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{{OSFIVFrameDataRow2|{{ex}} Sumo Smash<br>(Butt Slam)|{{Cd}},{{u}}{{2k}}<br>[2]8+KK|5(30)|2<small>(3)</small>7<br><small>(14)</small>6|22 land|-7(-5)|KD|50x2*100|50x2*100|M*H|-|'''1-11f full invuln, ~36f airborne'''; first 2 hits connect on the way up; hits overhead on the way down; block advantage varies based on opponent height; if only upward hit connects, opponent is put into limited juggle state; KD Adv: +14 (upward hit), +3~5 (downward hit only)|}} | {{OSFIVFrameDataRow2|{{ex}} Sumo Smash<br>(Butt Slam)|{{Cd}},{{u}}{{2k}}<br>[2]8+KK|5(30)|2<small>(3)</small>7<br><small>(14)</small>6|22 land|-7(-5)|KD|50x2*100|50x2*100|M*H|-|'''1-11f full invuln, ~36f airborne'''; first 2 hits connect on the way up; hits overhead on the way down; block advantage varies based on opponent height; if only upward hit connects, opponent is put into limited juggle state; KD Adv: +14 (upward hit), +3~5 (downward hit only)|}} | ||
{{OSFIVFrameDataRow|LK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{lk}}<br>63214+LK|8|2|41|-|KD|230|200|T|-|KD Adv: +29|}} | {{OSFIVFrameDataRow|LK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{lk}}<br>63214+LK|8|2|41|-|KD|230|200|T|-|Slightly less than HP Oicho Throw; KD Adv: +29|}} | ||
{{OSFIVFrameDataRow|MK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{mk}}<br>63214+MK|8|2|41|-|KD|240|200|T|-|KD Adv: +28|}} | {{OSFIVFrameDataRow|MK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{mk}}<br>63214+MK|8|2|41|-|KD|240|200|T|-|Less range than LK version; KD Adv: +28|}} | ||
{{OSFIVFrameDataRow|HK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{hk}}<br>63214+HK|8|2|41|-|KD|250|200|T|-|KD Adv: +28|}} | {{OSFIVFrameDataRow|HK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{hk}}<br>63214+HK|8|2|41|-|KD|250|200|T|-|Less range than MK version; KD Adv: +28|}} | ||
{{OSFIVFrameDataRow2|{{ex}} Back Crusher<br>(Same-side Throw)|{{Hcb}}{{2k}}<br>63214+KK|6|2|41|-|KD|260|150|T|-|KD Adv: +28|}} | {{OSFIVFrameDataRow2|{{ex}} Back Crusher<br>(Same-side Throw)|{{Hcb}}{{2k}}<br>63214+KK|6|2|41|-|KD|260|150|T|-|Longest range Back Crusher, in between LP/MP Oicho Throw range; KD Adv: +28|}} | ||
{{OSFIVFrameDataRow|LP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{lp}}<br>63214+LP|5|2|41|-|KD|100|250|T|-|Side switch vs. everyone except Hugo; KD Adv: +8|}} | {{OSFIVFrameDataRow|LP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{lp}}<br>63214+LP|5|2|41|-|KD|100|250|T|-|Side switch vs. everyone except Hugo; longest meterless command throw range; KD Adv: +8|}} | ||
{{OSFIVFrameDataRow|MP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{mp}}<br>63214+MP|5|2|41|-|KD|110|250|T|-|Side switch vs. everyone except Hugo; KD Adv: +8|}} | {{OSFIVFrameDataRow|MP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{mp}}<br>63214+MP|5|2|41|-|KD|110|250|T|-|Side switch vs. everyone except Hugo; less range than LP version or EX Back Crusher; KD Adv: +8|}} | ||
{{OSFIVFrameDataRow|HP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{hp}}<br>63214+HP|5|2|41|-|KD|120|250|T|-|Side switch vs. everyone except Hugo; KD Adv: +8|}} | {{OSFIVFrameDataRow|HP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{hp}}<br>63214+HP|5|2|41|-|KD|120|250|T|-|Side switch vs. everyone except Hugo; less range than MP version, slightly more than LK Back Crusher; KD Adv: +8|}} | ||
