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=
==Introduction==
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".
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".


=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.
* 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, and other special instances). 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 armor. 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. 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. This is also a good tool to mix in at the end of pressure strings if your opponent is trying to mash out, it's even more threatening knowing that this move enables his baroque unblockables, which we'll talk about later.
*Very little options to swat characters out of the air
*Chain-During 6C normal move, head splitter, or deflect, 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) this version also has armor throughout the entirety of the move. 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). This version has armor during the actual move, but not during startup or recovery frames.
*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
}}
}}
}}
==Move List==
===Normal Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


==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 a good combo ender, and has some intresting DHC properties that meshes well with the rest of the cast.
| '''5A''' || 9 || 1 || 22 || - || 800 || - || Low damage jab, but makes sense as he can chain it about 5 times into itself before starting a combo
*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). If you get super spicy, you can restand opponents using this, although the setups are few and far between.
|-
*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 replinis your meter (and take your opponents), and the yellow orbs increases your health (even past red life). 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, which is very good for creating double overhead situations. The nice thing about this level 3 super is that you can still do all of your normal, special, and super moves, exceppt for oni tactics. (take in consideration that super moves during Onimusha Transformation still take one super bar, so be wise on what you do during Onimusha Transformation). You can use the chare to suck in orbs to actually cancel your moves, making Oni loops (launcher loops x10 and across the screen) possible.
| '''2A''' || 10 || 1 || 24 || - || 800 || - || not as good as 5A, but makes up for actually being a low attack
**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.
|-
| '''5B''' || 12 || 2 || 33 || - || 1600 || - || Soki swipes around head level, kind of works as an anti-air, but eh, good for his loops though
|-
| '''2B''' || 12 || 3 || 38 || - || 1600 || Low || Soki gets down and does a kick. It's a pretty good poke for a low
|-
| '''5C''' || 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
|-
| '''2C''' || 21 || 3 || 39 || - || 39 || Low || half screen low, so that's a thing, but honestly it's usually combo or blockstring filler.
|-
| '''6C''' || 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''''').
|-
| '''3C''' || 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.
|-
| '''j.A''' || 8 || 4 || 24 || - || 800 || Overhead || Air jab and unfortunately his fastest attack despite how tiny it is.
|-
| '''j.B''' || 11 || 4 || 26 || - || 1600 || Overhead || Stabs diagonally with his sword. A tiny bit useful in neutral but again eh, expect it as combo filler.
|-
| '''j.C''' || 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.
|-
| '''Issen'''<br> B+C || - || - || - || - || - || 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.


=As An Assist=
|}
Kaijin No Soki jumps out and does his B version Slam special move (without the armor). 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. This distance allows his assist to be used for pressure situations.


= Gameplan =
===Universal Mechanics===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


=Combos=
|-
| '''VAR starter''' <br> 236P|| 11 || 4 || - || - || 3200 || Overhead ||  j.B
|-
| '''Counter Tag''' || 33 || - || - || - || 2400 || - || uses the 3c animation
|-
| '''Forward Throw''' || - || - || - || - || 5600 || Throw || Can use '''''Finisher''''' afterwards for OTG
|-
| '''Back Throw''' || - || - || - || - || 5600 || Throw || Can use '''''Finisher''''' afterwards for OTG
|-
| '''Air Forward Throw''' || - || - || - || - || 6400 || Throw || Can use '''''Finisher''''' afterwards for OTG
|-
| '''Air Back Throw''' || - || - || - || - || 6400 || Throw || Can use '''''Finisher''''' afterwards for OTG
|}


=Match-Ups=
===Special Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


{{Navbox-TVC}}
|-
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
| '''HeadSplitter''' <br> 41236A/B/C || 36/39/43 || 4/3/5|| 40/41/39 || - || 3000/3350/3700 || (In air) Forced Roll <br> (On Ground) Stagger/Overhead/Armor <br> Light: f1-39 <br> medium: f1-34 <br> 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
|-
| '''Deflect''' <br> 63214A/B/C || 10 || 20 || 21 || - || 3900 (on hit) || Counter (mid/high)/Stagger|| 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 stagger.
*Can be cancelled by Issen ('''''->B+C'''''')
|-
| '''Slam''' <br> 623A/B/C || 22/26/29 || 4 || 33 || - || 3200/3440/3680 || Light: Stagger <br> Medium: Hard Knockdown/juggle (f1-26 Armor) <br> 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'''''
|-
| '''Finisher''' <br> 22C|| 12 || 15 || 35 || - || 2400 || Low || Extremely fast annoying low, use it as a BBQ mixup with Splitter to throw people off, or get some extra damage off throws.
|}
 
===Super Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''Sword of Purification''' <br> 236XX || 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.
|-
| '''Oni Tactics''' <br> 623XX/623[X][X] || 8/56/103|| - || - || - || 7200/18684/25673 || 1: (Ground)Stagger <br> (Air) Wallbounce <br>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 is 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.
|-
| '''Oni Mode''' <br> 63214XX || 22 || - || - || - || - || Install/Armor || 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 becoems 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.
|-
|'''''Oni Cutter''''' <br> 623XX|| 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.
|}

Revision as of 09:23, 3 November 2021

Introduction

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".

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
  • 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 little 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

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 9 1 22 - 800 - Low damage jab, but makes sense as he can chain it about 5 times into itself before starting a combo
2A 10 1 24 - 800 - not as good as 5A, but makes up for actually being a low attack
5B 12 2 33 - 1600 - Soki swipes around head level, kind of works as an anti-air, but eh, good for his loops though
2B 12 3 38 - 1600 Low Soki gets down and does a kick. It's a pretty good poke for a low
5C 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
2C 21 3 39 - 39 Low half screen low, so that's a thing, but honestly it's usually combo or blockstring filler.
6C 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).
3C 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.
j.A 8 4 24 - 800 Overhead Air jab and unfortunately his fastest attack despite how tiny it is.
j.B 11 4 26 - 1600 Overhead Stabs diagonally with his sword. A tiny bit useful in neutral but again eh, expect it as combo filler.
j.C 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.
Issen
B+C
- - - - - 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

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

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
HeadSplitter
41236A/B/C
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
Deflect
63214A/B/C
10 20 21 - 3900 (on hit) Counter (mid/high)/Stagger 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 stagger.
  • Can be cancelled by Issen (->B+C')
Slam
623A/B/C
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
Finisher
22C
12 15 35 - 2400 Low Extremely fast annoying low, use it as a BBQ mixup with Splitter to throw people off, or get some extra damage off throws.

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Sword of Purification
236XX
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.
Oni Tactics
623XX/623[X][X]
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 is 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.
Oni Mode
63214XX
22 - - - - Install/Armor 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 becoems 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.
Oni Cutter
623XX
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.