Street Fighter X Tekken/Raven: Difference between revisions

From SuperCombo Wiki
m (fix motion tags)
(Added Boost Chain Frame Data for v2013)
 
(3 intermediate revisions by 2 users not shown)
Line 2: Line 2:


{{SFxTCharacterHeader|Raven|raven|
{{SFxTCharacterHeader|Raven|raven|
TBW
Either
|
|
Raven has a strong rushdown game coupled with a decent zoning tool.  With Raven's projectile he can set up situations to mix up his opponent with Haze giving him opportunities to use his {{high}} damaging combo's.}}
While one would think having a projectile as good as Raven’s would mean he’s strictly a zoner,
this is just one facet of the ninja’s attack plan. While his projectiles are strong, especially if he
can use them in the air to create a ceiling that forces the opponent to stay on the ground, Raven
excels at close range combat thanks to an excellent set of close-range buttons ideal for hit
confirms and low profiling enemy attacks. His meterless damage output is well above average if
he is able to use his cr.HP CADC’d into combo enders, and even the cr.HP CADC’d into itself is
very difficult to punish on block which means Raven can continue pressuring the opponent up
close. Even if you decide to play him as a traditional zoner, Raven is very dangerous in fireball
wars thanks to his ability to teleport and counter if an opponent throws a projectile back at him.
His teleport is also very useful in chasing down raw tags from any distance, ensuring that he is
always on the offensive. With all of these options at his disposal, Raven’s primary failing is
shifting momentum if he finds himself on the defensive: his main reversal costs meter and is not
safe on block, nor can it be tagged from. His Alpha Counter comes out slow and sometimes
won’t hit in full even if he lands a successful hit, and while his teleport is fast, it does not take
him very far and can be chased down easily if he telegraphs it. However, his versatility allows
him to be played in either position, so place him on your team as you see fit.
Raven has a strong rushdown game coupled with a decent zoning tool.  With Raven's projectile he can set up situations to mix up his opponent with Haze giving him opportunities to use his high damaging combos.
|
+high damage output
 
+cr.mk low profiles many standing attacks and can be comboed from
 
+cr.MK can trip jumping approaches into a full combo
 
+multiple ways to achieve juggle state meterless (qcb+P or a CADC’d cr.HP)
 
+a CADC’d cr.HP is not particularly disdvantageous on block, allowing Raven to either confirm
to a full juggle combo or continue pressure
 
+normal attacks have decent priority and hitboxes for either close or mid-range combat
 
+Very strong in fireball wars thanks to being able to teleport next to an opponent for a full
combo punish as well as throw fireballs himself
 
+a boosted far s.HP has significant pushback and is difficult to punish for many characters
|
-Lacking a reliable reversal as his EX Teleport Divekick is not safe on block nor can it be tagged
from to make it safe
 
-Difficulty retreating if he is low on health and it’s his obvious best course of action
 
-High-low game off of Target combo is very risky as both the overhead and low options are
unsafe on block, and both options can be fuzzy guarded thus negating its use as a true mixup.
 
-Alpha Counter is slow and can be blocked easily, and recovery is too long to tag freely into his
partner if he is low on health.}}




