Line 17: | Line 17: | ||
*** Does not apply during U1 | *** Does not apply during U1 | ||
*Normal Move Changes: | *Normal Move Changes: (does not apply to U1 normals unless specified) | ||
** | ** '''cl.5MP''' - 3f better recovery/advantage at +2/-1 (was -1/-4) | ||
** '''cl.5HP''' - 5f worse on block (-12 to -17) | |||
** '''cl.5MK''' - the 2 hits are faster; better for armor break but harder to hitconfirm | |||
** '''far.5MP''' - no longer special cancellable (but EX Special and Super cancellable) | |||
** '''far.5MK''' - 2nd hit is now cancellable into EX Specials and Supers | |||
** '''2LP''' - 1f better advantage, +4/+1 (was +3/0) | |||
** '''2MP''' 2f better advantage, +4/+1 (was +2/-1) | |||
** '''2HP''' - 1f faster startup (6f), now 0/-5 (was -1/-6) | |||
** '''j.HP''' - new j.HP that doesn't knock down, good for left/right mixups with this and j.MK | |||
* Command Normal Changes: | * Command Normal Changes: | ||
** | ** '''6MK [U1]''' - can no longer combo afterwards | ||
** '''Tojushu''' (j.2HP) - command normal, the old knockdown version of j.HP | |||
* Special Move Changes: | * Special Move Changes: | ||
** | ** '''Jafutan / Store''' (236K) - Holding the button stores special moves that are input by releasing the button (much faster than USF4 Fuhajin starter) | ||
*** '''+ Fuhajin / Fireball''' (release 5K) - fireballs are all worse on hit/block and have more pushback | |||
**** MK whiffs on all crouchers, HK can hit crouching Hugo | |||
*** '''+ Shotenha / Launcher''' (release 4K) - short range kick that launches opponent, has a projectile hitbox | |||
**** LK version has invincibility, and as a result all versions cannot FADC on block | |||
*** '''+ LK Fusatsusen / Axe Kick''' (release 6LK) - non-overhead axe kick, unsafe on block but can link into 5LK on hit | |||
*** '''+ MK Fusatsusen / Double Kick''' (release 6MK) - fast 2-hit combo special that has low/throw invincibility early on, cancels to Super | |||
*** '''+ HK Fusatsusen / Jump Kick''' (release 6HK) - upward angled uppercut kick, very fast and good in juggles; has a tiny bit of invincibility but not that useful | |||
** '''EX Fuhajin / Fireball''' (236KK) - mid version whiffs on all crouchers, but high version can still hit crouching Hugo | |||
** '''Senpusha / Pinwheel''' (214K) - LK version has no forward movement, but has more juggle potential and launches high enough to combo Super at closer ranges | |||
*** EX version went from -15 to -8 on block, but 1st hit lost juggle potential | |||
** '''EX Kasatsushi / Counter''' (214PP) - Now can input a dash/jump followup afterward, even on whiff; cannot move backwards | |||
*** During Ultra 1, this movement can be done almost immediately, making it much more useful for approaching with invincibility | |||
** '''Shikusen / Divekick''' (Air 214K) - Meterless version can only be done from forward/neutral jump | |||
*** Followup is now input with a single K, no longer has separate 2nd Impact/3rd Strike followup | |||
*** EX version does all followups automatically on hit/block, and now puts opponent into juggle state rather than wall bouncing | |||
* Super/Ultra Changes: | * Super/Ultra Changes: | ||
** | ** '''Super''' (236236+K) - New input, now a long range sliding kick that has a cinematic effect (does not hit low) | ||
*** Safe on block, and even plus at longer ranges; very invincible and great against fireballs | |||
*** Has very high juggle potential making it a good combo ender | |||
** '''Ultra 1''' (236236+PPP) - Lasts 1 second less at max meter, has 1 less invincibility frame | |||
*** Forward dash has a shorter travel distance | |||
*** No longer allows combos after 6MK overhead | |||
*** U1 2HP now jump cancels on hit, and allows air chains during this jump state | |||
*** Many other changes to frame data, juggle potential etc; see table below for details [U1 data listed in square brackets] | |||
** '''Ultra 2''' (236236+KKK) - first hit is 3f faster (10f to 7f) | |||
*** Has a lower damage non-cinematic version when opponent is in limited juggle state or when later hits connect | |||
* Moves with ending Frame Buffer: | * Moves with ending Frame Buffer: |
