m (fix motion tags) |
|||
Line 50: | Line 50: | ||
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|90|200|60|HL|-|9|4|17|29|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|90|200|60|HL|-|9|4|17|29|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Yamase|Triple Punch|f + hp|First hit can whiff and still be chained|[[File:Right.gif]]+[[File:Fierce.gif]] > [[File:Fierce.gif]]|50*80|50*100|20*20|HL|-|7|3(3)5|18|35|18|22|-5|-1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Yamase|Triple Punch|f + hp|First hit can whiff and still be chained|[[File:Right.gif]]+[[File:Fierce.gif]] > [[File:Fierce.gif]]|50*80|50*100|20*20|HL|-|7|3(3)5|18|35|18|22|-5|-1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Target Combo 1|Target Combo 1|lk --- mk|First hit can whiff and still be chained|[[File:Short.gif]] > [[File:Forward.gif]]|50|100|40|HL|sp/su|2|4|14|19|14|17|-4|-1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Target Combo 1|Target Combo 1|lk {{---}} mk|First hit can whiff and still be chained|[[File:Short.gif]] > [[File:Forward.gif]]|50|100|40|HL|sp/su|2|4|14|19|14|17|-4|-1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Target Combo 2|Target Combo 2|f + mk --- hk|First hit can whiff and still be chained|[[File:Right.gif]]+[[File:Forward.gif]] > [[File:Roundhouse.gif]]|100|200|60|HL|-|8|7|14|28|18|22|-3|1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Target Combo 2|Target Combo 2|f + {{mk}} {{---}} hk|First hit can whiff and still be chained|[[File:Right.gif]]+[[File:Forward.gif]] > [[File:Roundhouse.gif]]|100|200|60|HL|-|8|7|14|28|18|22|-3|1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
Line 59: | Line 59: | ||
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|7|10|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|7|10|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|--|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|--|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|80|100|40|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump [[File:Strong.gif]]|80|100|40|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|80|100|40|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump [[File:Forward.gif]]|80|100|40|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~8F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~8F|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.981|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.981|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.981||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.981||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|64|2|35|100|-|-|-|-|Range: 1.981, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~64F|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|64|2|35|100|-|-|-|-|Range: 1.981, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~64F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + mp + mk||Level 1 Red Focus|90|100|-500/0|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.981, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|-500/0|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.981, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + mp + mk||Level 2 Red Focus|120|150|-500/0|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.981, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|120|150|-500/0|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.981, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + mp + mk||Level 3 Red Focus|210|200|-500/0|-|-|64|2|35|100|-|-|-|-|Range: 1.981, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~65F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|210|200|-500/0|-|-|64|2|35|100|-|-|-|-|Range: 1.981, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~65F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + mp + mk||Level 1 EX Red Focus|90|100|-750/0|HL|-|10+11|2|35|57|22|-|-15|-|Range: 1.981, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|-750/0|HL|-|10+11|2|35|57|22|-|-15|-|Range: 1.981, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Head Butt|Forward Throw|f or n + lp + lk||Forward Throw|100|200|40|0.955|-|3|2|20|24|-|-|-|1|Forces stand, if no input is given after a succesful throw Makoto remains invincible for up to 17F|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Head Butt|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|100|200|40|0.955|-|3|2|20|24|-|-|-|1|Forces stand, if no input is given after a succesful {{throw}} Makoto remains invincible for up to 17F|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Triple Threat|Back Throw|b + lp + lk||Back Throw|130|120|40|0.855|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Triple Threat|Back Throw|b + {{lp}} + lk||Back Throw|130|120|40|0.855|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Fukiage|Uppercut|dp + p ex||Fukiage [[File:Jab.gif]]|90|160|30/40|HL|su|6|8|31|44|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|Fukiage|Uppercut|dp + {{p}} ex||Fukiage [[File:Jab.gif]]|90|160|30/40|HL|su|6|8|31|44|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|||||Fukiage [[File:Strong.gif]]|90|160|30/40|HL|su|10|8|32|49|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2F|JP: 1|}} | {{USFIVFrameDataGlanceRow|||||Fukiage [[File:Strong.gif]]|90|160|30/40|HL|su|10|8|32|49|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2F|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|||||Fukiage [[File:Fierce.gif]]|90|160|30/40|HL|su|13|8|32|52|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2~3F|JP: 1|}} | {{USFIVFrameDataGlanceRow|||||Fukiage [[File:Fierce.gif]]|90|160|30/40|HL|su|13|8|32|52|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2~3F|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|EX Fukiage|EX Fukiage|||Fukiage [[File:EX.gif]]|80|100|-250/0|HL|su|10|8|32|49|-|-|-19|-|Jump cancellable on hit only, if jump cancel input /before/ attack is blocked you cannot perform an EX FADC, opponent gains 20 meter on hit||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2F|JP: 1|}} | {{USFIVFrameDataGlanceRow|EX Fukiage|EX Fukiage|||Fukiage [[File:EX.gif]]|80|100|-250/0|HL|su|10|8|32|49|-|-|-19|-|Jump cancellable on hit only, if jump {{cancel}} input /before/ attack is blocked you cannot perform an EX FADC, opponent gains 20 meter on hit||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2F|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Hayate| |qcf + p ex ( ex version armorbreak )|Hold p to delay attack and increase damage; Press k during delay to cancel; Ex.png version cannot be delayed or canceled|Hayate [[File:Jab.gif]] (Lv1)|90|120|20/40|HL|su|8|5|23|35|20|28|-8|0|8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|Hayate| |qcf + {{p}} {{ex}} ( {{ex}} version {{armorbreak}} )|Hold p to delay attack and increase damage; Press k during delay to cancel; Ex.png version cannot be delayed or canceled|Hayate [[File:Jab.gif]] (Lv1)|90|120|20/40|HL|su|8|5|23|35|20|28|-8|0|8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|||||Hayate [[File:Jab.gif]] (Lv2)|105|135|20/40|HL|su|4+8|5|23|39|21|29|-7|1|Charge 4~23F, 8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|||||Hayate [[File:Jab.gif]] (Lv2)|105|135|20/40|HL|su|4+8|5|23|39|21|29|-7|1|Charge 4~23F, 8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|||||Hayate [[File:Jab.gif]] (Lv3)|120|150|20/40|HL|su|24+8|5|23|59|22|30|-6|2|Charge 24~43F, 8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|||||Hayate [[File:Jab.gif]] (Lv3)|120|150|20/40|HL|su|24+8|5|23|59|22|30|-6|2|Charge 24~43F, 8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
Line 97: | Line 97: | ||
{{USFIVFrameDataGlanceRow|||||Hayate [[File:Fierce.gif]] (Lv5)|190|180|20/40|HL|su|64+11|5|19|98|22|-|-2|-|Charge 64F, 11F startup from button release|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}} | {{USFIVFrameDataGlanceRow|||||Hayate [[File:Fierce.gif]] (Lv5)|190|180|20/40|HL|su|64+11|5|19|98|22|-|-2|-|Charge 64F, 11F startup from button release|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}} | ||
{{USFIVFrameDataGlanceRow|EX Hayate|EX Hayate|||Hayate [[File:EX.gif]]|120|150|-250/0|HL|su|13|6|16|34|18|-|-4|-|Opponent gains 20 meter on hit|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}} | {{USFIVFrameDataGlanceRow|EX Hayate|EX Hayate|||Hayate [[File:EX.gif]]|120|150|-250/0|HL|su|13|6|16|34|18|-|-4|-|Opponent gains 20 meter on hit|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}} | ||
{{USFIVFrameDataGlanceRow|Hayate Cancel|Hayate Cancel|k||Hayate Cancel|-|-|-|-|-|-|-|Total 12|12|-|-|-|-|Fastest cancel is 16F||||-|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Hayate Cancel|Hayate Cancel|k||Hayate Cancel|-|-|-|-|-|-|-|Total 12|12|-|-|-|-|Fastest {{cancel}} is 16F||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Oroshi|Overhead Chop|qcb + p ex armorbreak||Overhead Chop [[File:Jab.gif]]|90|200|30/30|H|su|22|6|16|43|18|20[19]|-4|4[3]|[] refers to vs crouching, builds 20 meter on block|X|||||Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Oroshi|Overhead Chop|qcb + {{p}} {{ex}} armorbreak||Overhead Chop [[File:Jab.gif]]|90|200|30/30|H|su|22|6|16|43|18|20[19]|-4|4[3]|[] refers to vs crouching, builds 20 meter on block|X|||||Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Overhead Chop [[File:Strong.gif]]|100|200|30/30|H|su|23|6|15|43|16|20[19]|-5|5[4]|[] refers to vs crouching, builds 20 meter on block|X|||||Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|||||Overhead Chop [[File:Strong.gif]]|100|200|30/30|H|su|23|6|15|43|16|20[19]|-5|5[4]|[] refers to vs crouching, builds 20 meter on block|X|||||Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Overhead Chop [[File:Fierce.gif]]|150|200|30/30|H|su|24|6|14|43|15|-|-5|-|builds 20 meter on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|||||Overhead Chop [[File:Fierce.gif]]|150|200|30/30|H|su|24|6|14|43|15|-|-5|-|builds 20 meter on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Oroshi|EX Overhead Chop|||Overhead Chop [[File:EX.gif]]|120|200|-250/0|H|su|18|6|19|42|21|-|-4|-|Opponent gains 15 meter on hit, 10 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|All: 1~12F|All: 1~12F|-|-|JP: 2|}} | {{USFIVFrameDataGlanceRow|EX Oroshi|EX Overhead Chop|||Overhead Chop [[File:EX.gif]]|120|200|-250/0|H|su|18|6|19|42|21|-|-4|-|Opponent gains 15 meter on hit, 10 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|All: 1~12F|All: 1~12F|-|-|JP: 2|}} | ||
{{USFIVFrameDataGlanceRow|Karakusa|Command Grab|hcb + k ex||Karakusa [[File:Short.gif]]|40|80|20/40|0.93|-|7|2|51|59|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Karakusa|Command Grab|hcb + {{k}} ex||Karakusa [[File:Short.gif]]|40|80|20/40|0.93|-|7|2|51|59|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Karakusa [[File:Forward.gif]]|40|80|20/40|0.99|-|8|2|51|60|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|||||Karakusa [[File:Forward.gif]]|40|80|20/40|0.99|-|8|2|51|60|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Karakusa [[File:Roundhouse.gif]]|40|80|20/40|1.06|-|9|2|51|61|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|||||Karakusa [[File:Roundhouse.gif]]|40|80|20/40|1.06|-|9|2|51|61|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Karakusa|EX Command Grab|||Karakusa [[File:EX.gif]]|60|120|-250/0|0.93|-|5|2|47|53|||-|12|Opponent gains 20 meter on hit||||Forces stand|-|-|-|1~6F|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|EX Karakusa|EX Command Grab|||Karakusa [[File:EX.gif]]|60|120|-250/0|0.93|-|5|2|47|53|||-|12|Opponent gains 20 meter on hit||||Forces stand|-|-|-|1~6F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Tsurugi|Axe Kick|(in air) qcb + k ex||Axe Kick [[File:Short.gif]]|90|120|10/40|HL|-|11|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|Tsurugi|Axe Kick|(in air) {{qcb}} + {{k}} ex||Axe Kick [[File:Short.gif]]|90|120|10/40|HL|-|11|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|||||Axe Kick [[File:Forward.gif]]|100|140|10/40|HL|-|13|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|||||Axe Kick [[File:Forward.gif]]|100|140|10/40|HL|-|13|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|||||Axe Kick [[File:Roundhouse.gif]]|150|200|10/40|HL|-|15|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|||||Axe Kick [[File:Roundhouse.gif]]|150|200|10/40|HL|-|15|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|EX Tsurugi|EX Axe Kick|||Axe Kick [[File:EX.gif]]|60*100|100*120|-250/0|H|-|15|1*4|After landing 11|-|||-|-|Height restriction: 0.2, Opponent gains 20x2 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 1~15F|-|-|JP: 2*3|}} | {{USFIVFrameDataGlanceRow|EX Tsurugi|EX Axe Kick|||Axe Kick [[File:EX.gif]]|60*100|100*120|-250/0|H|-|15|1*4|After landing 11|-|||-|-|Height restriction: 0.2, Opponent gains 20x2 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 1~15F|-|-|JP: 2*3|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Tanden Renki|Super|qcf qcf + p|Boosts strength temporarily|Super Combo|-|-|-1000/0|HL|-|1+0|720|11|731|||-|-|Increases damage by 25%||||||||-|All: 1~11F|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Tanden Renki|Super|qcf {{qcf}} + p|Boosts strength temporarily|Super Combo|-|-|-1000/0|HL|-|1+0|720|11|731|||-|-|Increases damage by 25%||||||||-|All: 1~11F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Seichusan Godanzuki|Ultra I|qcf qcf + 3p||Ultra Combo 1|75*365|0|0/0|HL|-|0+6|3|47|55|21|-|-29|-|Opponent gains 10x4*40 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8F|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Seichusan Godanzuki|Ultra I|qcf {{qcf}} + 3p||Ultra Combo 1|75*365|0|0/0|HL|-|0+6|3|47|55|21|-|-29|-|Opponent gains 10x4*40 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Abare Tosanami|Ultra II|qcf qcf + 3k|Hold different k buttons before reaching wall to select attack angle|Ultra Combo 2 [[File:Short.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 0|until ground|After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, hold button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | {{USFIVFrameDataGlanceRow|Abare Tosanami|Ultra II|qcf {{qcf}} + 3k|Hold different {{k}} buttons before reaching wall to select attack angle|Ultra Combo 2 [[File:Short.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 0|until ground|After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, hold button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | ||
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 [[File:Forward.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 0|until ground|After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | {{USFIVFrameDataGlanceRow|||||Ultra Combo 2 [[File:Forward.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 0|until ground|After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | ||
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 [[File:Roundhouse.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 3|until ground|3+After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | {{USFIVFrameDataGlanceRow|||||Ultra Combo 2 [[File:Roundhouse.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 3|until ground|3+After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | ||
Line 248: | Line 248: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Makoto|DiagonalLP| | {{USFIVMoveListRow|Makoto|DiagonalLP| | ||
Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp|| | Diagonal Jump LP|Diagonal Jump Jab|ub / {{uf}} + lp|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|DiagonalMP| | {{USFIVMoveListRow|Makoto|DiagonalMP| | ||
Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp|| | Diagonal Jump MP|Diagonal Jump Strong|ub / {{uf}} + mp|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|DiagonalHP| | {{USFIVMoveListRow|Makoto|DiagonalHP| | ||
Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp|| | Diagonal Jump HP|Diagonal Jump Fierce|ub / {{uf}} + hp|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|DiagonalLK| | {{USFIVMoveListRow|Makoto|DiagonalLK| | ||
Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk|| | Diagonal Jump LK|Diagonal Jump Short|ub / {{uf}} + lk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|DiagonalMK| | {{USFIVMoveListRow|Makoto|DiagonalMK| | ||
Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk|| | Diagonal Jump MK|Diagonal Jump Forward|ub / {{uf}} + mk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|DiagonalHK| | {{USFIVMoveListRow|Makoto|DiagonalHK| | ||
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk|| | Diagonal Jump HK|Diagonal Jump Roundhouse|ub / {{uf}} + hk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 282: | Line 282: | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|TargetCombo1| | {{USFIVMoveListRow|Makoto|TargetCombo1| | ||
Target Combo 1|Target Combo 1|lk --- mk|First hit can whiff and still be chained| | Target Combo 1|Target Combo 1|lk {{---}} mk|First hit can whiff and still be chained| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|TargetCombo2| | {{USFIVMoveListRow|Makoto|TargetCombo2| | ||
Target Combo 2|Target Combo 2|f + mk --- hk|First hit can whiff and still be chained| | Target Combo 2|Target Combo 2|f + {{mk}} {{---}} hk|First hit can whiff and still be chained| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 314: | Line 314: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Makoto|HeadButt| | {{USFIVMoveListRow|Makoto|HeadButt| | ||
Head Butt|Forward Throw|f or n + lp + lk|| | Head Butt|Forward Throw|f or {{n}} + {{lp}} + lk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|TripleThreat| | {{USFIVMoveListRow|Makoto|TripleThreat| | ||
Triple Threat|Back Throw|b + lp + lk|| | Triple Threat|Back Throw|b + {{lp}} + lk|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 328: | Line 328: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Makoto|Fukiage| | {{USFIVMoveListRow|Makoto|Fukiage| | ||
Fukiage|Uppercut|dp + p ex|| | Fukiage|Uppercut|dp + {{p}} ex|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|Hayate| | {{USFIVMoveListRow|Makoto|Hayate| | ||
Hayate| |qcf + p ex ( ex version armorbreak )|Hold p to delay attack and increase damage; Press k during delay to cancel; All Level 5 Hayates are armorbreak ; ex version cannot be delayed or canceled| | Hayate| |qcf + {{p}} {{ex}} ( {{ex}} version {{armorbreak}} )|Hold p to delay attack and increase damage; Press k during delay to cancel; All Level 5 Hayates are {{armorbreak}} ; ex version cannot be delayed or canceled| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 340: | Line 340: | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|Oroshi| | {{USFIVMoveListRow|Makoto|Oroshi| | ||
Oroshi|Overhead Chop|qcb + p ex armorbreak|| | Oroshi|Overhead Chop|qcb + {{p}} {{ex}} armorbreak|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|Karakusa| | {{USFIVMoveListRow|Makoto|Karakusa| | ||
Karakusa|Command Grab|hcb + k ex|| | Karakusa|Command Grab|hcb + {{k}} ex|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|Tsurugi| | {{USFIVMoveListRow|Makoto|Tsurugi| | ||
Tsurugi|Axe Kick|(in air) qcb + k ex|| | Tsurugi|Axe Kick|(in air) {{qcb}} + {{k}} ex|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 358: | Line 358: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Makoto|TandenRenki| | {{USFIVMoveListRow|Makoto|TandenRenki| | ||
Tanden Renki|Super Combo|qcf qcf + p|Boosts strength temporarily| | Tanden Renki|Super Combo|qcf {{qcf}} + p|Boosts strength temporarily| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 368: | Line 368: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Makoto|SeichusanGodanzuki| | {{USFIVMoveListRow|Makoto|SeichusanGodanzuki| | ||
Seichusan Godanzuki|Ultra Combo I|qcf qcf + 3p|| | Seichusan Godanzuki|Ultra Combo I|qcf {{qcf}} + 3p|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Makoto|AbareTosanami| | {{USFIVMoveListRow|Makoto|AbareTosanami| | ||
Abare Tosanami|Ultra Combo II|qcf qcf + 3k|Hold different k buttons before reaching wall to select attack angle| | Abare Tosanami|Ultra Combo II|qcf {{qcf}} + 3k|Hold different {{k}} buttons before reaching wall to select attack angle| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
Line 378: | Line 378: | ||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
Line 491: | Line 491: | ||
(No strategies) | (No strategies) | ||
====vs. Guile==== | ====vs. Guile==== | ||
[[File:SSFIV-Guile_Face.jpg]] | [[File:SSFIV-Guile_Face.jpg]] | ||
Line 628: | Line 628: | ||
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|90|200|60|HL|-|9|4|17|29|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|90|200|60|HL|-|9|4|17|29|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Yamase|Triple Punch|f + hp|First hit can whiff and still be chained|[[File:Right.gif]]+[[File:Fierce.gif]] > [[File:Fierce.gif]]|50*80|50*100|20*20|HL|-|7|3(3)5|18|35|18|22|-5|-1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Yamase|Triple Punch|f + hp|First hit can whiff and still be chained|[[File:Right.gif]]+[[File:Fierce.gif]] > [[File:Fierce.gif]]|50*80|50*100|20*20|HL|-|7|3(3)5|18|35|18|22|-5|-1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Target Combo 1|Target Combo 1|lk --- mk|First hit can whiff and still be chained|[[File:Short.gif]] > [[File:Forward.gif]]|50|100|40|HL|sp/su|2|4|14|19|14|17|-4|-1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Target Combo 1|Target Combo 1|lk {{---}} mk|First hit can whiff and still be chained|[[File:Short.gif]] > [[File:Forward.gif]]|50|100|40|HL|sp/su|2|4|14|19|14|17|-4|-1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Target Combo 2|Target Combo 2|f + mk --- hk|First hit can whiff and still be chained|[[File:Right.gif]]+[[File:Forward.gif]] > [[File:Roundhouse.gif]]|100|200|60|HL|-|8|7|14|28|18|22|-3|1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Target Combo 2|Target Combo 2|f + {{mk}} {{---}} hk|First hit can whiff and still be chained|[[File:Right.gif]]+[[File:Forward.gif]] > [[File:Roundhouse.gif]]|100|200|60|HL|-|8|7|14|28|18|22|-3|1|First hit can whiff and still be chained, cannot be performed if holding any "down" direction||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | {{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
Line 637: | Line 637: | ||
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|7|10|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | {{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|7|10|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | {{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|--|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | {{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|--|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|80|100|40|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | {{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump [[File:Strong.gif]]|80|100|40|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|JP: 1|}} | {{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | {{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|4|9|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|80|100|40|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | {{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump [[File:Forward.gif]]|80|100|40|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~8F|-|-|-|}} | {{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|9|5|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~8F|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.981|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.981|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.981||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.981||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|64|2|35|100|-|-|-|-|Range: 1.981, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~64F|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|64|2|35|100|-|-|-|-|Range: 1.981, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~64F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + mp + mk||Level 1 Red Focus|90|100|-500/0|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.981, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|-500/0|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 1.981, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + mp + mk||Level 2 Red Focus|120|150|-500/0|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.981, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|120|150|-500/0|HL|-|18+11|2|35|65|22|-|-15|-|Range: 1.981, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + mp + mk||Level 3 Red Focus|210|200|-500/0|-|-|64|2|35|100|-|-|-|-|Range: 1.981, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~65F (99 hits)|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|210|200|-500/0|-|-|64|2|35|100|-|-|-|-|Range: 1.981, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~65F (99 hits)|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + mp + mk||Level 1 EX Red Focus|90|100|-750/0|HL|-|10+11|2|35|57|22|-|-15|-|Range: 1.981, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|-750/0|HL|-|10+11|2|35|57|22|-|-15|-|Range: 1.981, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Head Butt|Forward Throw|f or n + lp + lk||Forward Throw|100|200|40|0.955|-|3|2|20|24|-|-|-|1|Forces stand, if no input is given after a succesful throw Makoto remains invincible for up to 17F|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Head Butt|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|100|200|40|0.955|-|3|2|20|24|-|-|-|1|Forces stand, if no input is given after a succesful {{throw}} Makoto remains invincible for up to 17F|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Triple Threat|Back Throw|b + lp + lk||Back Throw|130|120|40|0.855|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Triple Threat|Back Throw|b + {{lp}} + lk||Back Throw|130|120|40|0.855|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Fukiage|Uppercut|dp + p ex||Fukiage [[File:Jab.gif]]|90|160|30/40|HL|su|6|8|31|44|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataRow|Fukiage|Uppercut|dp + {{p}} ex||Fukiage [[File:Jab.gif]]|90|160|30/40|HL|su|6|8|31|44|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|||||Fukiage [[File:Strong.gif]]|90|160|30/40|HL|su|10|8|32|49|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2F|JP: 1|}} | {{USFIVFrameDataRow|||||Fukiage [[File:Strong.gif]]|90|160|30/40|HL|su|10|8|32|49|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2F|JP: 1|}} | ||
{{USFIVFrameDataRow|||||Fukiage [[File:Fierce.gif]]|90|160|30/40|HL|su|13|8|32|52|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2~3F|JP: 1|}} | {{USFIVFrameDataRow|||||Fukiage [[File:Fierce.gif]]|90|160|30/40|HL|su|13|8|32|52|-|-|-|-|Jump cancellable, cannot hit grounded||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2~3F|JP: 1|}} | ||
{{USFIVFrameDataRow|EX Fukiage|EX Fukiage|||Fukiage [[File:EX.gif]]|80|100|-250/0|HL|su|10|8|32|49|-|-|-19|-|Jump cancellable on hit only, if jump cancel input /before/ attack is blocked you cannot perform an EX FADC, opponent gains 20 meter on hit||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2F|JP: 1|}} | {{USFIVFrameDataRow|EX Fukiage|EX Fukiage|||Fukiage [[File:EX.gif]]|80|100|-250/0|HL|su|10|8|32|49|-|-|-19|-|Jump cancellable on hit only, if jump {{cancel}} input /before/ attack is blocked you cannot perform an EX FADC, opponent gains 20 meter on hit||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2F|JP: 1|}} | ||
{{USFIVFrameDataRow|Hayate| |qcf + p ex ( ex version armorbreak )|Hold p to delay attack and increase damage; Press k during delay to cancel; Ex.png version cannot be delayed or canceled|Hayate [[File:Jab.gif]] (Lv1)|90|120|20/40|HL|su|8|5|23|35|20|28|-8|0|8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataRow|Hayate| |qcf + {{p}} {{ex}} ( {{ex}} version {{armorbreak}} )|Hold p to delay attack and increase damage; Press k during delay to cancel; Ex.png version cannot be delayed or canceled|Hayate [[File:Jab.gif]] (Lv1)|90|120|20/40|HL|su|8|5|23|35|20|28|-8|0|8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|||||Hayate [[File:Jab.gif]] (Lv2)|105|135|20/40|HL|su|4+8|5|23|39|21|29|-7|1|Charge 4~23F, 8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataRow|||||Hayate [[File:Jab.gif]] (Lv2)|105|135|20/40|HL|su|4+8|5|23|39|21|29|-7|1|Charge 4~23F, 8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|||||Hayate [[File:Jab.gif]] (Lv3)|120|150|20/40|HL|su|24+8|5|23|59|22|30|-6|2|Charge 24~43F, 8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataRow|||||Hayate [[File:Jab.gif]] (Lv3)|120|150|20/40|HL|su|24+8|5|23|59|22|30|-6|2|Charge 24~43F, 8F startup from button release||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
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{{USFIVFrameDataRow|||||Hayate [[File:Fierce.gif]] (Lv5)|190|180|20/40|HL|su|64+11|5|19|98|22|-|-2|-|Charge 64F, 11F startup from button release|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}} | {{USFIVFrameDataRow|||||Hayate [[File:Fierce.gif]] (Lv5)|190|180|20/40|HL|su|64+11|5|19|98|22|-|-2|-|Charge 64F, 11F startup from button release|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}} | ||
{{USFIVFrameDataRow|EX Hayate|EX Hayate|||Hayate [[File:EX.gif]]|120|150|-250/0|HL|su|13|6|16|34|18|-|-4|-|Opponent gains 20 meter on hit|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}} | {{USFIVFrameDataRow|EX Hayate|EX Hayate|||Hayate [[File:EX.gif]]|120|150|-250/0|HL|su|13|6|16|34|18|-|-4|-|Opponent gains 20 meter on hit|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}} | ||
{{USFIVFrameDataRow|Hayate Cancel|Hayate Cancel|k||Hayate Cancel|-|-|-|-|-|-|-|Total 12|12|-|-|-|-|Fastest cancel is 16F||||-|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Hayate Cancel|Hayate Cancel|k||Hayate Cancel|-|-|-|-|-|-|-|Total 12|12|-|-|-|-|Fastest {{cancel}} is 16F||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Oroshi|Overhead Chop|qcb + p ex armorbreak||Overhead Chop [[File:Jab.gif]]|90|200|30/30|H|su|22|6|16|43|18|20[19]|-4|4[3]|[] refers to vs crouching, builds 20 meter on block|X|||||Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Oroshi|Overhead Chop|qcb + {{p}} {{ex}} armorbreak||Overhead Chop [[File:Jab.gif]]|90|200|30/30|H|su|22|6|16|43|18|20[19]|-4|4[3]|[] refers to vs crouching, builds 20 meter on block|X|||||Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Overhead Chop [[File:Strong.gif]]|100|200|30/30|H|su|23|6|15|43|16|20[19]|-5|5[4]|[] refers to vs crouching, builds 20 meter on block|X|||||Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|||||Overhead Chop [[File:Strong.gif]]|100|200|30/30|H|su|23|6|15|43|16|20[19]|-5|5[4]|[] refers to vs crouching, builds 20 meter on block|X|||||Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Overhead Chop [[File:Fierce.gif]]|150|200|30/30|H|su|24|6|14|43|15|-|-5|-|builds 20 meter on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|||||Overhead Chop [[File:Fierce.gif]]|150|200|30/30|H|su|24|6|14|43|15|-|-5|-|builds 20 meter on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Oroshi|EX Overhead Chop|||Overhead Chop [[File:EX.gif]]|120|200|-250/0|H|su|18|6|19|42|21|-|-4|-|Opponent gains 15 meter on hit, 10 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|All: 1~12F|All: 1~12F|-|-|JP: 2|}} | {{USFIVFrameDataRow|EX Oroshi|EX Overhead Chop|||Overhead Chop [[File:EX.gif]]|120|200|-250/0|H|su|18|6|19|42|21|-|-4|-|Opponent gains 15 meter on hit, 10 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|All: 1~12F|All: 1~12F|-|-|JP: 2|}} | ||