Line 65: Line 110:
{{MoveListFooter}}
{{MoveListFooter}}


== Frame Data (Updated for v2013) ==
{| class="wikitable"
! Move !! Command !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! JP !! JC !! JS !! "Notes
|-
| "
|-
| Far\Close LP ||  || H || 30 || 3 || 2 || 7 ||  +8 ||  +2 || SM,EX,SA,CA || 1 || 1 || 1 || -
|-
| Far MP ||  || H || 60 || 9 || 4 || 14 ||  +3 || -1 || SM,EX,SA,CA || 2 || 1 || 1 || -
|-
| Far HP **LC ||  || H || 90 || 15 || 3 || 27 || -5 || -10 || - || 3 || 1 || 1 || Crumple on standing counter hit
|-
| Far\Close LK ||  || H || 30 || 6 || 4 || 11 ||  +2 || -2 || - || 1 || 1 || 1 || -
|-
| Far\Close MK ||  || H || 60 || 7 || 5 || 14 ||  +2 || -2 || - || 2 || 1 || 1 || Head and above strike invulnerability frames 1-6
|-
| Far HK ||  || H || 90 || 13 || 4 || 21 || +1 || -5 || - || 3 || 1 || 1 || Forces standing, Kicking leg crushes airborne attacks frames 13-16
|-
| Close MP ||  || H || 60 || 5 || 3 || 13 ||  +5 ||  +1 || SM,EX,SA,CA || 2 || 1 || 1 || -
|-
| Close HP ||  || H || 90 || 6 || 3 || 24 || -2 || -7 || SM,EX,SA,CA || 3 || 1 || 1 || -
|-
| Close HK ||  || H || 50x2 || 10 || 2(8)1 || 16 ||  +6 || 0 || - || 3,3 || 1,1 || 1 || Forces standing, Knockdown on airborne opponent
|-
| Crouch LP ||  || H || 30 || 4 || 3 || 6 ||  +8 ||  +4 || SM,EX,SA,CA || 1 || 1 || 1 || -
|-
| Crouch MP ||  || H || 60 || 6 || 5 || 15 ||  +1 || -3 || SM,EX,SA,CA || 2 || 1 || 1 || -
|-
| Crouch HP ||  || L || 90 || 8 || 2 || 30 || float || -12 || SM,EX,SA,CA || 3 || 2 || 0 || -
|-
| Crouch LK ||  || L || 30 || 4 || 3 || 11 ||  +3 || -1 || SM,EX,SA,CA || 1 || 1 || 1 || -
|-
| Crouch MK ||  || L || 60 || 7 || 5 || 17 || -1 || -5 || SM,EX,SA,CA || 2 || 1 || 1 || Throw invulnerability frames 3-20
|-
| Crouch HK ||  || L || 90 || 8 || 3 || 30 || hard knockdown || -13 || - || 3 || 1 || - || -
|-
| Jump LP ||  || M || 40 || 5 || 5 || until ground+4 ||  +12 ||  +4 || - || 1 || 1 || 1 || -
|-
| Jump MP ||  || M || 70 || 5 || 4 || until ground+4 ||  +16 ||  +5 || - || 2 || 1 || 1 || -
|-
| Jump HP ||  || M || 100 || 9 || 4 || until ground+4 ||  +20 ||  +8 || - || 3 || 1 || 1 || -
|-
| Jump LK ||  || M || 40 || 6 || 9 || until ground+4 ||  +12 ||  +4 || - || 1 || 1 || 1 || -
|-
| Jump MK ||  || M || 70 || 6 || 10 || until ground+4 ||  +16 ||  +5 || - || 2 || 1 || 1 || -
|-
| Jump HK ||  || M || 100 || 12 || 3 || until ground+4 ||  +20 ||  +8 || - || 3 || 1 || 1 || Ground bounce on airborne opponent
|-
| Launcher **LC ||  || H || 100 || 13 || 2 || 54 || switch || -34 || - || 3 || - || - || Crushes crouching attacks frames 1-14, Launches opponent while switching characters
|-
| Cross Cancel ||  || H || 120 || 18 || 8 || 30 || hard knockdown || -16 || - || - || - || - || Invulnerability frames 1-19, Resembles HK Alter Ego
|-
| Orbiting Moon || LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || -
|-
| Dark Matter || b+LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || -
|-
| - || f+MK || H || 60 || 13 || 2 || 16 ||  +3 ||  -3 || - || 3 || 1 || 0 || Airborne frames 7-22, Knockdown on airborne opponent
|-
| Stormbringer || f+MK > MK or HK || H || 60 || 16 || 3 || 19 ||  -1 ||  -5 || - || 3 || 1 || 0 || Stagger (+34) on standing counter hit, Knockdown on airborne opponent
|-
| - || b+MK || H || 50 || 6 || 4 || 19 ||  +2 ||  -8 || - || 1 || 1 || 0 || -
|-
| Skull Smasher || b+MK > LK || H || 70 || 12 || 2 || 17 ||  +2 ||  -4 || SM,EX,SA,CA || 1 || 1 || 0 || Knockdown on airborne opponent
|-
| Skull Smasher Feint || b+MK > MK || M || 50 || 21 || 3 || 24 || ground bounce ||  -5 || - || 1 || 1 || 0 || Doesn't combo
|-
| Skull Smasher Feint Low || b+MK > HK || L || 110 || 29 || 6 || 16 || hard knockdown ||  -4 || - || 1 || 1 || 0 || Doesn't combo
|-
| Crossed Ninja Stars LP || qcf+LP || H || 60 || 22 || - || 20 ||  +10 ||  +7 || - || 3 || 1 || 0 ||  Knockdown on airborne opponent
|-
| Crossed Ninja Stars MP || qcf+MP || H || 60 || 18 || - || 26 ||  +4 ||  +1 || - || 3 || 1 || 0 ||  Knockdown on airborne opponent
|-
| Crossed Ninja Stars HP || qcf+HP || H || 60 || 15 || - || 30 || 0 ||  -3 || - || 3 || 1 || 0 ||  Knockdown on airborne opponent
|-
| Crossed Ninja Stars EX || qcf+PP || H || 100 || 15 || - || 22 || float ||  +8 || - || 3,3 || 0,1 || 0 || -
|-
| Crossed Ninja Stars (air) || qcf+P (neutral or foward jump) || H || 60 || 14 || - || until ground+4 ||  +22 ||  +19 || - || 3 || 1 || 0 ||  Knockdown on airborne opponent
|-
| Crossed Ninja Stars EX (air) || qcf+PP (air) || H || 60 || 14 || - || until ground+4 || knockdown ||  +27 || - || 3,3 || 0,1 || 0 || -
|-
| Haze (forward) || f,d,df+PPP or KKK || - || - || - || - || 37 || - || - || - || - || - || - || Invulnerability frames 1-30
|-
| Haze (backward) || b,d,db+PPP or KKK || - || - || - || - || 45 || - || - || - || - || - || - || Invulnerability frames 1-30
|-
| Alter Ego LK || qcf+LK || L || 130 || 21 || 10 || 24 || knockdown ||  -10 || - || 3 || 1 || 0 || -
|-
| Alter Ego MK || qcf+MK || M || 120 || 27 || 6 || 30 || knockdown ||  -14 || - || 3 || 1 || 0 || Lower body projectile invulnerability frames 27-34
|-
| Alter Ego HK || qcf+HK || H || 100,50 || 20 || 8 || 26 || knockdown ||  -12 || - || 6,6 || 2,2 || 0 || -
|-
| Alter Ego EX (LK version) || qcf+LK+MK || L || 110 || 17 || 10 || 23 || knockdown ||  -11 || - || 3 || 1 || 0 || Projectile invulnerability frames 1-26
|-
| Alter Ego EX (MK version) || qcf+LK+HK || M || 90 || 23 || 6 || 29 || knockdown ||  -13 || - || 3 || 1 || 0 || Invulnerability frames 1-22, Lower body projectile invulnerability frames 23-30, Airborne frames 12-31
|-
| Alter Ego EX (HK version) || qcf+MK+HK || H || 50x2 || 20 || 8 || 30 || wall bounce ||  -16 || - || 4,4 || 1,1 || 0 || -
|-
| Wind Cross **LC || qcb+P || H || 30x4/120 || 17 || 6 || 35 || float ||  -11 || - || 3,1,1,1 || 1,0,0,0 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 11-18, Last 4 active frames do 120 damage, but cannot cancel into 2nd hit follow-up
|-
| Wind Cross 2nd hit || P during Wind Cross || H || 120 || 17 || 2 || 53 || knockdown || -39 || - || 3 || 1 || 0 || -
|-
| Wind Cross EX || qcb+PP || H || 50,50 || 7 || 6 || 34 || knockdown ||  -14 || - || 1,1 || 1,1 || 0 || Chargeable: 51F for Super Art, Invulnerability frames 1-6
|-
| Wind Cross EX 2nd hit || P during EX Wind Cross || H || 100 || 12 || 2 || 59 || knockdown ||  -43 || - || 1 || 1 || 0 || -
|-
| Doppleganger || qcb+PPP || H || 330 || 7 || 6 || 26 || hard knockdown || -8 || - || 3 || 1 || 0 || 55 frames cinematic freeze before attack begins, Invulnerability frames 1-8
|-
| Cross Art || qcf+MP+MK || H || 150+ || 8 || 2 || 45 || - || -30 || - || 3 || - || - || 64 frames cinematic freeze before attack begins, Invulnerability frames 1-9
|}
== Boost Chain Frame Data ==
{| class="wikitable"
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! "Notes
|-
| "
|-
| Far MP || H || 42 || 9 || 4 || 18 || -1 || -5 || EX,SA,CA || -
|-
| Far HP **LC || H || 63 || 15 || 3 || 32 || -10 || -15 || - || Crumple on standing counter hit
|-
| Far\Close MK **LC || H || 42 || 7 || 5 || 21 || -5 || -9 || - || Head and above strike invulnerability frames 1-6
|-
| Far HK **LC || H || 63 || 13 || 4 || 34 || -12 || -18 || - || Forces standing, Float on airborne opponent, Kicking leg crushes airborne attacks frames 13-16
|-
| Close MP || H || 42 || 5 || 3 || 18 || 0 || -4 || EX,SA,CA || -
|-
| Close HP || H || 63 || 6 || 3 || 30 || -8 || -13 || EX,SA,CA || -
|-
| Close HK **LC || H || 35x2 || 10 || 2(8)1 || 33 || -11 || -17 || - || Forces standing, Knockdown on airborne opponent
|-
| Crouch MP **LC || H || 42 || 6 || 5 || 22 || -6 || -10 || EX,SA,CA || -
|-
| Crouch HP **LC || L || 63 || 8 || 2 || 38 || float || -20 || EX,SA,CA || -
|-
| Crouch MK **LC || L || 42 || 7 || 5 || 22 || -6 || -10 || EX,SA,CA || Throw invulnerability frames 3-20
|-
| Crouch HK **LC || L || 63 || 8 || 3 || 37 || hard knockdown || -20 || - || -
|}


== Move Analysis ==
== Move Analysis ==
Line 88: Line 270:


== The Basics ==
== The Basics ==
*One of the core things for Raven right now is the "Raven Loop", using {{ {{d}} + {{hp}} , {{chrg}} (charge) {{qcb}} + {{p}} , {{f}} f (dash cancel) , repeat }}. This allows Raven to juggle his sweeping {{ {{d}} + {{hp}} }} repeatedly for strong damage, and opening up many combo and reset options.


*Raven has very good mobility, his dash and backdash are extremely fast and cover a great deal of distance.  Using his dash alongside his projectile will create opportunities to move safely. 
== Advanced Strategy ==
N/A


*Raven's haze is an invincible move on startup, once raven has started to appear he can be damaged.  If used to teleport in on the enemy without projectile support he can be punished by a full combo.


*Raven's skull smasher is a good combo starter, it is safe and backdashing after allows Raven to be at a safe distance.
== Combos ==
=== Bread and Butters ===


*Raven has trouble dealing with characters that have decent firballs and standard reach. Most of Raven's normals cover less than average space, all shoto's can beat out most of Raven's normals with Cr.MK. Zangief and Hugo are almost impossible to beat with raven due to their reach, anti-airs and invincible attacks (command grabs). Zangief can lariat or green hand Raven's projectile and Hugo can armor through them.
* cl.HK, cr.MP xx qcb+P, cr.LK, cr.HP xx CADC, cl.HP xx qcf+HK(436)
(0bar, medium)


*Raven's jab pressure is above average but will be nerfed in the upcomming 2013 patch, although he will be getting a decent anti-air in his Far HK.


== Advanced Strategy ==
=== Hit Confirm Combos ===
N/A
* st.LP, st.LP, cr.MP xx qcb+P, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK (354)
(0bar, midscreen, medium)
 
* cr.LK, st.LP, cr.HP xx qcb+P(delay), cr.HP xx CADC, cl.HP xx qcf+HK (375)
(0bar, midscreen, hard)
 
 
=== Post-launch Combos ===


* cl.MP, cr.HP xx CADC, cl.HP, xx qcf+HK
Works from all tags and launchers, may have to hold forward on cl.MP
(0bar, easy)


== Combos ==
* qcb+P, cr.HP xx CADC, cl.HP, xx qcf+HK
=== Bread and Butters ===
Works tagged from all groundbounce moves, certain air moves and from Vega's launcher
* N/A
(0bar, height-specific, character-specific, medium)


=== Hit Confirm Combos ===
* N/A


=== Advanced Combos ===
=== Advanced Combos ===
* N/A
 
* cl.HK, cr.MP xx qcb+P, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK(457)
(0bar, midscreen, hard)
 
* cr.HP xx qcb+P(delay), cr.HP xx CADC, cl.HP xx qcf+HK (435)
(0bar, midscreen, medium)
 
* qcf+PP, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK (385)
(1bar, easy)
 
* qcf+PP, st.HK, cr.HP xx CADC, cl.HP xx qcf+HK (415)
(1bar, easy)
 
