Square Wave
“Square Wave” (K) is an Ambush assist that calls Sonya onscreen to jump vertically in air before quickly flying horizontally and then punching the opponent mid-air; this will only connect against an airborne or juggled opponent. This assist can be easily timed during attacks or kombos that have launched the opponent to keep them extended with juggles, or be quickly called on reaction to anti-air an opponent attempting to jump and convert the hit into a follow-up kombo. This assist costs half the Kameo Gauge and has a very brief cooldown window before refilling at a moderate rate.
Leg Grab
“Leg Grab” (B+K) is a Summon assist that will call Sonya to handstand and pick the opponent up with her legs up before slamming them down on the other side of the player, which results in a ground bounce launcher that can be followed up with a juggle kombo. This is an Overhead that has a 25f startup and is +1 on block with 3 active frames; it is vulnerable to Up Block where it will becomes -24 on Up Block and can be risky to use outside of a kombo but may occur fast enough to open up a crouch-blocking opponent. Leg Grab gains invulnerability on its first frame when used as both a Getup and Reversal (making it a “true invincible reversal”), but will lose its launch property and instead cause a knockdown that is +40 and leaves the opponent right next to the player (allowing for strong okizeme setups). This assist costs half of the Kameo Gauge and has no cooldown window, refilling the gauge at a moderately slower rate before Sonya has ran offscreen.
Energy Rings
“Energy Rings” (F+K) is a Summon assist that calls Sonya onscreen to fire a fast Mid projectile horizontally towards the opponent. This assist is +21 on hit & -4 on block when hitting on the first active frame, becoming more advantageous the farther it travels (gaining an additional frame of hit/block advantage for every added active frame). This move costs half the Kameo Gauge and will begin recharging at a very fast rate just before Sonya fires the projectile; holding down the Kameo button when summoning Sonya will start to quickly drain the remainder of the gauge, and allow the lead character to begin moving freely again as she charges up her projectile for as long as the button is held. Charging this move instantly increases its hit & block advantage to +40 and +20 (respectively) on the first active frame, improving even more the longer the projectile is charged. This can allow the player enough hitstun to kombo off of a charged projectile against a standing opponent; fully charging Energy Rings will also change its hit reaction to launch the opponent slightly airborne, which can be effective for starting or extending corner kombos (but can also be converted off of midscreen with a crouching poke by some characters). This also gives the executing player enough increased blockstun pressure to frame trap the opponent, with the fully charged version leaving players +89 on block when hitting on their first active frame. Although charging this move will slightly delay the cooldown window until Sonya fires the projectile and begins running offscreen, the gauge will still begin immediately refilling the Kameo Gauge at the same fast rate when the charge is released.
(Air) Richochet Dive Kick
“(Air) Ricochet Dive Kick” (D+K) is a Summon assist that can only be performed in the air; this assist will call Sonya in from the air towards the front of the executing player to dive in, bounce off of them, and turn around to divekick at the opponent. This move is an Overhead that will cause a ground bounce launcher on hit that can be used to follow up with a juggle kombo, although it is punishable on block and will also inflict 1% dmg on the executing player during the initial bounce/ricochet off of their character. This assist costs half of the Kameo Gauge and has no cooldown window before refilling the gauge at a moderate rate; holding the (K) button will deplete the remainder of the gauge and will follow up the divekick with “Bicycle Kick.” This can only be performed if the divekick has successfully hit, and will follow the initial 5% with an automatic string that totals 11% dmg by itself; this multi-hit string will also carry the opponent further up into the air, allowing for more kombo routes. Sonya will autocorrect to face the opponent when performing Bicycle Kick if the preceding divekick hits at closer ranges that causes her to land on the opponent’s other side.
Misc. (Forward Throw)
Sonya’s Forward Kameo Throw is 14%, making it the single most damaging basic throw in the game; it also leaves the opponent relatively closer to the player on knockdown, slightly improving oki potential after a forward throw.