{{OSFIVFrameDataRow2|{{ex}}{{ex}} Orochi Slammer|{{Hcb}}{{2p}}<br>63214+PP|7|2|41|-|KD|130*200|0*300|T|FA* / -|Costs 2 bars; no longer throw invincible; can be comboed into and has juggle potential; 2nd hit cancels into Focus Attack, but loses significant damage/stun; if 2P is input too late, meterless Oicho will come out due to more lenient input timing; KD Adv: +7|}} | {{OSFIVFrameDataRow2|{{ex}}{{ex}} Orochi Slammer|{{Hcb}}{{2p}}<br>63214+PP|7|2|41|-|KD|130*200|0*300|T|FA* / -|Costs 2 bars, longest range of Honda's command throws; no longer throw invincible; can be comboed into and has juggle potential; 2nd hit cancels into Focus Attack, but loses significant damage/stun; if 2P is input too late, meterless Oicho will come out due to more lenient input timing; KD Adv: +7|}} | ||
{{OSFIVFrameDataRow|Salt Toss|{{Qcf}}{{K}}<br>236+K|13|12|10|-2(4)|4(10)|1|1|M|-|Whiffs on crouching opponents except Hugo; projectile hitbox (active frames 7-12 have extended hitbox, giving better advantage at max range); puts airborne opponent into free juggle state; lower priority than Zuri Fugaku if inputs overlap; can clash with high projectiles like Sagat's P Tiger Shot or air projectiles|}} | {{OSFIVFrameDataRow|Salt Toss|{{Qcf}}{{K}}<br>236+K|13|12|10|-2(4)|4(10)|1|1|M|-|Whiffs on crouching opponents except Hugo; projectile hitbox (active frames 7-12 have extended hitbox, giving better advantage at max range); puts airborne opponent into free juggle state; lower priority than Zuri Fugaku if inputs overlap; can clash with high projectiles like Sagat's P Tiger Shot or air projectiles|}} |
Revision as of 06:41, 28 September 2022

E. Honda
In a nutshell
(Intro paragraph to describe overall gameplay)
Notable Changes from USF4 to Omega
- Throw: slightly shorter range
- Movement Changes:
- Forward Dash: 3f faster (19f > 16f)
- Normal Move Changes:
- Far 5HK - removed (turned into a command normal), replaced with non-proximity 5HK
- Command Normal Changes:
- Sweep Kick (6HK) - USF4 Honda's Far 5HK turned into a command normal, knocks down on hit
- Target Combos:
- Special Move Changes:
- Super/Ultra Changes:
- Moves with ending Frame Buffer:
Character Specific Data
E. Honda
VITALS | |||||
---|---|---|---|---|---|
Health: | 1050 | Stun: | 1100 | ||
WALKING | |||||
Forward Walk Speed: | 0.045 | Back Walk Speed: | 0.030 | ||
JUMPING | |||||
Jump Total Frames: | 4+37+4 | Jump Distance: | 1.98 Forward/Back | ||
DASHING | |||||
Forward Dash Frames: | 16 | Forward Dash Distance: | 0.83 | ||
Back Dash Frames: | 27 | Back Dash Distance: | 0.90 | ||
FA + Forward Dash Frames: | 18 | FA + Back Dash Frames: | 22 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-18 | FA + Back Dash Airborne: | 6-13 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | -3 | Lv1 FA + Back Dash (Block): | -7 | ||
Lv2 FA + Forward Dash (Block): | +3 | Lv2 FA + Back Dash (Block): | -1 |
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP (Close) | cl. ![]() |
5 | 2 | 5 | 3 | 7 | 50 | 50 | M | Sp Su | - |
5MP (Close) | cl. ![]() |
6 | 2(4)1 | 9 | 3 | 7 | 50x2 | 100*50 | M | TC Sp Su | 2 hits; Sp/Su cancel works on 1st hit only; HP Target Combo works on 2nd hit only; either hit chains to 3HK Target Combo; both hits connect on airborne opponent |
5HP (Close) | cl. ![]() |
8 | 8 | 10 | 0 | 5 | 120 | 200 | M | Su | First 2 active frames cancellable with a lower hitbox; final 6 active frames hit above Honda; damage no longer reduced on later active frames |
5LK (Close) | cl. ![]() |
5 | 3 | 6 | 2 | 5 | 60 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
4 | 3 | 12 | -1 | 2 | 95 | 100 | M | Sp Su | - |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP (Far) | far. ![]() |
5 | 2 | 6 | 3 | 6 | 55 | 50 | M | Sp Su | - |
