Gameplay Overview
Gameplay Notes
He used to sit comfortably in the top-tier, and was probably his strongest in RBS, however he lost a lot of what made him strong in those games. He went from having a barrel-full of anti-airs to one (arguably two) and it's a normal. He has decent pokes, a fireball that can hit low, a nice command throw, a pursuit that hits anywhere on the screen, and an infinite (far and away the hardest in the game). He has less range than you think he would with a staff, limited combos, huge recovery of many of his specials / supers, and very few options to stop someone who's rushing.
Pros |
Cons
|
- Fireball that can hit low
- Pursuit that hits anywhere on screen
- Has an infinite (hardest infinite to do in the game)
|
- Lost most of his anti-airs from RBS
- Less range than he should with a staff
- Huge recovery on many of his specials/supers
- Very few anti-rush options
|
Normals
Standing
5A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
9
|
-
|
5
|
2
|
10
|
+4
|
0
|
HL
|
Y
|
-
|
-
|
|
n.5A (within 56 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
9
|
-
|
5
|
2
|
10
|
+4
|
0
|
HL
|
Y
|
-
|
-
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11
|
-
|
7
|
4
|
12
|
0
|
-4
|
HL
|
Y
|
-
|
-
|
- Sokaku does a quick side kick outwards towards the opponent.
- Has good reach
- Does good damage
|
|
n.5B (within 56 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11
|
-
|
7
|
4
|
12
|
0
|
-4
|
HL
|
Y
|
-
|
-
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
24
|
-
|
8
|
2
|
24(12)
|
+14
|
+8
|
HL
|
N
|
-
|
-
|
- Sokaku does a quick side kick outwards towards the opponent.
- Has good reach
- Does good damage
- If the opponent blocks or gets hit by it, the recovery will be reduced
|
|
n.5C (within 74 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
12.12
|
-
|
8
|
3,3
|
20
|
+3
|
-3
|
HL
|
Y
|
-
|
-
|
|
Crouching
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
9
|
-
|
5
|
2
|
10
|
+4
|
0
|
HL
|
Y
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11
|
-
|
6
|
3
|
12
|
+1
|
-3
|
L
|
Y
|
-
|
-
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
24
|
-
|
10
|
3
|
23
|
KD
|
-6
|
L
|
Y
|
-
|
-
|
|
Command
Shakujoh Joudan Uchi 3A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
8
|
9
|
20
|
-3
|
-9
|
HL
|
Y
|
-
|
-
|
- Seems mostly suited as an anti-air
|
|
Blitzkrieg Cudgel 2C on a downed opponent
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
19
|
12
|
26
|
-
|
-
|
HL
|
N
|
-
|
-
|
- Can be done off of a long-range knock down
|
|
Gut Staff 5AB
High Avoid Attack
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
14
|
-
|
8
|
6
|
20
|
0
|
-6
|
HL
|
Y
|
-
|
-
|
|
Jumping
j.A
Neutral Hop/Jump Diagonal Hop/Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
9
|
-
|
5
|
till landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
9
|
-
|
5
|
till landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Neutral Jump
|
9
|
-
|
5
|
8
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Jump
|
9
|
-
|
5
|
10
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
|
j.B
Neutral/Diagonal Hop Neutral/Diagonal Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
11
|
-
|
6
|
till landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
-
|
-
|
6
|
till landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Neutral Jump
|
11
|
-
|
6
|
6
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Jump
|
11
|
-
|
5
|
8
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
|
j.C
Neutral/Diagonal Hop Neutral/Diagonal Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
20
|
-
|
11
|
4
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
20
|
-
|
11
|
4
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Neutral Jump
|
20
|
-
|
10
|
5
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Diagonal Jump
|
20
|
-
|
10
|
5
|
8
|
+15
|
+9
|
H
|
N
|
-
|
-
|
|
Oversway Actions
5D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
20
|
-
|
5
|
3
|
17
|
+4
|
+1
|
H
|
Y
|
-
|
-
|
|
2D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
20
|
-
|
5
|
3,3
|
14
|
KD
|
+1
|
L
|
Y
|
-
|
-
|
|
A (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11
|
-
|
24
|
5
|
12
|
+2
|
0
|
H
|
-
|
-
|
-
|
|
B (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11
|
-
|
25
|
4
|
12
|
+1
|
-1
|
L
|
-
|
-
|
-
|
|
C (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
20
|
-
|
26
|
2
|
14
|
KD
|
-3
|
HL
|
-
|
-
|
-
|
|
Throw
Mudoh Shibari Nagen 4/6C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Put the opponent on the other side of Sokaku
|
|
Jigoku Kon 412 after Mudoh Shibari Nagen
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
34
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Shoten Satsu 1/3C in the air
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feints
Feint Ikazuchi 2BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
18
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feint Makibishi Masher 2AC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
19
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Specials
Makibishi Masher 236A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
14
|
-
|
15
|
-
|
54 total
|
-3
|
-5
|
HL,L
|
-
|
Y
|
-
|
- If used from long-range, must be blocked low
|
|
Nozaru Geri 214A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
-
|
17
|
-
|
98 total
|
KD
|
+11
|
HL
|
-
|
Y
|
-
|
- Mix of a projectile and hitgrab
|
|
Mash A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6,6,6,6(19)
|
-
|
11
|
3(8)5(2)3(8)5(2)3
|
22
|
-
|
-
|
HL
|
-
|
N
|
-
|
- Has five possible follow-ups
|
|
Ja Kon Bu Follow-ups Mash A-6C/3C/9C/1C/5D
Toppa Fu Ha Kou Ha Ten Ha Tou Ha
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6C
|
20
|
-
|
7
|
3
|
24
|
KD
|
0
|
HL
|
-
|
-
|
-
|
- Better used at long-range to prevent being punished
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
3C
|
20
|
-
|
10
|
3
|
20
|
KD
|
-4
|
L
|
-
|
-
|
-
|
- Low option from Ja Kon Bu
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
9C
|
20
|
-
|
13
|
6
|
14
|
+9
|
+4
|
H
|
-
|
-
|
-
|
- Overhead option from Ja Kon Bu
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
1C
|
20
|
-
|
7
|
6
|
24
|
+10
|
+1
|
HL
|
-
|
-
|
-
|
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
5D
|
20
|
-
|
5
|
3
|
18
|
+8
|
+6
|
HL/H
|
-
|
-
|
-
|
- Is an overhead ONLY if the opponent is in the backplane
- If the opponent is in the backplane, will pull them to the front plane
|
|
Shout! 63214B
Staff Thrust Hand Crush Finish
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
63214B
|
9,9,9(23)
|
-
|
12
|
24
|
13
|
-2
|
-4
|
-
|
-
|
Y
|
-
|
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-6C
|
7
|
-
|
4
|
13
|
20
|
KD
|
-
|
HL
|
-
|
-
|
-
|
- Cannot be connected unless Shout! hit the opponent (block/whiff doesn't count)
- C has to be pressed a little late (but not too late) during Shout!
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-6C-360C
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Must be performed quickly right after Staff Thrust
|
|
Kimon Jin 360C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
35
|
-
|
0
|
-
|
-
|
KD
|
-
|
-
|
-
|
-
|
-
|
- Has a wider reach than normal throws
|
|
Hametsu no Honou 82D from oversway
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
14,14,14(36)
|
-
|
18
|
2,2,4
|
20
|
+4
|
-6
|
H
|
-
|
N
|
-
|
|
Hyoi Dan 646C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6,6,6,6,10(26)
|
-
|
16
|
24(6)19
|
73
|
KD
|
-59
|
HL
|
-
|
Y
|
-
|
- Absorbs projectiles, but small, low to the ground ones can sneak by
- Sokaku crumples for a bit right after, leaving him very unsafe on block/whiff
|
|
Desperation Move
Ikazuchi 641236BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
76
|
-
|
51
|
27,59
|
20
|
KD
|
-68
|
HL
|
-
|
N
|
-
|
- Hits over half the screen
- Can be difficult to use as anti-air due to a slow start-up
|
|
Super Desperation Move
Raijin no Ibuki 641236C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
96
|
-
|
1+25
|
3
|
59
|
KD
|
-24
|
Unblockeable/H
|
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N
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- Sokaku has a very slight rest period just after the P-Power
- From long-range and mid-range, this P-Power becomes unblockable
- From slightly past mid-range to close range, it loses its unblockable state and becomes an over-head
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Chain Attacks
Punch Starters
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5A (*) --------> 5C (*, _, E)
n.5a (*)
2A (*)------> 2C (*, _, E)
j.A (O)---> j.C (1, H, O, E)
Kick Starters
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5B (*) --------> 5C (*, E)
n.5B (*)----> 5C (*) -----> 22C (1, E)
2B (*, _)---> 5C -----> 22C (E)
6C (^, E)
j.B (O)---> j.C (1, H, O, E)
Strong Starters
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n.5C (*)----> 6B (O) -----> 623A (A, E)
Chain Analysis
n.5C, 6B, 623A
-Causes knockdown
5B, 5C
-Recommended chain to use at medium range
Combos
Metered
Strategy
Miscellaneous
Notes
Frame Specifics
Notes: He gets a slight advantage on block from canceling heavy attacks into d+B+C, which can make for some interesting rushdown once you factor in his far C and 360 grab.
His far C's animation is cut short if it hits or is blocked. When whiffed, its recovery is actually quite bad - if the opponent hops over it, expect to eat a nice combo.