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
Decent Pokes
Fireball that can hit low
Nice command throw
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
Limited combos
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
-
-
Okay recovery time.
Good poke, but B has better range, does more damage, and has better chain routes.
Can't be mashed as you'll end up with Ja Kon Bu on the third press.
Knockdown time might not be long enough for a 2C punish, if you're slow the lighting will strike on their invulnerable wakeup and you'll eat a combo.
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
-
-
The only anti-air Sokaku has left. It's still very useful and will beat most jump-ins.
The hurtboxes on the arm and staff are wider than the hitbox, which can make it very unsafe for hop-ins.
You're most likely better off trading with a jump attack in most situations.
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
-
-
Punish.
Can be done off of a long-range knock down anywhere on the screen, but the timing for some moves is more strict than others (after a throw is a relatively safe option).
Use it too late and you'll whiff it on the invulnerable frames of the wakeup animation.
If you can't get it off, don't use it.
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
-
-
Average avoid attack.
Jumping
j.A
Neutral Hop/JumpDiagonal 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 HopNeutral/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 HopNeutral/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
-
Tap A four times
Absorbs projectile
Has five possible follow-ups
Ja Kon Bu Follow-ups Mash A-6C/3C/9C/1C/5D
ToppaFu HaKou HaTen HaTou 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
-
-
-
Best used as an anti-air
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
5D
20
-
5
3
18
+8
+6
HL/H
-
-
-
Hits in both planes
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 ThrustHand 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
-
Has follow-up attacks
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!
Has a follow-up
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
S-Power
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 in both planes
Absorbs projectiles
Hits over half the screen
Can be difficult to use as anti-air due to a slow start-up
P-Power
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
-
N
-
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
Notes: He gets a slight advantage on block from canceling heavy attacks into 2BC, which can make for some interesting rushdown once you factor in his 5C and 360 grab.
His 5C'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.