5MP (Far) | far. ![]() |
9 | 3 | 10 | -2 | 3 | 100 | 100 | M | Su | - |
5HP (Far) | far. ![]() |
10 | 6 | 16 | -4(0) | 0(4) | 120 | 230 | M | Su | First active frame hits above Honda and continues forward & downward; frame advantage depends on range and opponent height; damage no longer reduced on later active frames |
5LK (Far) | far. ![]() |
5 | 2 | 7 | 2 | 5 | 60 | 50 | M | Sp Su | - |
5MK (Far) | far. ![]() |
8 | 2 | 12 | 0 | 3 | 100 | 100 | M | Su | - |
5HK | st. ![]() |
6 | 2*3 | 14 | 1(-1) | 6 | 90*60 | 150*100 | M | Sp Su / - | 2 hits, only 1st is cancellable; forces stand on hit; (block adv. if 2nd hit whiffs); no longer a proximity normal, looks like USF4 cl.5HK; both hits connect on airborne opponent |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 | 2 | 6 | 2 | 5 | 50 | 50 | M | Sp Su | - |
2MP | ![]() ![]() |
8 | 4 | 9 | 1 | 4 | 95 | 100 | M | Su | - |
2HP | ![]() ![]() |
8 | 3 | 17 | -4 | 2 | 140 | 200 | L | Su | - |
2LK | ![]() ![]() |
5 | 2 | 7 | 2 | 4 | 50 | 50 | L | Sp Su | - |
2MK | ![]() ![]() |
6 | 3 | 11 | 0 | 3 | 80 | 100 | L | Sp Su | - |
2HK | ![]() ![]() |
14 | 2(5)1 | 8 | 2 (9) |
KD (12) |
120 (80) |
200 (100) |
L | Su | Final active frame hits backwards (better adv, no KD); KD Adv: +26 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Sweep Kick | ![]() ![]() |
8 | 2 | 26 | -12 | KD | 110 | 200 | L | - | Comparable to Honda's USF4 Far 5HK, but knocks down and is more unsafe on block; KD Adv: +14 |
Shikofumi (Overhead) |
![]() ![]() |
21 | 2(2)4 | 14 | -2 | 4 | 30*80 | 125*80 | H | - | 2 hits; can no longer kara cancel the startup, no longer knocks down |
Target Combo 1 | cl.![]() ![]() ![]() |
- | - | - | -2 | 6 | *30*80 | *125*80 | *M*H | - | Not a true combo, even on counterhit; (data for 3HK part only) |
Target Combo 2 | cl.![]() ![]() |
- | - | - | -8 | KD | *60*40 | *100*50 | *M*M | - | Must cancel from 2nd hit of cl.5MP; HP has 2 hits; launches opponent into juggle state; (data for HP part only); KD Adv: +40 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
7 | 6 | - | - | - | 70 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
7 | 7 | - | - | - | 90 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
8 | 5 | - | - | - | 130 | 250 | H | - | - |
j.LK (angled) | ![]() ![]() |
6 | 6 | - | - | - | 70 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
6 | 8 | - | - | - | 90 | 100 | H | - | Crossup |
j.HK (angled) | ![]() ![]() |
6 | 7 | - | - | - | 120 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
7 | 5 | - | - | - | 70 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
6 | 8 | - | - | - | 110 | 100 | H | - | - |
j.HP (neutral) | ![]() ![]() |
8 | 10 | - | - | - | 120 | 200 | H | - | Can steer left/right |
j.LK (neutral) | ![]() ![]() |
7 | 9 | - | - | - | 70 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
9 | 9 | - | - | - | 110 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
7 | 9 | - | - | - | 130 | 200 | H | - | - |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Focus Attack Lv. 1 | ![]() ![]() |
10+11 | 2 | 35 | -21 | KD | 120 | 150 | M | Dash | KD Adv: +10; +28 after Forward Dash, +24 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
18+10 | 2 | 35 | -15 | crumple | 100 | 150 | M | Dash | Focus release is 1f faster than USF4 version |
Focus Attack Lv. 3 | ![]() ![]() |
65 | 2 | 35 | crumple | crumple | 180 | 250 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Sabori (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 190 | 200 | T | - | KD Adv: +31 |
Rice Bale Throw (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 190 | 200 | T | - | KD Adv: +14 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Hundred Hand Slap | Mash ![]() P~P~P~LP |
4 | 2(4)1(4) 2(4)1 |
13 | 0 | 4 | 30x3*40 | 50x3*100 | M | Su | All hits Super cancellable; no longer has mashed extension |
MP Hundred Hand Slap | Mash ![]() P~P~P~MP |
10 | 2(4)1(3) 2(4)1(2)2 |
11 | 0 | 5 | 20x4*40 | 30x4*80 | M | Su | All hits Super cancellable; no longer has mashed extension |
HP Hundred Hand Slap | Mash ![]() P~P~P~HP |
14 | 3(5)1(4) 3(5)1(4) 2(5)2(4)2 |
15 | 0 | 8 | 10x6*50 | 20x7 | M | Su | All hits Super cancellable; no longer has mashed extension |
![]() |
Mash ![]() P~P~P~PP |
6 | 2(4)1(3) 2(4)1(2) 2(4)1(4)3 |
17 | 1 | KD | 20x6*60 | 20x6*80 | M | FA | Final hit knocks down and can FADC, but can only juggle into Focus Attack; KD Adv: +37 |
LP Sumo Headbutt | ![]() ![]() ![]() [4]6+LP |
9 | 17 | 14+13 land (15 land) |
-9 | KD | 160 [140] |
250 [200] |
M | Su* | 1-9f upper body strike invuln, 1-9f projectile invuln, 10-25f lower body projectile invuln, 10-39f airborne; Armor Break; first 2 active frames cancellable; [data for active frames 3~17]; (landing recovery on hit/block); KD Adv: +29 |
MP Sumo Headbutt | ![]() ![]() ![]() [4]6+MP |
5 | 19 | 14+13 land (16 land) |
-10 | KD | 170 [150] |
250 [200] |
M | Su* | 1-6f lower body strike invuln, 1-6f projectile invuln, 7-23f lower body projectile invuln, 7~37f airborne; Armor Break; first 2 active frames cancellable; [data for active frames 3~19]; (landing recovery on hit/block); KD Adv: +28 |
HP Sumo Headbutt | ![]() ![]() ![]() [4]6+HP |
8 | 48 | 14+17* land (17 land) |
-11 | KD | 180 [160] |
200 | M | Su* | 10-55f lower body projectile invuln, 10-69f airborne; Armor Break; first 2 active frames cancellable; [data for active frames 3~48]; (landing recovery on hit/block); active frames end upon reaching edge of screen (13f landing recovery if this happens); KD Adv: +27 |
![]() |
![]() ![]() ![]() [4]6+PP |
9 | 2*13 | 14+13 land (15 land) |
-9 | KD | 130*80 [180] |
150*100 [200] |
M | FA* | 1-14f full invuln, 15-23f lower body projectile invuln, ~37f airborne; Armor Break; first 2 active frames cancellable; [data when hitting later in active frames]; (landing recovery on hit/block); KD Adv: +29 (close), +28 (far) |
LK Zuri Fugaku (Tackle) |
![]() ![]() ![]() [4]6+LK |
10 | 4(11)5 | 16 | -2 | KD | 70*60 | 150*50 | M | Su | 1-9f upper body invuln; KD Adv: +27 |
MK Zuri Fugaku (Tackle) |
![]() ![]() ![]() [4]6+MK |
13 | 4(11)5 | 15 | -1 | KD | 80*60 | 150*50 | M | Su | 1-11f upper body invuln; KD Adv: +28 |
HK Zuri Fugaku (Tackle) |
![]() ![]() ![]() [4]6+HK |
19 | 4(11)5 | 16 | -2 | KD | 100*60 | 150*50 | M | Su | 1-17f upper body invuln; KD Adv: +27 |
![]() (Tackle) |
![]() ![]() ![]() [4]6+KK |
10 | 5(10) 5(9)8 |
22 | -9 | KD | 60*40*80 | 100*50x2 | M | FA | 1-9f upper body invuln; KD Adv: +21 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LK Sumo Smash (Butt Slam) |
![]() ![]() ![]() [2]8+LK |
25 | 6 | 19 land | -4 | KD | 160 | 250 | H | - | 1-15f throw/projectile invuln, ~30f airborne; KD Adv: +2~3 |
MK Sumo Smash (Butt Slam) |
![]() ![]() ![]() [2]8+MK |
26 | 6 | 20 land | -5(-4) | KD | 160 | 250 | H | - | 1-17f throw/projectile invuln, ~31f airborne; KD Adv: +3~4 |
HK Sumo Smash (Butt Slam) |
![]() ![]() ![]() [2]8+HK |
29 | 6 | 20 land | -5(-3) | KD | 160 | 250 | H | - | 1-19f throw/projectile invuln, ~34f airborne; KD Adv: +3~5 |
![]() (Butt Slam) |
![]() ![]() ![]() [2]8+KK |
5(30) | 2(3)7 (14)6 |
22 land | -7(-5) | KD | 50x2*100 | 50x2*100 | M*H | - | 1-11f full invuln, ~36f airborne; first 2 hits connect on the way up; hits overhead on the way down; block advantage varies based on opponent height; if only upward hit connects, opponent is put into limited juggle state; KD Adv: +14 (upward hit), +3~5 (downward hit only) |
LK Back Crusher (Same-side Throw) |
![]() ![]() 63214+LK |
8 | 2 | 41 | - | KD | 230 | 200 | T | - | Slightly less than HP Oicho Throw; KD Adv: +29 |
MK Back Crusher (Same-side Throw) |
![]() ![]() 63214+MK |
8 | 2 | 41 | - | KD | 240 | 200 | T | - | Less range than LK version; KD Adv: +28 |
HK Back Crusher (Same-side Throw) |
![]() ![]() 63214+HK |
8 | 2 | 41 | - | KD | 250 | 200 | T | - | Less range than MK version; KD Adv: +28 |
![]() (Same-side Throw) |
![]() ![]() 63214+KK |
6 | 2 | 41 | - | KD | 260 | 150 | T | - | Longest range Back Crusher, in between LP/MP Oicho Throw range; KD Adv: +28 |
LP Oicho Throw (Sideswitch Throw) |
![]() ![]() 63214+LP |
5 | 2 | 41 | - | KD | 100 | 250 | T | - | Side switch vs. everyone except Hugo; longest meterless command throw range; KD Adv: +8 |
MP Oicho Throw (Sideswitch Throw) |
![]() ![]() 63214+MP |
5 | 2 | 41 | - | KD | 110 | 250 | T | - | Side switch vs. everyone except Hugo; less range than LP version or EX Back Crusher; KD Adv: +8 |
HP Oicho Throw (Sideswitch Throw) |
![]() ![]() 63214+HP |
5 | 2 | 41 | - | KD | 120 | 250 | T | - | Side switch vs. everyone except Hugo; less range than MP version, slightly more than LK Back Crusher; KD Adv: +8 |
![]() ![]() |
![]() ![]() 63214+PP |
7 | 2 | 41 | - | KD | 130*200 | 0*300 | T | FA* / - | Costs 2 bars, longest range of Honda's command throws; no longer throw invincible; can be comboed into and has juggle potential; 2nd hit cancels into Focus Attack, but loses significant damage/stun; if 2P is input too late, meterless Oicho will come out due to more lenient input timing; KD Adv: +7 |
Salt Toss | ![]() ![]() 236+K |
13 | 12 | 10 | -2(4) | 4(10) | 1 | 1 | M | - | Whiffs on crouching opponents except Hugo; projectile hitbox (active frames 7-12 have extended hitbox, giving better advantage at max range); puts airborne opponent into free juggle state; lower priority than Zuri Fugaku if inputs overlap; can clash with high projectiles like Sagat's P Tiger Shot or air projectiles |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Super Killer Head Ram (LP Super) |
![]() ![]() ![]() ![]() [4]646+LP |
1+8 | 13(36)23 | 14+17 land | -6 | KD | 150*300 | - | M | - | 1-13f full invuln, 14-80f projectile invuln, 8-44f and 55-94f airborne |
MP Super Killer Head Ram (MP Super) |
![]() ![]() ![]() ![]() [4]646+MP |
1+9 | 16(36)23 | 14+17 land | -6 | KD | 150*300 | - | M | - | 1-12f full invuln, 13-84f projectile invuln, 8-48f and 59-98f airborne |
HP Super Killer Head Ram (HP Super) |
![]() ![]() ![]() ![]() [4]646+HP |
1+9 | 25(36)23 | 14+17 land | -6 | KD | 150*300 | - | M | - | 1-9f full invuln, 10-93f projectile invuln, 8-57f and 68-107f airborne; worst reversal Super as it will trade with a strike's active frames |
Ultimate Killer Head Ram (Ultra 1) |
![]() ![]() ![]() ![]() [4]646+PPP |
0+11 | 24 | 22+13 land | -15 | KD | 60x7*98 | - | M | - | 1-11f full invuln, 12-34f projectile invuln, 8-56f airborne; KD Adv: +62 |
Orochi Breaker (Ultra 2) |
![]() ![]() ![]() 6321463214+PPP |
0+1 | 2 | 70 | - | KD | 150*375 | - | T | - | 1-2f full invuln; KD Adv: +50 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Confirms:
- Dmg/St --
Punishes:
- Dmg/St --
Counterhit Confirms:
Ultra Setups:
Useful Info
Reversals:
Anti-Airs:
Anti-Focus:
Anti-Projectile:
Juggles:
Miscellaneous: