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Omega Juri is one of the most changed characters from USF4. Instead of only storing fireballs with 236K, she now has a large variety of special moves that can be stored by holding a kick button, making for some complex decisions in neutral and in combos -- do you play a fireball-oriented game, or keep her combo tools in your back pocket? The new method of storing with 236K also allows for new combo extensions, giving Juri high damage midscreen punishes instead of relying on corner fireballs for damage. Her Supers and Ultras were also overhauled like most Omega characters. There is a lot to explore with Omega Juri, and likely much that hasn't been uncovered yet. | |||
[[Image:USFIV-Header.png|thumb|center|150px|link=Ultra_Street_Fighter_IV/Juri|Click for USF4 version]] | [[Image:USFIV-Header.png|thumb|center|150px|link=Ultra_Street_Fighter_IV/Juri|Click for USF4 version]] |
Revision as of 15:24, 7 October 2022

Juri
In a nutshell
Omega Juri is one of the most changed characters from USF4. Instead of only storing fireballs with 236K, she now has a large variety of special moves that can be stored by holding a kick button, making for some complex decisions in neutral and in combos -- do you play a fireball-oriented game, or keep her combo tools in your back pocket? The new method of storing with 236K also allows for new combo extensions, giving Juri high damage midscreen punishes instead of relying on corner fireballs for damage. Her Supers and Ultras were also overhauled like most Omega characters. There is a lot to explore with Omega Juri, and likely much that hasn't been uncovered yet.
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: