(DURING HEAD SPLITTER OR DEFLECT HIT)
While not exactly a special, Chain is what happens when H+M is pressed during the hitpause of certain special moves. This allows Souki to follow up said move with a fast double-strike that has different properties depending on the original move. Souki's F+H lunging stab can also be effected by this. Using Chain during the hitpause of F+H will cause Souki to charge through the opponent with a circular cut, sending them flying behind him.
HALF CIRCLE FORWARD + ATTACK
A very slow overhead attack. Souki reels back and then slams his sword down in front of him. This attack has super armor through the startup and will stagger on hit. Useful for forcing the opponent on the defensive although if the opponent has baroque it's unsafe to rely on the super armor, as the opponent can baroque on reaction and punish it. This attack can be affected by Chain, and the followup will launch. Be very wary of characters who have counter-specials and counter-supers, as they can cancel into these on reaction to the super armor.
FORWARD DOWN DOWN-FORWARD + ATTACK
Souki pulls back and then charges forward with a shoulder attack. Like the helm splitter it has super armor through the startup with the exception of the light version. The light version causes stagger but has no super armor and is fast and fairly safe. The mid version knocks down and has more startup/distance traveled, and the strong version has the most startup, travels the furthest distance and causes wall slam. A very useful special for extending Souki's ground combos.
HALF CIRCLE BACK + ATTACK
Souki takes a stance briefly. If hit by a physical attack other than a low or super he will stun the opponent and then slice through them for a counterattack. Has a large window for countering and causes the opponent to crumple when it hits, however it has limited usefulness due to it's inability to counter low attacks. This special can be affected by Chain and the followup will knock the opponent down.
DOWN, DOWN + ATTACK
A quick stab at the ground. Hits low and will hit downed opponents. This is generally used to finish combos or deal more damage after a tag hit.