Lichmassacre (talk | contribs) m (Moved all removed info to their respective tabs to try and make the rest of the pages use the subnav instead. Will need to do the same for all other characters when time allows.) |
Lichmassacre (talk | contribs) m (→Move List: In the process of removing the icons, no real use to keep them over numpad or even traditional qcf/qcb notation.) |
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{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* '''Easy to play, learn and master:''' While Geese isn't the easiest character to play in the game, he's so straightforward and there is so much match footage of Geese in SVC that learning how to play him effectively takes little effort to do. | |||
* '''96-Reppuken wins neutral:''' There is no overestimating how valuable Geese's canceled-into A reppuken is. While the C version is ultimately worthless for him compared to everything else, the A version basically wins nearly every interaction in the game. It's safe on block too, thanks to its great frame data, and even with front step is almost impossible to punish. Best of all, you can whiff cancel into it, so it's always available. | |||
* '''Easy combos and Max Mode loops:''' Very few of Geese's combos actually require practice, and whatever combo he does the damage is probably incredibly high for so little work. | * '''Easy combos and Max Mode loops:''' Very few of Geese's combos actually require practice, and whatever combo he does the damage is probably incredibly high for so little work. | ||
* '''Infinite combo both on hit and block:''' While it isn't that easy to do, Geese's cl.C, f.D infinite effectively makes him a threat to every character in the game. Even with Front Step, escaping this infinite on block is insanely difficult to do, if at all. | * '''Infinite combo both on hit and block:''' While it isn't that easy to do, Geese's cl.C, f.D infinite effectively makes him a threat to every character in the game. Even with Front Step, escaping this infinite on block is insanely difficult to do, if at all. | ||
* '''Doesn't need his infinites:''' Of course, he benefits greatly with his infinite, but whether you use it or not, it doesn't change that everything else he has is among the best in the game | * '''Doesn't need his infinites:''' Of course, he benefits greatly with his infinite, but whether you use it or not, it doesn't change that everything else he has is among the best in the game, if not ''the'' best. | ||
* '''Strong Exceed:''' Ultimately not necessary for Geese to even use his Exceed. However, when you do use it, it can extend combos and can result in Geese doing a death combo. Not an amazing Exceed, but it does what it needs and is easy to use, too. | * '''Strong Exceed:''' Ultimately not necessary for Geese to even use his Exceed. However, when you do use it, it can extend combos and can result in Geese doing a death combo. Not an amazing Exceed, but it does what it needs and is easy to use, too. | ||
* '''Hard to punish:''' Very few things Geese does is truly unsafe without spending meter for Front Step, and even with that, it can be hard to actually pin Geese down in several cases. | * '''Hard to punish:''' Very few things Geese does is truly unsafe without spending meter for Front Step, and even with that, it can be hard to actually pin Geese down in several cases. | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=cl. | |name=cl.A | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=cl. | |name=cl.B | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=cl. | |name=cl.C | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=cl. | |name=cl.D | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=st. | |name=st.A | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=st. | |name=st.B | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=st. | |name=st.C | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=st. | |name=st.D | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=cr. | |name=cr.A | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=cr. | |name=cr.B | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=cr. | |name=cr.C | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=cr. | |name=cr.D | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=nj. | |name=nj.A | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=j. | |name=j.A | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=nj. | |name=nj.B | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=j. | |name=j.B | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=nj. | |name=nj.C | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=j. | |name=j.C | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=nj. | |name=nj.D | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name=j. | |name=j.D | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=6C | ||