Revision as of 14:56, 7 October 2022

Juri
In a nutshell
(Intro paragraph to describe overall gameplay)
Notable Changes from USF4 to Omega
- Throw: slightly shorter range
- Movement Changes:
- Forward Dash: 4f faster (19f > 15f), longer distance
- Does not apply during U1
- Forward Dash: 4f faster (19f > 15f), longer distance
- Normal Move Changes: (does not apply to U1 normals unless specified)
- cl.5MP - 3f better recovery/advantage at +2/-1 (was -1/-4)
- cl.5HP - 5f worse on block (-12 to -17)
- cl.5MK - the 2 hits are faster; better for armor break but harder to hitconfirm
- far.5MP - no longer special cancellable (but EX Special and Super cancellable)
- far.5MK - 2nd hit is now cancellable into EX Specials and Supers
- 2LP - 1f better advantage, +4/+1 (was +3/0)
- 2MP 2f better advantage, +4/+1 (was +2/-1)
- 2HP - 1f faster startup (6f), now 0/-5 (was -1/-6)
- j.HP - new j.HP that doesn't knock down, good for left/right mixups with this and j.MK
- Command Normal Changes:
- 6MK [U1] - can no longer combo afterwards
- Tojushu (j.2HP) - command normal, the old knockdown version of j.HP
- Special Move Changes:
- Jafutan / Store (236K) - Holding the button stores special moves that are input by releasing the button (much faster than USF4 Fuhajin starter)
- + Fuhajin / Fireball (release 5K) - fireballs are all worse on hit/block and have more pushback
- MK whiffs on all crouchers, HK can hit crouching Hugo
- + Shotenha / Launcher (release 4K) - short range kick that launches opponent, has a projectile hitbox
- LK version has invincibility, and as a result all versions cannot FADC on block
- + LK Fusatsusen / Axe Kick (release 6LK) - non-overhead axe kick, unsafe on block but can link into 5LK on hit
- + MK Fusatsusen / Double Kick (release 6MK) - fast 2-hit combo special that has low/throw invincibility early on, cancels to Super
- + HK Fusatsusen / Jump Kick (release 6HK) - upward angled uppercut kick, very fast and good in juggles; has a tiny bit of invincibility but not that useful
- + Fuhajin / Fireball (release 5K) - fireballs are all worse on hit/block and have more pushback
- EX Fuhajin / Fireball (236KK) - mid version whiffs on all crouchers, but high version can still hit crouching Hugo
- Senpusha / Pinwheel (214K) - LK version has no forward movement, but has more juggle potential and launches high enough to combo Super at closer ranges
- EX version went from -15 to -8 on block, but 1st hit lost juggle potential
- EX Kasatsushi / Counter (214PP) - Now can input a dash/jump followup afterward, even on whiff; cannot move backwards
- During Ultra 1, this movement can be done almost immediately, making it much more useful for approaching with invincibility
- Shikusen / Divekick (Air 214K) - Meterless version can only be done from forward/neutral jump
- Followup is now input with a single K, no longer has separate 2nd Impact/3rd Strike followup
- EX version does all followups automatically on hit/block, and now puts opponent into juggle state rather than wall bouncing
- Jafutan / Store (236K) - Holding the button stores special moves that are input by releasing the button (much faster than USF4 Fuhajin starter)
- Super/Ultra Changes:
- Super (236236+K) - New input, now a long range sliding kick that has a cinematic effect (does not hit low)
