< SBX
Overview
Overview
Oichi is the character with the highest damage potential in the game. Oichi starts the round off as a subpar character with slow normals and the second lowest health in the game behind Hambe. But if she enters shadow hand stance she becomes terrifying with fantastic neutral, debuffs that persist if Oichi is hit and can stack on top of each other, and high damage that can end the opponent in seconds. But Oichi can struggle to get into shadow hand mode on account of her normal mode not being that good. And she has very limited infinites that require precise positioning and only work on certain characters meaning that she has to win more interactions with the opponent than most characters.
Oichi is the character with the highest damage potential in the game along with debilitating debuffs.
Pros
Cons
- Shadow Hand Mode: With shadow hand mode she has incredible screen control along with insane damage.
- Debuffs: Oichi has several moves that inflict debuffs that last even if Oichi gets hit, including disabling the opponent's reinforcements.
- Anti-Zoning: Oichi has 236B which is one of the few real counters in the game against zoning.
- Getting Into Shadow Hand Mode: Oichi starts the round as a subpar character with slow normals and the second lowest health in the game. Still not as bad as Masamune.
- Lacking Combo And Infinite Ability: Oichi's combo game is very limited. And her infinites are very character and position dependent.
Shadow Hand Gauge
Debuffs
- Stun resist halved
- Opponent's guard gauge decrease doubled
- Normal attacks chip
- Life steal
- Opponent's Basara gauge increase halved
- Opponent's health slowly decreases
- Half attack power
- Half defense
- Can't use reinforcements/engun
Normal Moves
5A
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Low | 5 | 2 | 10 | -3 | 16 | 1 |
A fast quick jab that's a good poke in normal mode. Can go into 623A if close enough. Notable for being the only 5A that hits low.
5B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 15 | 1 | 16 | -1 | 30 | 4 |
Your main anti-air in normal mode.
5C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 21 | 4 | 20 | -8 | 54 | 4 |
While it does have good range it's too slow to be useful.
6B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
High | 27 | 4 | 21 | -9 | 32 | 4 |
Unlike most 6B this can go into your main combo, making it one of the better ones.
2A
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Low | 7 | 2 | 12 | -5 | 14 | 1 |
Only used in combos with reinforcements.
2B
2C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Low | 14 | 6 | 21 | -11 | 55 | 4 |
A good poke that can go into 214B for a basic combo.
j.A
j.B
j.C
Universal Mechanics
Ground Throw
6C or 4C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Throw | 7 | 1 | 16 | 50, 50 | 3,4 |
One of the slower throws in the game meaning that Oichi has a harder time teching throws.
Oichi does not have an air throw.
Blowback Attack
5B+C (Hold OK)
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 17~ | 3 | 20 | -7 | 60 | 4 |
Used in some reinforcement combos.
Aerial Attack
2B+C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 15 | 3 | 22 | -16 | 40 |
Can go into j.214214C if you tiger knee it.
Aerial Spike
j.2C after Aerial Attack
Guard Cancel
6B+C while blocking
Reinforcements
5E
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
5E Lv1 | Mid | 24 | 105~146 | 48 | 3 | ||
5E Lv2 | Mid | 24 | 105~146 | 48x2 | 3 | ||
5E Lv3 | Mid | 24 | 105~146 | 48x3 | 3 |
Throws a disc that goes fullscreen. Can be used to help you go into shadow hand mode safely.
4E
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
4E Lv1 | Mid | 24 | 27 | 44 | 48 | 3 | |
4E Lv2 | Mid | 24 | 27 | 44 | 48x2 | 3 | |
4E Lv3 | Mid | 24 | 27 | 44 | 48x3 | 3 |
Goes back and forth like a boomerang. Used in some infinites.
6E
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
6E Lv1 | Mid | 24 | 79 | 44 | 48 | 3 | |
6E Lv2 | Mid | 24 | 79 | 44 | 48x2 | 3 | |
6E Lv3 | Mid | 24 | 79 | 44 | 48x3 | 3 |
Throws a disc that stays in place for a while. Used in some infinites.
2E
Special Moves
Kobame Hi no Uzu
214B/236B (Hold OK)
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 15 | 24~60 | 25 | -18 | 20x4-6 | 3 |
If you hold the button, the opponent will be blown away by wind. What direction the wind goes depends in the input with 236B blowing the opponent away and 214B moving the opponent towards you. Can also reflect projectiles and due to its size and duration it's the best anti-zoning tool in the game. Also used as your main combo ender.
Madoe Hi no You
j.214B/236B
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 13 | 39 | 29 | 20x5 |
j.214B moves you backwards and j.236B moves you forwards. While not bad it doesn't see much use.
Mamore Ne no Nushi
6 before enemy mid/high attack or 2 before enemy low attack
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
38,8x9,21 |
Oichi's unique 3rd strike parry that debuffs the opponent. You have to press 6/2 at least 8 frames before the attack hits. After the initial hit you can hold A, B, or C to charge an attack with it doing more hits the longer you hold the button with it doing more hits (with each hit inflicting a debuff) then ending in a finisher that sends the opponent away. If no button is held, it will do the finisher by itself. This is Oichi's best defensive option. Works on normals and specials.
Hirake Ne no Koku
623A
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 7 | 24 | 21 | -26 | 88 |
Oichi's invincible DP that makes Oichi go into shadow hand stance. Can only be done if the shadow hand gauge is full. On hit sends the opponent in a fully charged Blowback Attack state which can't be followed with 6. During shadow hand stance you can input 623A to exit shadow hand stance which also has invincibility and the cancel taks 62 frames total to recover. Against Nobunaga, Hideyoshi and Kenshin it can go into an infinite if she is cornered and has level 51 reinforcements.
Shadow Hand Stance
All of Oichi's moves in shadow hand stance give debuffs.
Utsuro
5A during shadow hand stance
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 7 | 9 | 15 | -9 | 45 | 4 |
Ineradicable anti-air. Used in corner TOD's
Umi
5B during shadow hand stance
Shoku
5C during shadow hand stance
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Low | 17 | 5 | 18 | -8 | 57 | 4 |
Your fastest low in shadow hand stance. 5A into 5C is an almost gapless blockstring in the corner.
Kon
6B during shadow hand stance
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
High | 21 | 8 | 17 | -10 | 60 | 4 |
Your only overhead in shadow hand stance.
Nageki
2C during shadow hand stance
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
High,Low | 29 | 2,4 | 25 | -14 | 57x2 | 4 |
The first hit is a mid and the second hit is a fullscreen low.
Oku
214A/B/C during shadow hand stance
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
214A sh | Mid | 16 | 27 | 8 | +5 | 43x3 | 4 |
214B sh | Mid | 35 | 8 | 6 | +2 | 40 | 4 |
214C sh | Mid | 32 | 39 | 15 | -10 | 42x3 |
The A version spawns in front of Oichi and hits thrice, the B version hits behind the opponent on the ground and hits once, and the C version homes in and hits in front of the opponent and hits thrice. Can be special canceled into other versions of itself. This is the best move in shadow hand stance. Used heavily in neutral and combos. The A version into the C version is an inescapable blockstring against Masamune, Nobunaga, Tadakatsu, Hideyoshi, and Kenshin which is known as "Fun Fun Defense".
Sen
66 or 44 during shadow hand stance
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Total 31 |
In shadow hand stance your run is replaced by a step dash which can go through the opponent. Your best form of mobility.
Rise
7/8/9 during shadow hand stance (Hold OK)
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
11 | 7 | 40 | 26 | 4 |
During shadow hand stance your jump is replaced by your hands rising you and moving your hurtbox upwards. The rise itself has an hitbox. You can hold 7 or 9 to move left and right and when you let go of any upwards direction you are returns to the ground. Can't hit crouchers.
Oku (air)
A/B/C while holding 7/8/9 during shadow hand stance
Basara Attacks
Itareshi no Fuchi
214214C (Air OK)
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 7+4 | 135 | 13 | -15 | 4x34 | 4 |
Gives all 9 debuffs on hit. Used in Combos with reinforcements.
Kimarehi no Ame
236236C (~E)
Version | Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|---|
236236C | Mid | 5+0 | 4,2(10)4,2(26)6,6,6,1 | 30+Until landing 31 | 30x8 | ||
236236C+E Lv1 | 17+13 | 2(12)2(77) | 36 | 4 | |||
236236C+E Lv2 | 17×3 | 2(12)2(77) | 43 | 5 | |||
236236C+E Lv3 | 17×3 | 2(12)2(77) | 48x3 | 4 |
Your invincible reversal super. If you delay the level 100 reinforcement super you can combo after it.
Basara K.O
Itareshi no Fuchi
2141236C
Guard | Startup | Active | Recovery | On-Block | Damage | Level |
---|---|---|---|---|---|---|
Mid | 10+7 | 3(52)4 | 91 | -67 | Fatal |
An easy to combo into Basara K.O.
Colors
- This color is only available in the mirror match. It can only be selected by the second player if they select the same character with the same button that the first player did.
To edit frame data, edit values in SBX/Oichi/Data.