|caption= | |caption= | ||
|name=Fudou Sakkatsu Uraken | |name=Fudou Sakkatsu Uraken | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=6D | ||
|caption= | |caption= | ||
|name=Raikou Mawashi Geri | |name=Raikou Mawashi Geri | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=1/3C (while opponent is down) | ||
|caption= | |caption= | ||
|name=Raimei Gouha Nage | |name=Raimei Gouha Nage | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=AB Throw | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Standard forward throw. | ||
* Geese can combo his df.C command normal OTG grab after this throw, but mistiming it results in him doing cr.C instead. Wait a little bit when the opponent stops bouncing before going for it. | |||
* This in essence always gives him a back throw too, without needing to use CD throw, so he can mixup the correct throw break input with df.C | |||
}} | }} | ||
}} | }} | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=CD Throw | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Standard back throw. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=CD on Block | ||
|caption= | |caption= | ||
|name=Guard Cancel Blowback | |name=Guard Cancel Blowback | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Standard blowback. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=236A | ||
|caption= | |caption= | ||
|name=Reppu Ken | |name=Reppu Ken | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=236A (cancelled into) | ||
|caption= | |caption= | ||
|name='96-Reppu Ken | |name='96-Reppu Ken | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=236C | ||
|caption= | |caption= | ||
|name=Double Reppu Ken | |name=Double Reppu Ken | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=236C (cancelled into) | ||
|caption= | |caption= | ||
|name='96-Double Reppu Ken | |name='96-Double Reppu Ken | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=j.214P | ||
|caption= | |caption= | ||
|name=Shippu Ken | |name=Shippu Ken | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=623P | ||
|caption= | |caption= | ||
|name=Hishou Nichirin Zan | |name=Hishou Nichirin Zan | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version= | |version=623A | ||
|Damage=16x2 | |Damage=16x2 | ||
|Counter Dmg=20 | |Counter Dmg=20 | ||
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}} | }} | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version= | |version=623C | ||
|Damage=16x2 | |Damage=16x2 | ||
|Counter Dmg=20 | |Counter Dmg=20 | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=41236K | ||
|caption= | |caption= | ||
|name=Ja'ei Ken | |name=Ja'ei Ken | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version= | |version=41236B | ||
|Damage=15x3 | |Damage=15x3 | ||
|Counter Dmg=20 | |Counter Dmg=20 | ||
Line 1,013: | Line 1,016: | ||
}} | }} | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version= | |version=41236D | ||
|Damage=15x3 | |Damage=15x3 | ||
|Counter Dmg=20 | |Counter Dmg=20 | ||
Line 1,036: | Line 1,039: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=63214B | ||
|caption= | |caption= | ||
|name=Upper Body Toss | |name=Upper Body Toss | ||
Line 1,063: | Line 1,066: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=63214D | ||
|caption= | |caption= | ||
|name=Middle Body Toss | |name=Middle Body Toss | ||
Line 1,091: | Line 1,094: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=63214A | ||
|caption= | |caption= | ||
|name=Lower Body Blow | |name=Lower Body Blow | ||
Line 1,119: | Line 1,122: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=1632143P | ||
|caption= | |caption= | ||
|name=Raging Storm | |name=Raging Storm | ||
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* This is the most common, damaging ender to use after a 96-Reppu Ken. | * This is the most common, damaging ender to use after a 96-Reppu Ken. | ||
* It's also possible to combo after a normal/command move, making this your go-to super for Geese. | * It's also possible to combo after a normal/command move, making this your go-to super for Geese. | ||
* If you're struggling with the super input, you can do it as | * If you're struggling with the super input, you can do it as 63214 x3 P, and it will still come out, though the game may sometimes interpret it as 63214A or his command grab super, so try to end on df+P. | ||
* Technically unsafe to do on block, and whiff, but Geese recovers so quickly that there's barely any room, if at all, to punish it, even with Front Step. | * Technically unsafe to do on block, and whiff, but Geese recovers so quickly that there's barely any room, if at all, to punish it, even with Front Step. | ||
* [https://www.youtube.com/watch?v=APCjImrLNjI This video] gives some insight to which fireballs/supers can and cannot go through Raging Storm, though usually speaking Raging Storm blocks out most attacks, or sometimes the fireball will go through Raging Storm after its startup depending on where the fireball connects. | * [https://www.youtube.com/watch?v=APCjImrLNjI This video] gives some insight to which fireballs/supers can and cannot go through Raging Storm, though usually speaking Raging Storm blocks out most attacks, or sometimes the fireball will go through Raging Storm after its startup depending on where the fireball connects. | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=6321463214C | ||
|caption= | |caption= | ||
|name=Rashomon | |name=Rashomon | ||
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|description=* This move is great to use against those turtles that are afraid of Geese's gameplay and are just waiting for the time to punish you. | |description=* This move is great to use against those turtles that are afraid of Geese's gameplay and are just waiting for the time to punish you. | ||
* You can use this after a GCFS as well, instead of normal throw. | * You can use this after a GCFS as well, instead of normal throw. | ||
* If you're struggling to do | * If you're struggling to do 6321463214C after cl.C, you can buffer it as 63214C, 63214C. The super can be comboed after a cl.C. | ||
* After the Super hits the opponent, they will wake up back-turned (potentially near you also), giving you a chance to follow-up with a crossup afterwards. | * After the Super hits the opponent, they will wake up back-turned (potentially near you also), giving you a chance to follow-up with a crossup afterwards. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=632146BCD | ||
|caption= | |caption= | ||
|name=Deadly Rave | |name=Deadly Rave | ||
Line 1,202: | Line 1,205: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=*'''Full Input:''' | |description=*'''Full Input:''' 632146BCD > AA, BB, CC, DD, 214CD | ||
* Follow-up hits after | * Follow-up hits after 632146BCD must be correctly timed right as they hit the opponent. You will need to be a little fast with the button presses. It may be awkward at first, but doesn't take too much practice to get used to. | ||
* If you practice enough, it's best to not finish Deadly Rave with qcb+CD. Geese can do better finishers than the Exceed finisher since he can follow-up with any combo afterwards, especially with max mode cancels. | * If you practice enough, it's best to not finish Deadly Rave with qcb+CD. Geese can do better finishers than the Exceed finisher since he can follow-up with any combo afterwards, especially with max mode cancels. | ||
* You can pass under floating projectiles with this Exceed, unlike [[SvC Chaos: SNK Vs Capcom/Terry Bogard|Terry's]] Deadly Rave which cannot. | * You can pass under floating projectiles with this Exceed, unlike [[SvC Chaos: SNK Vs Capcom/Terry Bogard|Terry's]] Deadly Rave which cannot. |
Latest revision as of 04:59, 20 May 2024
ギース・ハワード, Geese Howard | |
---|---|
Difficulty | Easy |
Max Mode Needed? | Up to you |
Tier Placement | God Tier (SS) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Defense Modifier | ? |
Wall Jump | No |
Introduction
Geese Howard, the ruler of Southtown, and easily the most classic SNK bosses in history, but also one of the most hated in this game. After murdering Terry Bogard's father, Jeff Bogard, Terry has been out for revenge ever since, spawning a rivalry between the two that spans the entire Fatal Fury chronology up till Geese's untimely demise in Real Bout: Fatal Fury. He's still alive in the King of Fighters timeline, separate from Fatal Fury, but the rivalry still burns strong. And regardless of the timeline, his legacy lives on in Garou: Mark of the Wolves as the father of Rock Howard, who was later adopted by Terry Bogard.
He's the single best character in the game, packing tools for literally every situation, god tier screen control and packing a super deadly infinite both on hit and block. That said, playing him will mean no one likes you due to how easy and rewarding he is to play. Now sure, he has flaws, but they mean very little when it basically boils down to "a couple characters can do X or Y slightly better." About the only aspects that make Geese difficult to play are the lack of any real light starters for combos (low-hitting ones, that is) and his infinite combo changing timing depending on the matchup due to proximity issues for each character. But even then, he doesn't need his infinite as he has an answer for everything and does so much damage for so little work. He doesn't even need to combo Raging Storm in-between any normals and can just perform it after a launcher, making the leniency to do the pretzel motion that much easier compared to other games. Everyone is gonna know the matchup against Geese because of how prominent he is, but that won't change how deadly he is against every character in the game to the point only the god tiers pose any sort of threat.
How to select Geese Howard (outside of Super Plus)
- While you're on the character select screen, before the timer reaches 10 seconds:
- (Hold Start) Left(3x), Down, Left, Up, Right, Up
- Console Method: Hold R1/RT above Kyo Kusanagi
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | 6 | Any | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | 6 | Any | 3 | 4 | 7 | 14 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 | 23 | Mid | 16 | 19 | 12 | Cmd, Sp, Su | 4 | 11 | 18 | 33 | -9 | -11 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10x2 | 16 | Mid | 11x2 | 11x2 | 12 | Cmd, Sp, Su (1) | 4 | 3, (3), 7 | 15 | 32 | 1st= -5 ; 2nd= -2 | 1st= -7 ; 2nd= -4 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 6 | 6 | 6 | Self, Sp | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 6 | 6 | 6 | Free | 5 | 4 | 9 | 18 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Mid | 16 | 19 | 12 | Free | 6 | 6 | 19 | 31 | -5 | -7 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Mid | 16 | 19 | 12 | Free | 6 | 6 | 18 | 30 | -4 | -6 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | 6 | Ch, Sp, Su | 4 | 4 | 7 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Low | 5 | 5 | 6 | Sp, Su | 4 | 4 | 6 | 14 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 18 | Mid | 16 | 16 | 12 | Sp, Su | 4 | 2, 3 | 17 | 26 | 1st= -2 | 1st= -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Low | 16 | 19 | 12 | Sp, Su | 9 | 6 | 15 | 30 | SKD | -3 | - | |
|
Jump Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Sp | 6 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Sp | 5 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Free | 4 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | 6 | Free | 4 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Overhead | 16 | 19 | 12 | Sp | 6 | 9 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9x4 | 13 | Overhead | 9x4 | 9x4 | 12 | Sp | 11 | [3, (2),] x1-4 | - | - | - | - | - | |
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Overhead | 16 | 19 | 12 | Sp | 9 | 3, 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 30 | Overhead | 16 | 19 | 12 | Free | 6 | 9 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14 | 20 | Mid | 16 | 18 | 8 | Sp, Su | 15 | 4 | 20 | 39 | KD | -6 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 18 | Mid | 11 | 16 | 8 | Sp, Su | 16 | 3 | 5 | 24 | +12 | +10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13 | 13 | OTG | 11 | 11 | 12 / 0 | X | 1 | - | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16 | 20 | Mid | 11 | 11 | 12 / 8 | X | 16 | ~ | 30 | 46 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12 | 16 | Mid | 11 | 11 | 12 / 8 | X | 9 | 3, 2, 5 | 10 | 29 | SKD | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
16x2 | 20 | Mid | 10x2 | 10x2 | 12 / 4 | X | 19 | 21, ~ | 45 | 85 | -15 | -17 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
12x2 | 16 | Mid | 10x2 | 10x2 | 12 / 4 | X | 9 | 3, 2, 5, (13), 3, 2, 4 | 16 | 57 | 2nd= SKD | 2nd= -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18 | 22 | Mid | 10 | 10 | 12 / 8 | X | 10 | 14 | - | - | Varies | Varies | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623A | 16x2 | 20 | Mid | 11x2 | 11x2 | 12 / 4 | Free | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
623C | 16x2 | 20 | Mid | 11x2 | 11x2 | 12 / 4 | Free | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
41236B | 15x3 | 20 | Mid | 10x3 | 10x3 | 8 / 4 | Free | 16 | 22 | 18 | 56 | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
41236D | 15x3 | 20 | Mid | 10x3 | 10x3 | 8 / 4 | Free | 21 | 28 | 18 | 67 | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 30 | High | 0 | 0 | 4 / 16 | X | 2 | 18 | 24 | 44 | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34 | 34 | Mid | 0 | 0 | 4 / 16 | X | 2 | 18 | 24 | 44 | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
18x2 | 18 | Low | 0 | 0 | 4 / 16 | X | 2 | 18 | 26 | 46 | - | - | - | |
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
40x5 | 46 | Mid | 4 | 0 | 0 | X | - | - | - | - | - | - | 1F~30F (Startup frames), 108F~110F (End of recovery) | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
72 | 72 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20+(5x8)+(40x4) | 20, 5, 40 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|