- Safe on block, and even plus at longer ranges; very invincible and great against fireballs
- Has very high juggle potential making it a good combo ender
- Ultra 1 (236236+PPP) - Lasts 1 second less at max meter, has 1 less invincibility frame
- Forward dash has a shorter travel distance
- No longer allows combos after 6MK overhead
- U1 2HP now jump cancels on hit, and allows air chains during this jump state
- Many other changes to frame data, juggle potential etc; see table below for details [U1 data listed in square brackets]
- Ultra 2 (236236+KKK) - first hit is 3f faster (10f to 7f)
- Has a lower damage non-cinematic version when opponent is in limited juggle state or when later hits connect
- Super (236236+K) - New input, now a long range sliding kick that has a cinematic effect (does not hit low)
- Moves with ending Frame Buffer:
- cl.5LP, cl.5MP, cl.5HP, cl.5LK, far.5LP, far.5LK, 2LP, 2MP, 2LK, Focus + Forward Dash
- 236K Store, 5LK/5MK/5HK release, 4LK/4MK/4HK release, 6LK release, 236LK+MK, 214KK, Counter Followups
Character Specific Data
Juri
VITALS | |||||
---|---|---|---|---|---|
Health: | 950 | Stun: | 950 | ||
WALKING | |||||
Forward Walk Speed: | 0.035 | Back Walk Speed: | 0.030 | ||
JUMPING | |||||
Jump Total Frames: | 4+35+4 | Jump Distance: | 1.7 Forward, 2.04 Back | ||
DASHING | |||||
Forward Dash Frames: | 15 (U1: 18) |
Forward Dash Distance: | 1.54 (U1: 1.69) | ||
Back Dash Frames: | 27 | Back Dash Distance: | 1.20 | ||
FA + Forward Dash Frames: | 17 | FA + Back Dash Frames: | 24 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-18 | FA + Back Dash Airborne: | 7-15 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | -2 | Lv1 FA + Back Dash (Block): | -9 | ||
Lv2 FA + Forward Dash (Block): | +4 | Lv2 FA + Back Dash (Block): | -3 |
Note: data listed in [square brackets] refers to Ultra 1 versions of the move
Light Normals xx 236K (Jafutan) are -5 oB, -2 oH [U1: no change]
Medium Normals xx 236K are -2 oB [U1: -4], +1 oH [U1: no change], with the following exception:
- [U1 Close/Far 5MK] xx 236K are both -2 oB
Heavy normals will have their individual 236K cancel data listed in the description, as these are the only useful applications of this technique
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP (Close) | cl. ![]() |
4 [3] |
3 [2] |
5 [9] |
3 [0] |
6 [3] |
30 | 50 | M | Ch Sp Su | - |
5MP (Close) | cl. ![]() |
3 [4] |
4 [4] |
11 [14] |
-1 [-6] |
2 [-1] |
70 [50] | 100 | M | Sp Su | U1: has juggle potential and continues juggle state |
5HP (Close) | cl. ![]() |
6 [5] |
4 [4] |
31 [26] |
-17 [-12] |
KD | 100 | 200 | M | Sp Su | 2-22f airborne; 236K Cancel: -15 oB, +38 KD Adv oH; U1: has juggle potential, but no longer special cancellable on block; KD Adv: +36 [+41] |
5LK (Close) | cl. ![]() |
3 [3] |
3 [3] |
5 [7] |
3 [1] |
6 [4] |
30 | 50 | M | Ch Sp Su | U1: [+3/+6] when chained into |
5MK (Close) | cl. ![]() |
6 [5] |
2(3)2 [2(4)2] |
19 [19] |
-7 [-7] |
-4 [-4] |
30*35 | 40x2 | M | Sp Su | 2 hits, both cancellable; U1: 2nd hit has juggle potential; when chained into from MP, [-10/-7] |
5HK (Close) | cl. ![]() |
11 [7] |
2(2)2 [2(2)2] |
20 [20] |
-4 [-4] |
1 [1] |
40*70 | 125*75 | M | Sp Su / - | 2 hits, only 1st is cancellable; 1st hit xx 236K is +2 oB, +5 oH; U1 2nd hit xx 236K is +7 oH; U1: 1st hit has juggle potential, both hits Sp cancellable on hit, can no longer cancel on block |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP (Far) | far. ![]() |
4 [3] |
3 [2] |
5 [9] |
3 [0] |
6 [3] |
30 | 50 | M | Ch Sp Su | U1: [+3/+6] when chained into |
5MP (Far) | far. ![]() |
6 [6] |
4 [4] |
11 [11] |
-1 [-3] |
2 [2] |
80 [50] | 100 | M | Su | U1: has juggle potential, becomes special cancellable on hit/block |
5HP (Far) | far. ![]() |
10 [7] |
3 [3] |
20 [20] |
-5 [-5] |
-1 [-1] |
120 | 200 | M | - | U1: has juggle potential, becomes special cancellable on hit; 236K Cancel: [+6 oH during U1] |
5LK (Far) | far. ![]() |
5 [5] |
3 [3] |
7 [7] |
1 [1] |
4 [4] |
40 | 50 | M | Ch Sp Su | - |
5MK (Far) | far. ![]() |
5 [5] |
1*4 [1*4] |
14 [14] |
-4 [-4] |
-1 [-1] |
70 | 70 | M | - / EX Su | 2 hits, only 2nd is cancellable; U1: has juggle potential, becomes special cancellable on hit |
5HK (Far) | far. ![]() |
15 [14] |
4 [4] |
19 [18] |
-5 [-4] |
-1 [0] |
110 | 200 | M | - | 6-23f [5-22f] airborne; U1: has juggle potential, becomes special cancellable on hit; 236K Cancel: [-3 oH during U1] |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 [3] |
2 [2] |
8 [7] |
1 [2] |
4 [5] |
30 | 50 | M | Ch Sp Su | U1: [0/+3] when chained into |
2MP | ![]() ![]() |
6 [4] |
3 [6] |
10 [11] |
1 [-5] |
4 [0] |
70 [50] | 100 | M | Sp Su | Great anti-air; U1: When chained into from MK, [-3/+2] |
2HP | ![]() ![]() |
6 [5] |
4 [3] |
19 [28] |
-5 [-15] |
0 [KD] |
100 [75] | 200 | M | Sp Su | U1: jump cancels on hit, launches into free juggle state, no longer cancellable on block; 236K Cancel: +1 oB, +6 oH; [U1 KD Adv: +38, +53 after 236K] |
2LK | ![]() ![]() |
4 [4] |
4 [4] |
5 [5] |
2 [2] |
5 5] |
20 | 50 | L | Ch Sp Su | - |
2MK | ![]() ![]() |
6 [4] |
2 [2] |
17 [17] |
-5 [-7] |
-2 [-2] |
60 [50] | 100 | L | Sp Su | - |
2HK | ![]() ![]() |
8 [8] |
2 [2] |
25 [25] |
-9 [-9] |
KD | 100 [80] | 200 | L | - | U1: becomes special cancellable on hit; KD Adv: +15 [+15], [+26 after 236K] |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Sekku (Overhead) |
![]() ![]() |
20 [20] |
2 [2] |
17 [16] |
-2 [-1] |
2(1) [2(1)] |
70 | 70 | H | - | (refers to crouching opponent); U1: has juggle potential, no longer starts combos |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
4 | 11 | - | - | - | 50 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
5 | 6 | - | - | - | 50 | 50 | H | Sp | Puts airborne opponents into free juggle state; cancels to divekick |
j.HP (angled) | ![]() ![]() |
9 | 4 | - | - | - | 100 | 200 | H | - | New version of j.HP that does not knock down |
j.LK (angled) | ![]() ![]() |
5 | 6 | - | - | - | 40 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
5 | 6 | - | - | - | 70 | 100 | H | - | Crossup |
j.HK (angled) | ![]() ![]() |
6 | 6 | - | - | - | 100 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
4 | 8 | - | - | - | 50 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
5 | 7 | - | - | - | 80 | 100 | H | - | U1: turns into angled j.MP |
j.HP (neutral) | ![]() ![]() |
8 | 4 | - | - | - | 100 | 200 | H | - | - |
j.LK (neutral) | ![]() ![]() |
5 | 10 | - | - | - | 40 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
5 | 5 | - | - | - | 80 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
8 | 4 | - | - | - | 100 | 200 | H | - | Hits on both sides |
Tojushu | Air ![]() ![]() |
7 | 4 | - | - | KD | 90 | 100 | H | - | Diagonal jumps only; knocks down like her USF4 j.HP |
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 | 80 | 150 | M | Dash | KD Adv: +10; +29 after Forward Dash, +22 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
18+11 | 2 | 35 | -15 | crumple | 80 | 150 | M | Dash | - |
Focus Attack Lv. 3 | ![]() ![]() |
65 | 2 | 35 | crumple | crumple | 140 | 200 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Karen Kick (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 170 | 200 | T | - | KD Adv: +27 |
Assatsu Kick (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 170 | 200 | T | - | KD Adv: +8 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Jafutan (Store) |
![]() ![]() 236+K |
- | - | 15 | - | - | - | - | - | - | After storing, hold K then release to activate special move; special is stored on frame 2 |
+ LK Fuhajin (Low Fireball) |
+ Release ![]() |
11 | [38] | 25 | 1 | 6 | 50 | 50 | M | Su | Lowest angle, travels along the floor; more pushback on block than USF4 |
+ MK Fuhajin (Mid Fireball) |
+ Release ![]() |
11 | [41] | 25 | 1 | 6 | 50 | 50 | M | Su | Medium angle; whiffs on crouching opponents |
+ HK Fuhajin (High Fireball) |
+ Release ![]() |
11 | [41] | 25 | 3 | 7 | 50 | 50 | M | Su | Highest angle; whiffs on crouchers except close-mid range Hugo |
+ LK Shotenha (Launching Kick) |
+ Release ![]() ![]() |
8 | 2*9 | 24 | -14 | KD | 80*50 | 100*50 | M | Su* | 1-5f full invuln; 2nd hit is projectile hitbox; launches opponent into limited juggle state (1st hit FADC gives free juggle); cancellable on hit only; KD Adv: +39 |
+ MK Shotenha (Launching Kick) |
+ Release ![]() ![]() |
10 | 3*8 | 24 | -13 | KD | 80*50 | 100*50 | M | Su* | 2nd hit is projectile hitbox; launches opponent into juggle state (1st hit FADC gives free juggle); cancellable on hit only; KD Adv: +41 |
+ HK Shotenha (Launching Kick) |
+ Release ![]() ![]() |
12 | 2*9 | 24 | -14 | KD | 80*50 | 100*50 | M | Su* | 2nd hit is projectile hitbox; launches opponent into juggle state (1st hit FADC gives free juggle); cancellable on hit only; KD Adv: +39 |
+ LK Fusatsusen (Axe Kick) |
+ Release ![]() ![]() |
13 | 2*4 | 19 | -6 | 5 | 50*30 | 50x2 | M | Su | Both hits cancellable; can link into far.5LK, but followup is character specific |
+ MK Fusatsusen (Double Kick) |
+ Release ![]() ![]() |
6 | 3(5)6 | 16 | -3 | KD | 50*70 | 50*80 | M | Su | 2-6f airborne and lower body strike/projectile invuln; 2nd hit cancellable; KD Adv: +22 |
+ HK Fusatsusen (Jump Kick) |
+ Release ![]() ![]() |
5 | 2(5)7 | 20+18 land |
-33 | KD | 100*60 | 100*50 | M | - | 1-2f full invuln, 4-38f airborne; KD Adv: +17 |
![]() (Low Fireball) |
![]() ![]() ![]() 236+LK+MK |
13 | [49] | 26 | 5 | KD | 50x2 | 50x2 | M | FA | Lowest angle, travels along the ground; KD Adv: +47 |
![]() (Mid Fireball) |
![]() ![]() ![]() 236+MK+HK |
15 | [49] | 24 | 7 | KD | 50x2 | 50x2 | M | FA | 3-14f airborne; medium angle; whiffs on all crouching opponents; KD Adv: +49 |
![]() (High Fireball) |
![]() ![]() ![]() 236+LK+HK |
13 | [49] | 26 | 5 | KD | 50x2 | 50x2 | M | FA | 3-14f airborne; highest angle; whiffs on crouchers except close-mid range Hugo; KD Adv: +47 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LK Senpusha (Pinwheel) |
![]() ![]() 214+LK |
7 | 3(1)4 | 4+17 land |
-4(-8) | KD | 60*40 | 40x2 | M | Su | 9-18f airborne; 2 hits cancellable; 2nd hit whiffs vs. crouch block (more unsafe); has high juggle potential; KD ADv: +39 |
MK Senpusha (Pinwheel) |
![]() ![]() 214+MK |
9 | 3(2)3 | 11+15 land |
-8 | KD | 70*50 | 70*60 | M | Su | 11-27f airborne; 2 hits cancellable; KD Adv: +35 |
HK Senpusha (Pinwheel) |
![]() ![]() 214+HK |
14 | 3(1)4(6) 3(1)3 |
5+24 land |
-11 | KD | 50*30x3 | 50*35x3 | M | Su | 16-39f airborne; first 2 hits cancellable; KD Adv: +32 |
![]() (Pinwheel) |
![]() ![]() 214+KK |
7 | 3(1)4(3) 3*3(1)3(4) 3*3(1)3 |
5+21[27] land |
-8 | KD | 30x6 | 30x5*35 | M | FA | 1-9f full invuln [U1: 1-8f], 10-41f projectile invuln [U1: 9-46f], ~46f airborne; has juggle potential (not on first hit); first 2 hits cancellable; in order, active frames hit Front-Both - Front-Back-Both - Front-Back-Both; KD Adv: +37 |
LK Shikusen (Divekick) |
Air ![]() ![]() Air 214+LK |
14 | until land | 17 land | -12(-2) | KD | 40 | 50 | M | - | Forward/Neutral jump only; shortest trajectory; puts opponent into limited juggle state; KD Adv: +36~46 |
MK Shikusen (Divekick) |
Air ![]() ![]() Air 214+MK |
