Tatsunoko vs Capcom: Ultimate All Stars/Kaijin No Soki: Difference between revisions

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=Introduction=
{{TVC Character Intro|char=Kaijin No Soki|content=
Yuki Hideyasu is the real name of our blue samurai friend, Soki. Soki posseses the dark power of the oni, and his name means "Pale Blue Demon". He resembles the oni god in his games, so he has another nickname, "Oni of Ash".
==Introduction==
Yuki Hideyasu is the real name of our blue samurai friend, Soki. Soki possesses the dark power of the oni, and his name means "Pale Blue Demon." He resembles the oni god in his games, so he has another nickname, "Oni of Ash."


=Moves List=
==Gameplay==
==Normal Moves==
{{Content Box|content=
*5A - Soki pokes with his sword, reaching to almost half screen distance. This is very good for fighting your opponent at mid ground range, and will most likely be your combo starter in many situations.
Heavy hitter with Dhalsim range
*2A - Soki sticks his foot out, similar to a shoto cr.L in street fighter. This move is one of his faster moves and will also serve as a combo starter, however with less range you'll be throwing this out in more of an up close pressure situation than halfscreen neutral.
{{ProConTable
*5B - Soki does an over-the-head sword slash that serves as an anti-air, this move allows for his launcher loops, and is good for clipping people dancing over your head/crossing under.
|pros=
*2B - Soki extends his leg to hit further than usual, this move is similar to a shoto cr.M, this move is deceivingly larger than it first appears, but you'll still get more reach out of your sword.
* Longest normals in the game, can reach 3/4th screen at a button
*5C - Soki does a huge slash that covers a vast majority of the screen, however if it whiffs you are left extremely punishable. This move is useful for trying to cover other character's jumps, and to reach characters across the screen.
* Extremely long and annoying blockstrings
*2C - Soki sweeps the oponent off of their feet with his sword, this move can be canceled into his 6C command normal, and is usually just a combo or pressure tool.
* Incredibly Strong damage
*6C-Sword Lunge - Kaijin No Soki takes his sword, and lunges at the enemy with it. This move can reach the enemy a little over half-way across the screen. You can use this normal move in a ground combo, and can use his Chain special (BC) right after this move.
* Good DHC and crossover combination potential
* Wide Throw Range
* Extremely easy unblockables
* Super armor attacks can catch players off guard


==Special Moves==
|cons=
*Head Splitter-41236A/B/C-Kaijin No Soki takes his sword, and slams it on the ground, causing a mild shock wave. If this hits the enemy, you will cause the enemy to go into a stagger state. This move cannot be used in a ground combo (unless you either Baroque a previous move in which it gives you time, or if you have an Assist that permits you to use this special move during a ground combo). You can also use this move to catch enemies from the air (normal jumping). An example would be to stop Instant Air Dashing attacks by using this special move. This move has auto-guard properties. You can also use this move when your enemy is lying on the ground for additional damage.
*Large hurtbox
*Deflect-63214A/B/C-Kaijin No Soki takes a stance with his sword in front. If the enemy hits him during his stance, Kaijin No Soki will slash right through his enemy, causing them to tremble to their knees. You cannot follow up with any normal attack, special, or super. However, this special can use used to surprise your enemies. Use this special to shut down some Instant Air Dashing abuse; use this to also to get away from players who use block string attacks and a lot of pressure (offense tactics). This counter will register (or when your enemy hits him) in Medium, High, and air attack ranges. The issue here is that this counter does not work on low attacks, or throws. So do not overuse this attack, because your enemy may start to catch on.
*Very few options to swat characters out of the air
*Chain-During 6C normal move, press BC-After the Sword Lunge (6C), Kaijin No Soki will slash right through his enemy, causing them to spin slightly above the ground and toward and past Kaijin No Soki. This special move is nice, because you can follow this special move with a ground combo (or to continue a ground combo), or with a super (though the timing to cancel into a super may be a little tricky).
*Level 3 is mostly to show off or a desperate last push
*Slam-623A/B/C-Kaijin No Soki lunges at his enemy with a shoulder tackle. Depending on which version you use will have different effects on the enemy. The A version will cause the enemy to stagger; you can use the A version in part of your ground combo (and can continue to do so after using Slam A version). The B version will shoot the enemy in the air (slightly above normal jumping height); you can use this in part of your ground combo, however, once you use B version Slam, you cannot continue to ground combo the enemy (unless you cancel B version Slam right into a super, or if you Baroque right after using B version Slam, or if you have the right Assist for you to continue to ground combo). The C version of Slam will cause the enemy to bounce off the wall (i.e. wall bounce). You cannot ground combo into this unless you Baroque a move where the move you used to Baroque gives you enough time to combo with C version of Slam or if you have the right Assist. Fortunately, you can combo after the enemy bounces off the wall. Use this special for mix-up and for ground combos (under certain circumstances).
*Armored attacks can be thrown
*Finisher-22A/B/C-Kaijin No Soki takes his sword and stabs the enemy. You can use this special during your ground combo, or when the enemy is lying on the floor. This special is nice to use to just throw in additional damage, right after, for example, an air combo.
*Mixups are largely telegraphed
==Super Moves==
}}
*Sword of Purification-236+Any two attack buttons-Kaijin No Soki summons his red sword (from his back), to attack the enemy with fire. The red sword launches the enemy in the air, attack the enemy in a spiral manner with fire, when finally, when the enemy lands on the ground, the red sword slams into the enemy with a powerful stab. This super does around 17 hits and around 12,000 Billion Damage. This super is great to use at the end of your ground combo, team Hyper Combination, or even Cross-Over Combination.
}}
*Oni Tactics-623+Any two buttons (this move can he charged)-Kaijin No Soki takes his sword, and charges it with soul energy, and then attacks the enemy with lightning strike(s).Depending on how long you hold down the attack buttons determines the different effects in which the super produces. If you just input the super, Kaijin No Soki's sword will have a green aura, and will do 1 hit on the enemy (causing stagger when the enemy is on the ground, and a wall slam when the enemy is in the air). If you hold down the attack buttons for two seconds, Kaijin No Soki's sword will have green aura, and will do 8 hits and around 18 Billion Damage. If you hold the attack buttons for three seconds, Kaijin No Soki's sword will have red aura, and will do 11 hits and around 25 Billion Damage. This super can be used during a ground or air combo (though situations as to when you use this super varies greatly and can be tricky).
}}
*Onimusha Transformation (Level 3 Super)-63214+Any two attack buttons-Kaijin No Soki becomes a powerful demon. When you hit your enemy, you will see orbs floating around the screen. Each one has its own use. The red one is part of his Oni Cutter Super (you must collect 7 red orbs in order to use Oni Cutter--there will be red orb meter directly above your super meter); the blue orbs increase your super back, and the yellow orbs increase your health meter. The only drawback on using this super is: you cannot switch out your partner. Instead, your P button now makes Kaijin No Soki suck in orbs. You can suck in orbs while you are either on the ground or in the air. Sucking in orbs while you're in the air will cause Kaijin No Soki to float down to the ground. This might be good to use if you are waiting for time to run out or if you are simply trying to avoid the enemy (while sucking in orbs, of course). The nice thing about this level 3 super is that you can still do all of your normal, special, and super moves (take in consideration that super moves during Onimusha Transformation still take one super bar, so be wise on what you do during Onimusha Transformation). 
**Oni Cutter (During Onimusha Transformation and when you collect 7 red souls) 623+Any two attack buttons-Kaijin No Soki's Demon form takes his two swords, cuts the enemy (to make an "X" slash-effect) and sends the enemy flying into the air. The number of super bars that you have does not matter as long as you have collected 7 red orbs. You can use this as part of your ground combo. This super does around 26,000 Billion Damage.
=As An Assist=
Kaijin No Soki jumps out and does his B version Slam special move. You can use this during a ground combo. His Assist is also nice to use since it travels a little less than half-way across the screen (his Assist might give you the opportunity to run away from the enemy (or play defensively), or use his Assist to create a mix-up game).


=The Basics=
=Move List=


=Advanced Strategy=


=Match-Ups=
{{TvCOverviewHeader
|header=Normal Moves
|move=[[File:Soki5A.webm|thumb|{{TvCInput|a}}]]
|startup=9
|active=1
|recovery=22
|blockadv=-
|damage=800
|properties=-
|notes=Low damage jab, but makes sense as he can chain it about 5 times into itself before starting a combo
}}


{{TvCOverview
|move=[[File:Soki2A.webm|thumb|{{TvCInput|2a}}]]
|startup=10
|active=1
|recovery=24
|blockadv=-
|damage=800
|properties=-
|notes=Not as good as {{TvC-Colors|blue|5A}}, but makes up for actually being a low attack
}}
{{TvCOverview
|move=[[File:Soki5B.webm|thumb|{{TvCInput|5b}}]]
|startup=12
|active=2
|recovery=33
|blockadv=-
|damage=1600
|properties=-
|notes=Soki swipes around head level, kind of works as an anti-air, but eh, good for his loops though
}}
{{TvCOverview
|move=[[File:Soki2B.webm|thumb|{{TvCInput|2b}}]]
|startup=12
|active=3
|recovery=38
|blockadv=-
|damage=1600
|properties=Low
|notes=Soki gets down and does a kick. It's a pretty good poke for a low
}}
{{TvCOverview
|move=[[File:Soki5C.webm|thumb|{{TvCInput|5c}}]]
|startup=17
|active=2
|recovery=44
|blockadv=-
|damage=3200
|properties=-
|notes=Soki leans forward and swings his sword straight down. Also a decent anti-air, usually a good confirm to go to {{TvC-Colors|red|2C}}
}}
{{TvCOverview
|move=[[File:Soki2C.webm|thumb|{{TvCInput|2c}}]]
|startup=21
|active=3
|recovery=39
|blockadv=-
|damage=39
|properties=Low
|notes=Half screen low, so that's a thing, but honestly it's usually combo or blockstring filler.
}}
{{TvCOverview
|move=[[File:Soki6C.webm|thumb|{{TvCInput|6c}}]] <br> [[File:Soki6C Issen.webm|thumb|{{TvCInput|6c}} {{TvCInput|B}} {{TvCInput|+}} {{TvCInput|C}}]]
|startup=17
|active=5
|recovery=33
|blockadv=-
|damage=3800
|properties=-
|notes=Soki leans forward and stabs across the screen, reaches about 3/4th of the screen. If no projectiles are on screen and your opponent is under max jump height, this is a stupidly good poke. On hit you can {{TvC-Colors|green|Issen (->B+C)}}.
}}
{{TvCOverview
|move=[[File:Soki3C.webm|thumb|{{TvCInput|3c}}]]
|startup=17
|active=3
|recovery=27
|blockadv=-
|damage=3200
|properties=Launcher
|notes=Soki's launcher, it's a good part of his loop, could be used as an anti-air but eh, nothing special about this.
}}
{{TvCOverview
|move=[[File:SokijA.webm|thumb|{{TvCInput|ja}}]]
|startup=8
|active=4
|recovery=24
|blockadv=-
|damage=800
|properties=Overhead
|notes=Air jab and unfortunately his fastest attack despite how tiny it is.
}}
{{TvCOverview
|move=[[File:SokijB.webm|thumb|{{TvCInput|jb}}]]
|startup=11
|active=4
|recovery=26
|blockadv=-
|damage=1600
|properties=Overhead
|notes=Stabs diagonally with his sword. A tiny bit useful in neutral but again eh, expect it as combo filler.
}}
{{TvCOverview
|move=[[File:SokijC.webm|thumb|{{TvCInput|jc}}]]
|startup=19
|active=2
|recovery=41
|blockadv=-
|damage=3200
|properties=Overhead
|notes=Soki jumps and swings his sword around him, it's kind of decent as an air normal and the only one really worth using outside of combos, but still not all that hot. Provides good hitstun for confirms though.
}}
{{TvCOverview
|move=[[File:Soki6C Issen.webm|thumb|{{TvC-Colors|green|'''Issen'''}}<br>  {{TvCInput|B}} {{TvCInput|+}} {{TvCInput|C}}]]
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Hard Knockdown/Juggle state
|notes=On certain attacks, Soki can perform this follow-up. Can be followed up with any super, or cancelled with baroque for a follow-up.
}}
{{TvCOverviewHeader
|header=Universal Mechanics
|move={{TvC-Colors|green|'''VAR starter'''}} <br> 236P
|startup=11
|active=4
|recovery=-
|blockadv=-
|damage=3200
|properties=Overhead
|notes={{TvC-Colors|yellow|j.B}}
}}
{{TvCOverview
|move='''Crossover Counter'''
|startup=33
|active=-
|recovery=-
|blockadv=-
|damage=2400
|properties=-
|notes=Uses the {{TvC-Colors|red|3C}} animation
}}
{{TvCOverview
|move={{TvC-Colors|#default|'''Forward Throw'''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=Can use {{TvC-Colors|green|'''''Finisher'''''}} afterwards for OTG
}}
{{TvCOverview
|move={{TvC-Colors|#default|'''Back Throw'''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=Can use {{TvC-Colors|green|'''''Finisher'''''}} afterwards for OTG
}}
{{TvCOverview
|move={{TvC-Colors|#default|'''Air Forward Throw'''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6400
|properties=Throw
|notes=Can use {{TvC-Colors|green|'''''Finisher'''''}} afterwards for OTG
}}
{{TvCOverview
|move={{TvC-Colors|#default|'''Air Back Throw'''}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6400
|properties=Throw
|notes=Can use {{TvC-Colors|green|'''''Finisher'''''}} or Light {{TvC-Colors|blue|'''''Head Splitter'''''}} afterwards for OTG
}}
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:SokiHeadsplitter.webm|thumb|{{TvC-Colors|green|'''HeadSplitter'''}} <br> {{TvCInput|41236x}}]] <br> [[File:SokiHeadsplitter Issen.webm|thumb|{{TvC-Colors|green|'''Headsplitter issen'''}} <br> {{TvCInput|41236x}}->{{TvCInput|b}} {{TvCInput|+}} {{TvCInput|c}}]]
|startup=36/39/43
|active=4/3/5
|recovery=40/41/39
|blockadv=-
|damage=3000/3350/3700
|properties=(In air) Forced Roll <br> (On Ground) Stagger/Overhead/Armor <br> Light: f1-39 <br> Medium: f1-34 <br> Heavy: f12-45
|notes=Soki raises his sword over his head and slams it on the ground. If airborne you are immediately knocked down, if on the ground you will get staggered on hit. Soki gains armor akin to giants during the animation. On hit he can {{TvC-Colors|green|Issen (->B+C)}} which turns into a launcher.
}}
{{TvCOverview
|move=[[File:SokiDeflect.webm|thumb|{{TvC-Colors|green|'''Deflect'''}} <br> {{TvCInput|hcbx}}]] <br>[[File:SokiDeflect Issen.webm|thumb|{{TvC-Colors|green|'''Deflect'''}} -> Mid/High hit<br> {{TvCInput|hcbx}}]]
|startup=10
|active=20
|recovery=21
|blockadv=-
|damage=3900 (on hit)
|properties=Counter (mid/high)/Crumple
|notes=Soki attempts to make a parry stance, if hit by a high attack he goes full anime and slashes right through them. If hit, the opponent goes into crumple. Can be cancelled by {{TvC-Colors|green|Issen (->B+C)}}
}}
{{TvCOverview
|move=[[File:SokiShoulder Tackle.webm|thumb|{{TvC-Colors|green|'''Slam'''}} <br> {{TvCInput|623x}}]]
|startup=22/26/29
|active=4
|recovery=33
|blockadv=-
|damage=3200/3440/3680
|properties=Light: Stagger <br> Medium: Hard Knockdown/juggle (f1-26 Armor) <br> Heavy: wallbounce/Armor (f7-24)
|notes=Soki performs a shoulder tackle.
*A version performs a stagger, without baroque Soki can only jab or use a super to follow up
*B Version provides a hard knockdown, without partner or baroque Soki can only follow with a super
*C Version gives a wallbounce, at full screen Soki may have to {{TvC-Colors|red|6C}} -> {{TvC-Colors|green|Issen}}
}}
{{TvCOverview
|move=[[File:SokiFinisher.webm|thumb|{{TvC-Colors|green|'''Finisher'''}} <br> {{TvCInput|22c}}]]
|startup=12
|active=15
|recovery=35
|blockadv=-
|damage=2400
|properties=Low/OTG
|notes=Extremely fast annoying low, use it as a BBQ mixup with {{TvC-Colors|green|Head Splitter}} to throw people off, or get some extra damage off throws. Hits OTG
}}
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:SokiSword of Purification.webm|thumb|{{TvC-Colors|green|'''Sword of Purification'''}} <br> {{TvCInput|236xx}}]]
|startup=22+5
|active=-
|recovery=-
|blockadv=-
|damage=12366
|properties=f22-25 invincible/OTG (Last Hit)
|notes=Soki creates a fire tornado and then stabs the opponent after dropping them. Really good DHC Candidate, fairly good damage, not much to complain about.
}}
{{TvCOverview
|move=[[File:SokiOni Tactics 1.webm|thumb|{{TvC-Colors|green|'''Oni tactics'''}} <br> {{TvCInput|623xx}}]] <br> [[File:SokiOni Tactics Issen.webm|thumb|{{TvC-Colors|green|'''Oni tactics'''}} <br> {{TvCInput|623xx}} -> {{TvCInput|b}} {{TvCInput|+}} {{TvCInput|c}}]]<br>[[File:SokiOni Tactics 3.webm|thumb|{{TvC-Colors|green|'''Oni Tactics'''}} <br> {{TvCInput|hold}} {{TvCInput|623xx}}]]
|startup=8/56/103
|active=-
|recovery=-
|blockadv=-
|damage=7200/18684/25673
|properties=1: (Ground) Stagger <br> (Air) Wallbounce <br> 2/3 Restand/Stagger
|notes=Soki charges his sword and crazy stuff happens. Extremely rarely used in neutral, but very useful in combos/resets.
*Level 1 is his '''''Green Sword'''''.
**On Air enemies it causes wallbounce
**On ground enemies it causes Stagger, but Soki does not recover in time to do anything.
***To follow up on Level 1 Green Sword, Soki has to {{TvC-Colors|green|'''''Issen (->B+C)'''''}} on hit and follow up via that route.
*Level 2 is his '''''Blue sword''''', achieved by holding the buttons after activating super.
*Level 3 is his '''''Red Sword''''', at this point the game will force Soki to release the super.
**On hit for Level 2 and 3 the enemy is put in a dizzy state. If you are able to DHC into something harmless (Like Zero's Sugenmu or a whiffed super), they'll remain in dizzy state for a period of time. Alternatively, if you can get your opponent at max jump height, Soki will hit with them with his sword, but whiff the rest of the super, putting them grounded again for you to start a new combo. Useful for TOD setups.
}}
{{TvCOverview
|move=[[File:SokiOni Activation.webm|thumb|{{TvC-Colors|green|'''Oni Mode'''}} <br> {{TvCInput|63214xx}}]]<br>[[File:SokiAbsorb.webm|thumb|{{TvC-Colors|green|'''Absorb'''}} <br> '''Hold {{TvCInput|p}} while in '''''Oni Mode''''']]
|startup=22
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=Install/Armor/All attacks chip
|notes=Soki dons the mask and turns into an oni. He effectively becomes a giant with perpetual hyper armor. Even if your partner is alive, Soki's partner button becomes the {{TvC-Colors|green|'''''Absorb'''''}} Button, and every time you hit an opponent orbs will fly out of them. Oni mode lasts until you run out of meter. You are still able to perform {{TvC-Colors|green|Sword purification}}, but you are unable to use {{TvC-Colors|green|Oni Tactics}}.
*Blue orbs steal meter from your opponent and help prolong oni mode
*Yellow orbs restore health
*Red orbs fill your oni meter at the bottom, if you have at least 7 red orbs, you can perform Soki's ultimate attack {{TvC-Colors|green|'''''Oni Cutter'''''}} regardless of your current meter level.
* '''Additionally all attacks will deal chip damage'''
* In terms of Utility...this kinda sucks. Usually when oni mode comes out, everyone can just outrun Soki and stay away, if he can get the hit and bait out bursts then it's worth the meter but easier said than done. That being said the fact that every normal chips makes it a good round ender super, and on top of that there's something wonky with the frame data on activation which lets Soki link some attacks.
}}
{{TvCOverview
|move=[[File:SokiOni Cutter.webm|thumb|{{TvC-Colors|green|'''''Oni Cutter'''''}} <br> After Oni Mode with 7 Red Orbs Absorbed {{TvCInput|623xx}}]]
|startup=1+ 9
|active=-
|recovery=-
|blockadv=-
|damage=28160
|properties=-
|notes=Soki slices you in half with unscaled damage, due to the amount of work you have to do to get it I'd say that's fair because the opportunities to actually land this are incredibly low. As stated before the amount of meter you have is irrelevant, if you have all 7 orbs and 0.1 of meter you can toss it out and hope for the best. <br> Useable on giants (Good luck)
}}
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = Penguin
| point = Kaijin No Soki
| anchor = Saki
| pointportrait = TvC_Kaijin_Face.png         
| anchorportrait = TvC_Saki_Face.png
| social = [https://www.youtube.com/@penguin3069 Youtube]
}}
{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 10:51, 26 March 2025

Introduction

Yuki Hideyasu is the real name of our blue samurai friend, Soki. Soki possesses the dark power of the oni, and his name means "Pale Blue Demon." He resembles the oni god in his games, so he has another nickname, "Oni of Ash."

Gameplay

Heavy hitter with Dhalsim range

Strengths Weaknesses
  • Longest normals in the game, can reach 3/4th screen at a button
  • Extremely long and annoying blockstrings
  • Incredibly Strong damage
  • Good DHC and crossover combination potential
  • Wide Throw Range
  • Extremely easy unblockables
  • Super armor attacks can catch players off guard
  • Large hurtbox
  • Very few options to swat characters out of the air
  • Level 3 is mostly to show off or a desperate last push
  • Armored attacks can be thrown
  • Mixups are largely telegraphed
TVC Kaijin No Soki Art.png

Move List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 1 22 - 800 - Low damage jab, but makes sense as he can chain it about 5 times into itself before starting a combo
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 1 24 - 800 - Not as good as 5A, but makes up for actually being a low attack
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 2 33 - 1600 - Soki swipes around head level, kind of works as an anti-air, but eh, good for his loops though
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 3 38 - 1600 Low Soki gets down and does a kick. It's a pretty good poke for a low
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 2 44 - 3200 - Soki leans forward and swings his sword straight down. Also a decent anti-air, usually a good confirm to go to 2C
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
21 3 39 - 39 Low Half screen low, so that's a thing, but honestly it's usually combo or blockstring filler.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

17 5 33 - 3800 - Soki leans forward and stabs across the screen, reaches about 3/4th of the screen. If no projectiles are on screen and your opponent is under max jump height, this is a stupidly good poke. On hit you can Issen (->B+C).
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 3 27 - 3200 Launcher Soki's launcher, it's a good part of his loop, could be used as an anti-air but eh, nothing special about this.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 4 24 - 800 Overhead Air jab and unfortunately his fastest attack despite how tiny it is.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 4 26 - 1600 Overhead Stabs diagonally with his sword. A tiny bit useful in neutral but again eh, expect it as combo filler.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
19 2 41 - 3200 Overhead Soki jumps and swings his sword around him, it's kind of decent as an air normal and the only one really worth using outside of combos, but still not all that hot. Provides good hitstun for confirms though.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
- - - - - Hard Knockdown/Juggle state On certain attacks, Soki can perform this follow-up. Can be followed up with any super, or cancelled with baroque for a follow-up.


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter
236P
11 4 - - 3200 Overhead j.B
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 33 - - - 2400 - Uses the 3C animation
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 5600 Throw Can use Finisher afterwards for OTG
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 5600 Throw Can use Finisher afterwards for OTG
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 6400 Throw Can use Finisher afterwards for OTG
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 6400 Throw Can use Finisher or Light Head Splitter afterwards for OTG


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

36/39/43 4/3/5 40/41/39 - 3000/3350/3700 (In air) Forced Roll
(On Ground) Stagger/Overhead/Armor
Light: f1-39
Medium: f1-34
Heavy: f12-45
Soki raises his sword over his head and slams it on the ground. If airborne you are immediately knocked down, if on the ground you will get staggered on hit. Soki gains armor akin to giants during the animation. On hit he can Issen (->B+C) which turns into a launcher.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

10 20 21 - 3900 (on hit) Counter (mid/high)/Crumple Soki attempts to make a parry stance, if hit by a high attack he goes full anime and slashes right through them. If hit, the opponent goes into crumple. Can be cancelled by Issen (->B+C)
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
22/26/29 4 33 - 3200/3440/3680 Light: Stagger
Medium: Hard Knockdown/juggle (f1-26 Armor)
Heavy: wallbounce/Armor (f7-24)
Soki performs a shoulder tackle.
  • A version performs a stagger, without baroque Soki can only jab or use a super to follow up
  • B Version provides a hard knockdown, without partner or baroque Soki can only follow with a super
  • C Version gives a wallbounce, at full screen Soki may have to 6C -> Issen
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 15 35 - 2400 Low/OTG Extremely fast annoying low, use it as a BBQ mixup with Head Splitter to throw people off, or get some extra damage off throws. Hits OTG


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
22+5 - - - 12366 f22-25 invincible/OTG (Last Hit) Soki creates a fire tornado and then stabs the opponent after dropping them. Really good DHC Candidate, fairly good damage, not much to complain about.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes


8/56/103 - - - 7200/18684/25673 1: (Ground) Stagger
(Air) Wallbounce
2/3 Restand/Stagger
Soki charges his sword and crazy stuff happens. Extremely rarely used in neutral, but very useful in combos/resets.
  • Level 1 is his Green Sword.
    • On Air enemies it causes wallbounce
    • On ground enemies it causes Stagger, but Soki does not recover in time to do anything.
      • To follow up on Level 1 Green Sword, Soki has to Issen (->B+C) on hit and follow up via that route.
  • Level 2 is his Blue sword, achieved by holding the buttons after activating super.
  • Level 3 is his Red Sword, at this point the game will force Soki to release the super.
    • On hit for Level 2 and 3 the enemy is put in a dizzy state. If you are able to DHC into something harmless (Like Zero's Sugenmu or a whiffed super), they'll remain in dizzy state for a period of time. Alternatively, if you can get your opponent at max jump height, Soki will hit with them with his sword, but whiff the rest of the super, putting them grounded again for you to start a new combo. Useful for TOD setups.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

Absorb
Hold TVC-P.png while in Oni Mode
22 - - - - Install/Armor/All attacks chip Soki dons the mask and turns into an oni. He effectively becomes a giant with perpetual hyper armor. Even if your partner is alive, Soki's partner button becomes the Absorb Button, and every time you hit an opponent orbs will fly out of them. Oni mode lasts until you run out of meter. You are still able to perform Sword purification, but you are unable to use Oni Tactics.
  • Blue orbs steal meter from your opponent and help prolong oni mode
  • Yellow orbs restore health
  • Red orbs fill your oni meter at the bottom, if you have at least 7 red orbs, you can perform Soki's ultimate attack Oni Cutter regardless of your current meter level.
  • Additionally all attacks will deal chip damage
  • In terms of Utility...this kinda sucks. Usually when oni mode comes out, everyone can just outrun Soki and stay away, if he can get the hit and bait out bursts then it's worth the meter but easier said than done. That being said the fact that every normal chips makes it a good round ender super, and on top of that there's something wonky with the frame data on activation which lets Soki link some attacks.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Oni Cutter
After Oni Mode with 7 Red Orbs Absorbed TVC-623.png TVC-AT.png TVC-AT.png
1+ 9 - - - 28160 - Soki slices you in half with unscaled damage, due to the amount of work you have to do to get it I'd say that's fair because the opportunities to actually land this are incredibly low. As stated before the amount of meter you have is irrelevant, if you have all 7 orbs and 0.1 of meter you can toss it out and hope for the best.
Useable on giants (Good luck)

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Penguin
TvC Kaijin Face.png

Kaijin No Soki
TvC Saki Face.png

Saki
Youtube

Game Navigation

General

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Tatsunoko Characters

Giants