{{USFIVFrameDataRow|Karakusa|Command Grab|hcb + k ex||Karakusa [[File:Short.gif]]|40|80|20/40|0.93|-|7|2|51|59|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Karakusa|Command Grab|hcb + {{k}} ex||Karakusa [[File:Short.gif]]|40|80|20/40|0.93|-|7|2|51|59|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Karakusa [[File:Forward.gif]]|40|80|20/40|0.99|-|8|2|51|60|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|||||Karakusa [[File:Forward.gif]]|40|80|20/40|0.99|-|8|2|51|60|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Karakusa [[File:Roundhouse.gif]]|40|80|20/40|1.06|-|9|2|51|61|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|||||Karakusa [[File:Roundhouse.gif]]|40|80|20/40|1.06|-|9|2|51|61|||-|12||||X|Forces stand|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Karakusa|EX Command Grab|||Karakusa [[File:EX.gif]]|60|120|-250/0|0.93|-|5|2|47|53|||-|12|Opponent gains 20 meter on hit||||Forces stand|-|-|-|1~6F|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|EX Karakusa|EX Command Grab|||Karakusa [[File:EX.gif]]|60|120|-250/0|0.93|-|5|2|47|53|||-|12|Opponent gains 20 meter on hit||||Forces stand|-|-|-|1~6F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Tsurugi|Axe Kick|(in air) qcb + k ex||Axe Kick [[File:Short.gif]]|90|120|10/40|HL|-|11|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataRow|Tsurugi|Axe Kick|(in air) {{qcb}} + {{k}} ex||Axe Kick [[File:Short.gif]]|90|120|10/40|HL|-|11|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|||||Axe Kick [[File:Forward.gif]]|100|140|10/40|HL|-|13|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataRow|||||Axe Kick [[File:Forward.gif]]|100|140|10/40|HL|-|13|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|||||Axe Kick [[File:Roundhouse.gif]]|150|200|10/40|HL|-|15|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataRow|||||Axe Kick [[File:Roundhouse.gif]]|150|200|10/40|HL|-|15|4|After landing 11|-|||-|-|Height restriction: 0.5||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|EX Tsurugi|EX Axe Kick|||Axe Kick [[File:EX.gif]]|60*100|100*120|-250/0|H|-|15|1*4|After landing 11|-|||-|-|Height restriction: 0.2, Opponent gains 20x2 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 1~15F|-|-|JP: 2*3|}} | {{USFIVFrameDataRow|EX Tsurugi|EX Axe Kick|||Axe Kick [[File:EX.gif]]|60*100|100*120|-250/0|H|-|15|1*4|After landing 11|-|||-|-|Height restriction: 0.2, Opponent gains 20x2 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 1~15F|-|-|JP: 2*3|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Tanden Renki|Super|qcf qcf + p|Boosts strength temporarily|Super Combo|-|-|-1000/0|HL|-|1+0|720|11|731|||-|-|Increases damage by 25%||||||||-|All: 1~11F|-|-|-|-|-|}} | {{USFIVFrameDataRow|Tanden Renki|Super|qcf {{qcf}} + p|Boosts strength temporarily|Super Combo|-|-|-1000/0|HL|-|1+0|720|11|731|||-|-|Increases damage by 25%||||||||-|All: 1~11F|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Seichusan Godanzuki|Ultra I|qcf qcf + 3p||Ultra Combo 1|75*365|0|0/0|HL|-|0+6|3|47|55|21|-|-29|-|Opponent gains 10x4*40 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8F|-|-|-|-|-|}} | {{USFIVFrameDataRow|Seichusan Godanzuki|Ultra I|qcf {{qcf}} + 3p||Ultra Combo 1|75*365|0|0/0|HL|-|0+6|3|47|55|21|-|-29|-|Opponent gains 10x4*40 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8F|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Abare Tosanami|Ultra II|qcf qcf + 3k|Hold different k buttons before reaching wall to select attack angle|Ultra Combo 2 [[File:Short.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 0|until ground|After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, hold button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | {{USFIVFrameDataRow|Abare Tosanami|Ultra II|qcf {{qcf}} + 3k|Hold different {{k}} buttons before reaching wall to select attack angle|Ultra Combo 2 [[File:Short.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 0|until ground|After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, hold button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | ||
{{USFIVFrameDataRow|||||Ultra Combo 2 [[File:Forward.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 0|until ground|After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | {{USFIVFrameDataRow|||||Ultra Combo 2 [[File:Forward.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 0|until ground|After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | ||
{{USFIVFrameDataRow|||||Ultra Combo 2 [[File:Roundhouse.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 3|until ground|3+After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | {{USFIVFrameDataRow|||||Ultra Combo 2 [[File:Roundhouse.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|See notes|From wall 3|until ground|3+After landing 26|-|-|-|-28|-|Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version, opponent gains 10x3*20 meter on hit|X|||[4th Hit]: Hard Knockdown|[4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1~4 sequentially|}} | ||
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=====Notes | =====Notes===== | ||
[[Category: Ultra Street Fighter IV]] | [[Category:Ultra Street Fighter IV]] |
Revision as of 02:53, 9 December 2020

Makoto
Growing up respecting and loving her father's Rindoukan karate dojo, Makoto did everything she could to emulate her father. However, upon his passing, no one was left to continue the school (her brother had no interest in the school) and it eventually closed down. Figuring she was the only hope to rebuild the respected school, she literally used her own hands to bring the school back to life with her carpentry skills and has now entered the Street Fighting circuit to see if she can garner potential students after seeing her success in battles, thus continuing to spread her father's teachings.
In a nutshell
Makoto is a character who seems like she has the proper mix-ups built into her moves, but Makoto is not straight-forward at all. Learning to win with Makoto takes a ton of creativity and unpredictability, and although it appears her main goals are to land her Karakusa, oftentimes she has to make you respect all her other moves first before the Karakusa can even be a threat. Her awkward Dash and extremely slow walk speed can make for a very difficult character to learn, making it very hard to control your distances from the opponent. She's definitely a very awkward character to play, but when your mix-ups and mind games are working, she also can end up being one of the most fun and satisfying characters to play.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Forward Throw: Range increased to 0.95 from 0.90
- Back Throw: Range decreased to 0.85 from 0.90
- Stand HP: Hit Stun increased by 1 frame on crouching opponents, now matches the hit-stun time when used against standing opponents
- Crouch HK: Stun damage increased to 200 from 100
- Diagonal Jump MK: Hitbox slightly expanded, easier to cross-up
- Karakusa: Light, Medium, and Hard versions recovery on whiff increased to 51 frames from 47 frames
- EX Fukiage: Is now able to hit grounded opponents; can be canceled into a jump on hit only;
- EX Fukiage: Damage reduced to 80 from 120; stun damage reduced to 100 from 200
- Tsurugi: Light and Medium version Block Stun reduced by 2 frames so that; on block at lowest height, is -3 from -1
- Seichusen Godanzuki (UC1): Damage decreased to 440 from 480
- Abare Tosanami (UC2): Now fully Projectile Invincible from startup to landing
(New to Ultra SFIV Console Digital Release)
- Ultra Combo W: Ccaling changed from 60% to 75%
- EX Oroshi: Juggle Potential increased to 2 from 1
- Abare Tosanami (UC2): Now while traveling to the wall, invincibility changed from fully invincibile to only Projectile and Throw Invincibile
Character Specific Data
Makoto
VITALS | |||||
---|---|---|---|---|---|
Health: | 950 | Stun: | 1050 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.02 | Forward Dash Distance: | 1.78 | ||
Back Walk Speed: | 0.015 | Forward Dash Total Frames: | 16 | ||
JUMPING | Back Dash Distance: | 1.32 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 27 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.925 | Back Dash Airborne: | 5 | ||
Back Jump Distance | 1.75 | Back Dash Recovery: | 14 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.95 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.85 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Oroshi, EX Oroshi, EX Tsurugi | Hard Knockdowns: | Toward HK, Crouch HP, LP/MP Oroshi (vs. Air), HP Oroshi, EX Oroshi | ||
Low Attacks: | Toward HK, Crouch HP, Crouch LK | Armor Breakers: | Hayate (Level 5), EX Hayate, Oroshi, EX Oroshi | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Stand HP, Stand HK, LP/MP/HP Hayate (Levels 1-3), LP/MP Oroshi | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 64 | ||||
L1 Focus Attack Forward Dash: | 0 | L2 FA Forward Dash (On Block): | +6 | ||
L1 Focus Attack Back Dash: | -11 | L2 FA Back Dash (On Block): | -5 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Stand LP |
Stand Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand MP |
Stand Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand HP |
Stand Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand LK |
Stand Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand MK |
Stand Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand HK |
Stand Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Toward Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Toward LP |
Toward Jab | f + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Toward MP |
Toward Strong | f + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Toward HP |
Toward Fierce | f + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Toward LK |
Toward Short | f + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Toward MK |
Toward Forward | f + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Toward HK |
Toward Roundhouse | f + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Yamase |
Triple Punch | f + hp | First hit can whiff and still be chained |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo 1 |
Target Combo 1 | lk ![]() |
First hit can whiff and still be chained |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo 2 |
Target Combo 2 | f + ![]() ![]() |
First hit can whiff and still be chained |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Head Butt |
Forward Throw | f or ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Triple Threat |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Fukiage |
Uppercut | dp + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hayate |
qcf + ![]() ![]() ![]() ![]() |
Hold p to delay attack and increase damage; Press k during delay to cancel; All Level 5 Hayates are ![]() | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hayate Cancel |
Hayate Cancel | k | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Oroshi |
Overhead Chop | qcb + ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Karakusa |
Command Grab | hcb + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tsurugi |
Axe Kick | (in air) ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Tanden Renki |
Super Combo | qcf ![]() |
Boosts strength temporarily |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Seichusan Godanzuki |
Ultra Combo I | qcf ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Abare Tosanami |
Ultra Combo II | qcf ![]() |
Hold different ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
vs. Abel
vs. Adon
vs. Akuma/Gouki
vs. Balrog/Boxer
vs. Blanka
vs. C. Viper
vs. Cammy
vs. Chun-Li
vs. Cody
vs. Dan
vs. Decapre
vs. Dee Jay
vs. Dhalsim
vs. Dudley
vs. E. Honda
vs. El Fuerte
vs. Elena
vs. Evil Ryu
vs. Fei Long
vs. Gen
vs. Gouken
vs. Guile
vs. Guy
vs. Hakan
vs. Hugo
vs. Ibuki
vs. Juri
vs. Ken
vs. M.Bison/Dictator
vs. Makoto (self)
vs. Oni
vs. Poison
vs. Rolento
vs. Rose
vs. Rufus
vs. Ryu
vs. Sagat
vs. Sakura
vs. Seth
vs. T.Hawk
vs. Vega/Claw
vs. Yang
vs. Yun
vs. Zangief
Frame Data