Soi Fon

Introduction
Soi Fon, agile assasin with 2 hit kill tactic. She does not have a particularly strong close range nor far range, making her a difficult fighter to master. Her game rely on the use of supers, suzumebachi and EX. The key to victory is to build reiatsu and find opening for landing suzumebachi for 2 hit kill. Pro
 * Speed
 * Suzumebachi kill, easy win against low tier/begineers


 * EX, homing special ops


 * Fast GS


 * Teleport Kick, back up support to teammate


 * PU EX, Vacuum Twister


 * Infinite reiatsu pair up

Con


 * Low stamina


 * C rank damage output


 * Low priority Anken Knives


 * Shunko PU, barely or non existent damage increase


 * Suzumebachi kill takes a lot of concentration to work
 * Hard to hit suzumebachi on experienced players

Movelist Analysis
S series

S-Kick 1 Sx2-Kick 2 Sx3-Punch
 * safe on block, short ranged, & fast
 * unsafe on block, short ranged, & fast
 * gap between S and Sx2 is tiny, unparryable


 * safe on block, hit confirm


 * unparryable

Sx4-Rising Kick


 * unsafe on whiff/block


 * does not hit stably on all charcter. (Example:Gin, Tousen)

Air S-Air Heel Kick


 * knockdown, short ranged, difficult to time


 * easy suzumebachi combo set up

GS-High Kick


 * fast, launcher

Grab-Toss Throw Special Moves
 * reliable anti GS
 * juggle and raise reiatsu or suzumebachi

A-Anken Knife


 * low priority


 * decent recovery


 * backflips


 * multi hit during PU

B-Teleport Kick


 * teleports instantly, unsafe on whiff/block


 * targets opponents back


 * wall bounce

Air A-Air Anken Knife


 * floats in air, then throws knife

Supers

O-Suzumebachi


 * first hit marks and second time kills


 * has a long start up time, easy to dodge, only hits immobolized opponent


 * teleports toward opponent

Air O EX-Shokei Enbu Shunko PU EX-Shunko Fuujin
 * guard crush
 * main suzumebachi for combo purpose
 * does not teleport toward opponent, stabs descending at 45 degree
 * homing projectile like attack by special op team
 * if hit on ground, can link to ground combo
 * spammable with infinite reiatsu
 * tornado field effect
 * multi hit S series with chip damage, lowers combo ability
 * B, guard crush
 * different EX
 * vacuum enemy into twister
 * Soi Fon is full invincible during the move
 * does 50% damage
 * can set up team combo
 * 10% chip damage

Combo
1. Sx4, Air S, walk a tiny step forward, Sx4, Air S


 * Good damage, raise reiatsu, but does not work on every character


 * Hit from the front of the enemy, will not work from the back

2. Sx3, GS, walk a tiny step forward, Sx4, Air S


 * Similar to above, variation.

3. Sx3, GS, S, GS
 * Small damage, works on everyone

3. EX, [ Sx4, Air S ]x2


 * EX combo on ground

4. EX, O, Air O


 * Infinite reiatsu, sure kill method


 * If EX is blocked, O guard crush, O again hit, OTG Air O

5. Grab, GS, Sx4, Air S


 * Stable grab combo

6. Grab, Air O


 * Suzumebachi set up 1

7. Sx2, B, Air O


 * Suzumebachi set up 2

8. Air R3, Air S, Air O
 * Suzumebachi set up 3
 * Air R3 makes it more sneaky & easier to adjust height
 * Air O without cancel, hit as OTG

9. GS guard crush, O, Air O


 * Guard crush, 2 hit kill set up


 * In a match, works against begineers

10. Air S, Sx4, Air S 11. Sx3, GS, O 12. Sx3, GS, PU, [ Sx4, Air S ] or [ GS, EX ] 13. Grab, well timed B
 * Most practical when used to guard crush other slower GS
 * Juggle combo when there is not enough reiatsu for suzumebachi
 * Yammy only combo
 * PU combo
 * Ringout, kicks in a wierd way which blasts opponent in the direction thrown

Shunko PU Combo 1. Sx3, GS, EX,


 * EX combo

2. B guard crush, Air O, Air O


 * Guard crush suzumebachi set up, can not hit detect

Strategy
Reiatsu Control & Suzumebachi Hoggging the Wall EX Infinite Reiatsu~Victory is in your hands Hide/Run Collect Item Shunko PU Against Begineers
 * Air R3, Air S
 * 1) main method to start her offense
 * 2) hit detect to suzumebachi or juggle to Sx4, Air S
 * 3) Okizeme on hit
 * 4) On block, grab or Sx3
 * GS, O, Air O. Death on guard crush
 * Sx3
 * 1) safe against parry and block
 * 2) hit confirm, combo on hit
 * 3) block if Sx3 is blocked
 * 4) take risk with GS
 * 5) take risk option 2, target change B
 * 6) take risk option 3, grab
 * 7) low risk no return, A
 * Grab
 * 1) Suzumebachi or juggle GS, Sx4, Air S
 * Okizeme
 * 1) jump toward a side, Air R3 toward opponent, Air S
 * 2) repeat the Air S offense
 * Bait the enemy to come close and B into wall bounce, Air O
 * EX blocked, GS, combo 1, gain back 1.5 bars
 * Works best when opponent has no reiatsu
 * EX, if hit on ground, O, Air O, kill
 * EX, blocked, O guard crush, O, Air O, kill
 * EXx2, if enemy life is low, works as anti air as well
 * PU EX to assist teammate
 * if the situation does not allow safe condition to do close range combat, keep running around and bait opponent to open space
 * collect items if they don't chase after you
 * teleport kick, B toward either enemy
 * opponent fires projectile, B counter
 * opponent shows large opening, O
 * EX, powerful move in 2 vs 2, if blocked, make teammate use a guard crush move to make it unblockable.
 * spam B, guard cush to allow teammate to land hits
 * mid range with A, will do about 4 hits, good chip, and decent block stun.
 * A can do ridiculous number of hits on Bankai Mayuri/ Giant Kon
 * Against tall charcter, if enemy don't parry loop Sx4, Air S on block, block stun and reiatsu gain.
 * GS guard crush into O, Air O. Noob killer
 * If enemy has an bad habit of canceling S series to slow GS(like Ichigo's), GS counter guard crush
 * If enemy has no knowledge of unsafe parry attack chain, parry and combo.