14 | until land | 18 land | -13(-3) | KD | 40 | 50 | M | - | Forward/Neutral jump only; medium trajectory; puts opponent into limited juggle state; KD Adv: +35~45 |
HK Shikusen (Divekick) |
Air ![]() ![]() Air 214+HK |
14 | until land | 19 land | -14(-4) | KD | 40 | 50 | M | - | Forward/Neutral jump only; farthest trajectory; puts opponent into limited juggle state; KD Adv: +34~44 |
+ Shirensen (Followup) |
+ ![]() |
5 | 3(3)1(12)2 | 12 land | -45 | KD | 20x2*80 | 20x2*90 | M | - | Non-EX version only; inconsistent on some characters and may drop partway through; KD Adv: +22~31 (as bad as +2 if it drops, like vs. Hugo) |
![]() (Divekick) |
Air ![]() ![]() Air 214+KK |
14 | until land | 14 land | - | - | 50* | 50* | M | - | Can be used from any jump; followup automatically comes out on hit/block |
+ EX Shirensen (2nd/3rd Followups) |
- | 10 | 4(5)2 [(14)7] |
28(0) land |
-39(-54) | KD | *25x2*60 | *20x2*50 | M | - | 2nd Impact automatically occurs on hit/block, 3rd Strike occurs if both hits of 2nd Impact connect; landing recovery is 28 for 2nd Impact, 4 for 3rd Strike; 3rd Strike puts opponent into limited juggle state, no longer wall bounces; KD Adv: +46~54 |
Kasatushi (Counter) |
![]() ![]() 214+P |
s | a | r | - | - | - | - | - | - | Armor absorbs attack, then teleports depending on which P was used; LP forward (can pass through opponent), MP back, HP straight up |
+ after LP absorb | - | - | - | 20+9 | - | - | - | - | - | - | 1-20f strike/projectile invuln; moves forward, can pass through opponent; recovery cancels to normal/special/dash from frame 21~ |
+ after MP absorb | - | - | - | 15+13 | - | - | - | - | - | - | 1-17f strike/projectile invuln; moves backwards; recovery cancels to normal/special/dash from frame 16~ |
+ after HP absorb | - | - | - | 44+10 land |
- | - | - | - | - | - | 1-20f strike/projectile invuln; (landing recovery if no air attack used); moves straight up; after jump, can input air normal from 9f~, Divekick from 11f~ |
![]() (Counter) |
![]() ![]() 214+PP |
1 | 31 | 17 | - | - | - | - | - | - | 1-31f armor (triggers vs strike/projectile); on whiff, followup will occur from 23-32f if direction is input; if attack is absorbed with no followup direction, the remaining active/recovery frames will play out as usual after hitstop; [U1: followup can be input from 4f~] |
+ Dash followup | + ![]() |
- | - | 19+9 | - | - | - | - | - | - | 1-19f strike/projectile invuln; moves forward, can pass through opponent; recovery cancels to normal/special/dash frame 20~ |
+ Jump followup (Up/Diagonal) |
+ ![]() ![]() |
- | - | 43+10 land |
- | - | - | - | - | - | 1-19f strike/projectile invuln, airborne 7f~; can jump straight up or diagonally forward; (landing recovery if no air attack used); after jump, can input air normal from 8f~, Divekick from 10f~ |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Rochumou (Super) |
![]() ![]() ![]() 236236+K |
6 | 9 | 12 | 0(8) | KD | 50*360 | - | M | - | 1-14f full invuln; travels ~3/4 screen, goes into cinematic animation on hit; KD Adv: +102 |
Feng Shui Engine (Ultra 1) |
![]() ![]() ![]() 236236+PPP |
0+1 | - | 6 | - | - | - | - | - | - | 1f full invuln (can no longer beat a frame-perfect safe jump); normals become chainable and special cancellable, dash moves farther/slower and low profiles; some normals gain more juggle potential and unique properties; all moves deal 0 stun during U1; max timer 840f (60f less than USF4) |
Kaisen Dankairaku (Ultra 2) |
![]() ![]() ![]() 236236+KKK |
0+7 | 2(5)3(5) 3(1)3(1)3(1) 3(2)3(1)2 |
60+33 land |
-91 | KD | 480 ((75*30x6*75)) |
- | M | - | 1-16f full invuln; Dmg Distribution (cinematic version): 15x9*195*45*105; ((Non-cinematic juggle, some hits may whiff)); KD Adv: +70 ((+49)) |
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: