hits twice only. Can special cancel first hit.

5B-Close-range.

F5B-Deceptive range.

2B-Anti-air. Large hitbox.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter.

3B-Anti-air. Fatal Counter. Launches on Fatal. Airborne. Can avoid lows.

5C-Guard Crushes.

F5C-Hits up to 4x. Airborne. Can avoid lows. Moves Shishun forward. Destroys projectiles and can anti-air.

2C-Low. Knocks down on counter hit.

6C-Fatal Counter. Moves Shishun forward. Destroys projectiles.

3C-Low. Fatal Counter. Knocks down on normal hit. Moves Shishun forward.

j.A-Overhead. Tricky, but can switch sides. Hits crouching while rising.

j.B-Overhead. Best jump-in. Can hit behind.

j.C-Overhead. Best air-to-air. Can hit behind. Hits up to 4x. Destroys projectiles.

j.2C-Overhead. Can hit behind. Slows forward momentum.

236ABCEX-Range differs. A has brief projectile invincibility. Has a follow-up: A is a low. B guard crushes and is airborne. C is airborne and destroys projectiles. EX is invincible and grants more damage and new properties. A Knocks down. B is an overhead, destroys projectiles, and is a Fatal Counter. C does increased damage.

214ABCEX-Range differs. Destroys projectiles. EX eats non-EX projectiles. EX does more damage, knocks down and is invincible.

623ABCEX-All versions are invincible. A always moves left. B always stays put. C always moves to the right. EX allows additional inputs A, B, or C and receives their respective movement.

Combo!
6C > j.B > 6C > F5C > 3B > F5C > 5C > Full Burn

Shaoren/Sonshoukou
5A-Hits up to 3x.

2A-Hits up to 3x.

5B-Close-range. Decent maximum distance.

F5B-Can be special canceled.

2B-Low. More reach than [5B].

6B-Overhead. Airborne. Can avoid lows. Decent sized hitbox. Fatal Counter.

3B-Decent sized hitbox. Anti-air. Fatal Counter. Launches on Fatal.

5C-Close-range. Tall hitbox. Can anti-air. Guard crushes crouching only.

F5C-Long range. Certain lows can go under it. Lots of recovery. Destroys projectiles.

2C-Anti-air. Moves Shaoren back. Poor range on the ground. Destroys projectiles.

6C-Airborne. Can avoid lows. Fatal Counter. Strongest Fatal starter. Moves Shaoren forward. Dashing removes startup. Destroys projectiles.

3C-Low. Knocks down on normal hit. Fatal Counter. Can be special canceled!

j.A-Overhead. Good jump-in. Fairly active. Hits crouching while rising.

j.B-Overhead. Best air-to-air.

j.C-Overhead. Best jump-in. Can hit behind. Destroys projectiles.

236ABCEX-Range differs. Has up to 2 follow-ups. Large hitbox can anti-air and hit behind. All second and third hits destroy projectiles. EX has a different ender that tracks. EX does more damage, knocks down, destroys projectiles, and is invincible.

214ABCEX-Range differs. Has up to 3 follow-ups. Follow up A has the most range. B moves Shaoren forward and guard crushes. C has the tallest hitbox and knocks down. All versions and follow-ups destroy projectiles. All EX follow-ups knock down. EX is invincible.

623ABCEX-Range differs. All versions are projectile invincible and unblockable. Can grab airborne opponents low to the ground. EX has the biggest hitbox and does slightly more damage.

Combo!
6C > j.C > F5B > 214BA > j.C > 5B > 214BB > 6B > Full Burn

Minmei/Shuutai
5A-Hits up to 3x.

2A-Hits up to 4x.

5B-Close-range.

F5B-Good poke. Has a follow-up 214ABC.

2B-Low. Has a follow-up 214ABC.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter. Moves Minmei forward.

3B-Anti-air. Fatal Counter. Launches on Fatal.

5C-Close-range. Fatal Counter. Strongest Fatal starter. Can anti-air. Has a follow-up 214ABC.

F5C-Heavy damage. Has a follow-up 214ABC. Destroys projectiles.

2C-Heavy damage. Has a follow-up 214ABC. Destroys projectiles.

6C-Fatal Counter. Moves Minmei forward. Destroys projectiles.

3C-Low. Sweeps on normal hit. Fatal Counter. Moves Minmei forward.

j.A-Overhead. Fairly active.

j.B-Overhead. Best jump-in. Hits crouching while rising.

j.C-Overhead. Best air-to-air. Can hit behind.

236ABCEX-Take-off angle and kunai angle differ. EX is an overhead, does more damage, is invincible, and knocks down. EX eats non-EX projectiles. EX has projectile invincibility.

632146ABCEX-Damage differs. Surprising reach. Unblockable. EX does the same damage as C version and is invincible.

623ABCEX-Damage differs. Has a follow-up on hit. Great anti-air. Destroys projectiles. EX does the most damage and is invincible.

Combo!
5C > j.B > 5C > j.C > F5C-214X > 3B > j.C > Full Burn

Tou

Ren/Ryofu
5A-Short-range. Hits 3x

2A-Short-range. Hits 3x

5B-Short-range. Fast.

F5B-Long-range. Misses crouching far away. Great poke.

2B-Low. Decent poke.

6B-Overhead. Airborne. Can avoid lows. Fatal Counter. Moves Ren forward.

3B-Anti-air. Tall hitbox. Fatal Counter.

5C-Max distance is pretty far. Good damage. Destroys projectiles.

F5C-Minimum distance is far. ABSURD DAMAGE. Moves Ren forward slightly. Destroys projectiles. Guard crushes crouching only. Does not hit up close.

2C-Tall hitbox. So-so anti-air. Moves Ren forward. Destroys projectiles.

6C-Fatal Counter. Very active. Strongest meterless Fatal. Moves Ren Forward. Destroys projectiles.

3C-Low. Normal hit knocks down. Fatal Counter. Moves Ren forward. Can be special canceled!

j.A-Overhead. Short-range. Fairly active.

j.B-Overhead. Best jump-in. Hits crouching while rising.

j.C-Overhead. Best air-to-air. Destroys projectiles.

j.2C-Overhead. Can hit behind. Good damage. Destroys projectiles.

236ABCEX-Damage and range differ. Lots of knockback. Destroy projectiles. Guard crushes crouching only. C brief projectile invincibility. EX does the most damage but has slightly less range than C. EX does not fire if too far. EX is a Fatal Counter. EX is invincible.

623ABCEX-Damage differs. EX is an unblockable command grab. Great anti-air.

214ABCEX-Has follow-up attacks. Range differs. B, C, and EX destroy projectiles. EX hits 5x and is invincible.

Combo!
6C > Backdash > F5C > j.C > 3B > back up > Full Burn

Assists

Shoku

Shokatsuryou/Shuri
Hits up to 3x.
Travels about 3/4 of the screen.
Can be followed up.
Damage varies slightly sometimes.
Can be jumped over.
Gives a hard knockdown.
Eats non-EX projectiles.

Houtou/Hinari
Hits full screen.
Binds opponent temporarily.
Can be jumped.
Allows for simple follow-ups.
Causes a wall-bounce in the corner for additional damage.
Gives a hard knockdown.
Eats non-EX projectiles.

Gi

Jun'Iku/Keifa
Places a pitfall trap on the screen directly in front of opponent. If point-blank it will be under the opponent.
Can be blocked.
Best used when opponent is airbourne to reduce the chances of them seeing it.
Can be followed up.
Gives a hard knockdown.

Tei'Iku/Fuu
Gives a fixed distance attack in front of the player up to about half screen. Tracks opponent from maximum to minimum.
Very hard to impossible jump over it. I tried a few times, I never made it.
Can be followed up.
Gives a hard knockdown.
Destroys Projectiles.

Go

Shuuyu/Meirin
Gives a fixed distance attack in front of player. Reduces minimum distance after distance to target is less than maximum. Maximum distance is almost full screen.
Cannot be jumped over.
Can be followed up.
Gives a hard knockdown.
Eats non-EX projectiles.

Yasha/Ashe
Can hit up to 3x.
Item trajectories vary slightly but damage is always the same.
Can randomly miss. But goes full-screen.
Can be followed-up.
Can be jumped but success is random.
Eats non-EX projectiles.

Tou

Chinkyuu/Nenene
Summons a drop-kicking pal!
Can be jumped.
Slight delay.
Can be followed up.
Gives a hard knockdown.
Destroys projectiles.

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