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Samurai Shodown VI/Sogetsu
Introduction
Sogetsu was not too strong in V Special, so Yuki Enterprise went back to the drawing board and brushed up on his kit. To back up his already-solid recoil cancel game, Sogetsu now has fake versions of his spout and teleport specials, and furthermore his far-reaching 2B has been made special cancellable. Said teleports are now much faster, allowing for greater effectiveness in both keepaway and mixups. Finally, he went from having one of the absolute worst WFTs in the game to having two very solid ones which both cover different angles and can be combo'd into easily. Get used to how his static bubbles have been changed and you will be able to play his zoning and setplay game to the fullest.
Data
- Dash type: Run
- Damage taken: 105%
- Rage retention: 98
- Rage duration: 9 seconds
Gameplan
Sogetsu has some really pog setplay, but before you can setplaychamp you must first neutralchamp. Fortunately, Sogetsu has some of the best pokes in the game. 2B is a far-reaching, beefy poke which not only recoils on block but is also special cancellable, allowing it to combo nicely into his new rush special (214S). 5B may also be used for its slightly superior range, but it doesn't special cancel. Both of these are prone to deflects, but 2C, his highly-damaging, low-hitting sweep which also recoil cancels, is not. Sogetsu can throw it out without having to worry about opponents forward hopping over it most of the time now (unless they are running V Spirit), but he must still be mindful of long-ranged moves which can high profile over it, such as Suija's and his own 5C. If these get blocked then Sogetsu has recoil cancel options for days. Of course, he can use his spout (623S) to check counter-pokes and his light teleport (22A) to keep his distance, but these are able to be called out by the opponent fairly easily, with the spout still being horrible on block. However, now he has fake versions of these moves to play with. 623D simply does the animation while Sogetsu recovers quicker, which is great for checking opponents who expect to block the spout before punishing. 22D, in addition to foreshadowing a teleport which isn't coming, also recovers extremely fast. Sogetsu can actually minimise the recovery of a blocked 2C by doing precisely this. A new situational tool Sogetsu gets to play with is his new counter (214D), which will only catch slash attacks. This isn't an amazing counter but it will instantly teleport Sogetsu behind the opponent for a potential punish. Of course, his mobility can not go unmentioned; though his speed on the ground is terrific for both zipping in and getting out, his jump is still floaty to his detriment. However, not only does he have the crossup j2C to hit behind him, which will cover ranges his stellar jB and jC air-to-airs can not, but when he is cornered he can use Triangle Get Off to make his jumps shorter, allowing him to use his air pokes at hop height and giving him the opportunity to go for a cheeky mixup with j2C if the opponent is close enough to the wall. When Sogetsu is in Rage he has access to two variations of his WFT - one which can anti-air, and one which can punish from anywhere on a grounded opponent. Finally, one would do well not to forget about his defensive high-priority jabs and his overhead (6B), which is fairly quick while also crushing low attacks.
It is when Sogetsu scores a good knockdown when he can finally set a bubble (236S). He has a bit less control of the bubble's position and it still takes a long time to set, but he recovers from it very quickly. Sogetsu can input the motion again to pop the bubble, giving it a bit more reach and allowing him to set another bubble straight afterwards. On hit the bubble will launch an opponent instead of simply leaving them staggered, so Sogetsu usually has to juggle from a spout or his WFT. A bubble set in front of the opponent will greatly restrict their options for pursuing or counter-poking Sogetsu, meaning he can run in and go for a high (66B), low (66D) or a throw. If Sogetsu has set a bubble on top of an opponent as they are waking up, he can run a 50/50 with his near teleports, with 22B spawning in front of them and 22C spawning behind forcing them to guess blocking either left or right. If an opponent starts short rolling to avoid this, then he can either pursue with 214S or set a bubble of a greater strength to catch them. The latter option has the benefit of also punishing long rolls, as though they will fully evade any strikes the opponent will recover with a bubble directly in front of them. A new tool Sogetsu has is 236D, which spawns a bubble diagonally upward over the opponent's head. One response to Sogetsu's bubbles is to simply neutral jump, as Sogetsu can usually only bet on 623S to catch that or else rely on air-to-airs which are tied to his floaty jump. 236D strips them of this option, meaning whatever mixup Sogetsu gets afterwards will be better secured. Sogetsu's setplay is a high point of the character and is fairly open-ended, so get creative.
IV Spirit is a solid choice because Sogetsu enjoys the damage output from Continuous Slash II juggles, being able to build Rage with Continuous Slash IV and gaining access to Rage Explosion unblockables. If he has set a bubble behind an opponent far enough then Rage Explosion will push them back into it for a free juggle into Fatal Flash, even if they had only just started jumping. V Spirit is a neat option because in addition to retaining the same Rage Explosion unblockable he also has rolls to better space his spouts. However, this Spirit is geared towards meditation, which means Sogetsu would have to forgo use of his new WFTs most of the time. As such, if you want both roll cancels and frequent WFT access then II is the way to go, as your new WFTs will additionally break the opponent's weapon for a few seconds on top of what they already do well. Sogetsu may run VI Spirit to save these WFTs for as long as possible but the damage output will notably be quite low.
Normal Moves
Far Slashes
- 5A - Good defensive jab. High priority, quick startup. Recovery isn't the best though.
- 5B - A very long-reaching medium poke with the benefits you would expect. However, the only real reason to use this over 2B is its slightly better range, as unlike that move it is not special cancellable on hit.
- 5C - A forward lunge which takes you over halfscreen. Has bad priority, but given its aerial nature it beats throws and high profiles over low attacks. Does a bit less damage than 2C, but the wall bounce before the soft knockdown gives you way more time to set up a bubble. Just be careful this doesn't get mixed up with n5C.
- 2A - 5A but lower.
- 2B - 5B but lower. Exceptional poke because not only does it mostly retain 5B's great poking range and speed but it is now special cancellable, making it a strong footsies button if your hit confirm game is on point. You'll have to determine which strength of 623S to combo into depending on the distance, but you can just combo into 214A instead which does the same amount of damage, gives a similar amount of oki and takes away a bit less Weapon Gauge.
- 2C - A very low sweep with far reach. This recoil cancels at a very safe range and being a low it is immune to deflects. Deals more damage than any of your combos without WFT or Secret Move.
Near Slashes
- n5A - Same as far version.
- n5B - Standard close medium confirm. 2B doesn't run the risk of getting its proximity mixed up with something that doesn't special cancel, so you may wish to just use that instead.
- n5C - New move, a downward stab. Doesn't even do as much damage as 2C, in fact it does the same amount as n5B 214A, and it doesn't knock down. Not really worth using over your other punishes.
- n2A - Same as far version.
- n2B - Same as far version.
- n2C - Same as far version.
Kicks
- 5D - This kick is aerial from frame 1 allowing you to beat throws, but unlike other Kazama 5Ds this is not special cancellable by any means.
- 6D - Slow startup but gives plenty of plus frames on hit allowing you to link something afterwards. It's safe on block as well. Hits low.
- 2D - Faster 2A which hits low and is lower. May be used for tick throws.
- 3D - Slide which travels about as far as 5C. While that normal high profiles a ton of stuff, this one low profiles. Both can be used to skip neutral if your opponent does something you can exploit at 5C range but neither can be made safe on block.
Dash Normals
- 66A - Slow running 5A. Not very useful.
- 66B - The same running overhead leap as before, but it has been buffed in that it now gives you a soft knockdown. You don't get much oki off of this if the opponent techs and you certainly shouldn't be setting a bubble after this, but you're still in a much better spot after hitting with this than you were before.
- 66C - Running 5C but your momentum slows to a crawl upon pressing it. Can be used as a crossunder anti-air.
- 66D - A running low kick which complements your 66B nicely, and given its range can be used as a good unarmed punish, which you'll need because Sogetsu has no unarmed specials. Knocks down on hit unlike Suija's 66D but also has worse frame advantage to compensate, so don't try using it for the same purpose.
Air Normals
- njA - Very active defensive tool which covers a decent range in front of Sogetsu.
- jA - Aerial 5A. One of your options for tick throwing, but the fact this hits higher than jD means it's better for catching jumpouts and thus forcing a reset.
- njB - Overall worse version of njA but it deals a bit more damage.
- jB - Aerial 5B. Air poke with good range and decent startup.
- jC - A slow, but very wide-reaching air-to-air which can also be used as a jump-in, ideally from a Triangle Get Off because Sogetsu's jump is still slow as hell.
- jD - Aerial 2D. Quick air kick with decent range. Covers a lower area than jA.
Unarmed Normals
- u5S - Same as 5A.
- u2S - Same as 2A.
- u66S - Same as 66A.
- juS - Same as jA.
Hyper Slash (I)
- A+B - His 5C but it travels a bit further.
Command Moves
Triangle Jump - j9 near wall
- Gives Sogetsu even more height on his floaty ass jump. Very, very risky option for escaping the corner.
Triangle Get Off - j3 near wall
- This is an interesting tool for when Sogetsu is cornered. He can use it to create a short hop for either spaced jB or jC pokes or a quick crossup j2C.
6B
- Sogetsu's universal overhead from V Special. It's still got relatively quick recovery and goes over a lot of stuff while moving him forward, and causes a soft knockdown on hit. Sogetsu no longer has his unarmed universal overhead.
j2C
- This is a crossup which doesn't reach as far horizontally as jC, but reaches far lower and does a bit more damage. The downside is that it causes a soft knockdown on hit meaning you can't combo from it, and after landing you don't have time to set up a bubble. You can attempt to catch short rolls with 214S, which you'll probably end up getting instead of bubble because your directions are mangled. Still a very good poke which covers the space below you, which is crucial for a character with such a floaty jump and no way to augment it outside of the corner.
Special Moves
Moon Glow - 623S/D (Samurai Drive)
- A tall water spout spawns in front of Sogetsu. Strength determines how far out, with 623C nearly reaching fullscreen but not fully. This is mainly used as a threatening far anti-air but it can also be used to punish from nearly anywhere on the screen. Be very careful about using this in neutral because it's still punishable on block by far heavies.
- 623D is a fakeout which recovers a bit faster. 623S is a common recoil cancel option for its speed, but if the opponent blocks it then it's an easy punish. Throwing this into your recoil cancel game isn't going to give you an amazing amount of advantage from your opponent flinching to mixup with, but it will allow you to press a bit of an advantage afterwards.
Moon Rise - 236S/D
- Sogetsu sets a bubble at a set location. Strength determines how far out from him he sets it. The motion and visuals are the same, but this move has very, very different properties than before. Sogetsu can no longer hold the button down to adjust its position like he could in earlier games. If Sogetsu performs the motion again with any strength, the bubble will pop, expanding its hitbox before dissipating. The bubble will pop anyway if either it stays out for long enough or the opponent touches it. The final change is that on a successful hit this does not stagger the opponent for a free hit, but instead its pop launches the opponent up for a juggle before landing them for a soft knockdown. Fortunately, the range of each 623S coincides roughly enough with respective bubble strengths to practically guarantee a juggle with them every time, which you better make sure to capitalise on because the bubble does very little damage on its own. If they block it then the pop technically keeps them in blockstun for longer, making it easier to go for a mixup from there. Bubbles still serve as effective means of locking down the screen if Sogetsu can find the time to set them up (the slow startup hasn't changed), opening up his zoning and setplay opportunities tenfold.
- 236D is a bit different from the other versions. It goes a little farther than 236A, but the bubble goes diagonally upward instead of straight. If you are familiar with how Basara uses the rainbow arc on his puffball to lock down the screen above him then you can easily set up 236D after a knockdown to make your mixups safer in a similar fashion. When coupled with 623S this allows Sogetsu to control two portions of the air at once.
- If you perform another 236S immediately after the opponent gets hit by one it will either catch their short roll for a free juggle, set a bubble right above their knockdown and force them to hold it or, if they long roll, put a bubble right in front of them.
Wind Moon Slash - 214S (Samurai Drive)
- Sogetsu charges forward with a slash then plants his sword in the ground as a splash blows the opponent away for a soft knockdown. In additon to giving Sogetsu a dependable combo tool in 214A (214S does the same amount of damage as 623S), this move is also useful for checking short rolls. Strength determines the startup, distance travelled and nothing distance-wise, which is mainly to guide you in setups explicity designed to catch short rolls rather than for ranged punishes, but the latter is possible.
New Moon - 22S/D (Samurai Drive)
- Sogetsu's teleport but it's noticeably faster. Each teleport achieves a different purpose.
- 22A takes him a few steps back, making it a safe recoil cancel option for buying yourself space with.
- 22B takes him right in front of the opponent, while 22C takes him right behind them. Between these two strengths you can forge a 50/50 for yourself if you have a bubble over the opponent's wakeup, and if you have enough advantage to go for a teleport they will have to guess between blocking left or right. The threat of this alone may well be enough for the opponent to consider short or long rolling, as you will usually get such an opportunity if they don't tech.
- 22D is a fakeout which recovers much faster. Notably, recoil cancelling into this from 2C makes its recovery much safer.
Read Moon - 214D
- Sogetsu scoffs in place for a bit. If the opponent hits him with any slash attack he will immediately teleport behind them. The startup is not instant and it's not that active, but you can potentially use this as a recoil cancel option to score big punishes on a counter-poke if you haven't already conditioned your opponent to respect you. Other than that it's not too useful.
Toy Transformation - 6464642E (II)
Supers
Water Mirror's Formation - 236AB/AD
- This is Sogetsu's new WFT. He throws either a high (AB) or a low (AD) bubble at the opponent, both of which travel fullscreen. You might think this WFT sucks at first because 236AB will sail over most opponents' heads, but the more-obscure input 236AD will not only hit grounded opponents but will do so quickly. 236AB is great for anti-airing and for juggle combos, while 236AD is great for punishes and for grounded combos.
Obliterating Lunar Slash - 4632BC (II), 236BC (VI) (Samurai Drive)
- Sogetsu's old WFT. It's still not great outside of combos because it will merely reset an aerial opponent rather than catch them for the full damage, and furthermore it can still be Rage Exploded in the middle. However, no longer does Sogetsu not have to worry about air resets wasting his entire Rage but not every opponent will be running a Spirit with access to Rage Explosion. Overall it has been passively buffed, at least in that it's not taking up your WFT slot.
Combos
Standard Combos
- n5B/2B 623S/214S/236AD - Adjust 623S ender depending on spacing.
- 236S, 5C/j2C/623S/236AB - Your best juggles from bubble.
Continuous Slash (IV)
- A+B BBC 623S/236AB - Standard juggles.
Rage Explosion (IV, V)
- 236S, ABC - Set a bubble behind them then let it rip. If the bubble is set far enough away they will be hit by it just as you leave Rage Explosion, allowing you to juggle into Fatal Flash. This works even if the opponent jumps, as on an airborne opponent getting hit by Rage Explosion will actually leave the opponent in a juggleable state before they get to land on their feet.