* qcf+PP, qcb+P, cr.HP xx CADC, cl.HP xx qcf+HK (445)
(1bar, midscreen, easy)
 


=== Combos Into Supers ===
=== Combos Into Supers ===
* N/A
* N/A


{{Navbox-SFxTK}}
[[Category:Street Fighter X Tekken]]
[[Category:Street Fighter X Tekken]]

Latest revision as of 14:39, 3 October 2023

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Raven

Sfxt raven face.jpg

Ideal Team Position: Either


While one would think having a projectile as good as Raven’s would mean he’s strictly a zoner, this is just one facet of the ninja’s attack plan. While his projectiles are strong, especially if he can use them in the air to create a ceiling that forces the opponent to stay on the ground, Raven excels at close range combat thanks to an excellent set of close-range buttons ideal for hit confirms and low profiling enemy attacks. His meterless damage output is well above average if he is able to use his cr.HP CADC’d into combo enders, and even the cr.HP CADC’d into itself is very difficult to punish on block which means Raven can continue pressuring the opponent up close. Even if you decide to play him as a traditional zoner, Raven is very dangerous in fireball wars thanks to his ability to teleport and counter if an opponent throws a projectile back at him. His teleport is also very useful in chasing down raw tags from any distance, ensuring that he is always on the offensive. With all of these options at his disposal, Raven’s primary failing is shifting momentum if he finds himself on the defensive: his main reversal costs meter and is not safe on block, nor can it be tagged from. His Alpha Counter comes out slow and sometimes won’t hit in full even if he lands a successful hit, and while his teleport is fast, it does not take him very far and can be chased down easily if he telegraphs it. However, his versatility allows him to be played in either position, so place him on your team as you see fit. Raven has a strong rushdown game coupled with a decent zoning tool. With Raven's projectile he can set up situations to mix up his opponent with Haze giving him opportunities to use his high damaging combos.


Strengths Weaknesses

+high damage output

+cr.mk low profiles many standing attacks and can be comboed from

+cr.MK can trip jumping approaches into a full combo

+multiple ways to achieve juggle state meterless (qcb+P or a CADC’d cr.HP)

+a CADC’d cr.HP is not particularly disdvantageous on block, allowing Raven to either confirm to a full juggle combo or continue pressure

+normal attacks have decent priority and hitboxes for either close or mid-range combat

+Very strong in fireball wars thanks to being able to teleport next to an opponent for a full combo punish as well as throw fireballs himself

+a boosted far s.HP has significant pushback and is difficult to punish for many characters

-Lacking a reliable reversal as his EX Teleport Divekick is not safe on block nor can it be tagged from to make it safe

-Difficulty retreating if he is low on health and it’s his obvious best course of action

-High-low game off of Target combo is very risky as both the overhead and low options are unsafe on block, and both options can be fuzzy guarded thus negating its use as a true mixup.

-Alpha Counter is slow and can be blocked easily, and recovery is too long to tag freely into his partner if he is low on health.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Chcrumple.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
High.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Low.png
Knockdown.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png
Groundbounce.png vs airborne


Unique Attacks

Name
Command
Notes
Stormbringer
F.png + Mk.png ---.png Mk.png or Hk.png
Knockdown.png vs airborne
Skull Smasher
B.png + Mk.png ---.png Lk.png
Speccancel.png on 2nd hit
Knockdown.png vs airborne
Skull Smasher Feint
B.png + Mk.png ---.png Mk.png
High.png on 2nd hit
Groundbounce.png on 2nd hit
Knockdown.png vs airborne
Skull Smasher Feint Low
B.png + Mk.png ---.png Hk.png
Low.png Hardknockdown.png on
2nd hit
Knockdown.png vs airborne

Throws

Name
Command
Notes
Orbiting Moon
F.png or N.png + Lp.png + Lk.png
Throw.png
Dark Matter
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Crossed Ninja Stars
Qcf.png + P.png
Ex.png
Airok.png
Knockdown.png on Ex.png
Knockdown.png vs airborne
Haze
Dp.png + 3p.png or 3k.png
teleport
Alter Ego
Qcf.png + K.png
Ex.png
Knockdown.png
L.png / L.png + M.png Ex.png hit Low.png
M.png / L.png + H.png Ex.png hit High.png
H.png / M.png + H.png Ex.png hits mid
M.png + H.png Ex.png Wallbounce.png
Wind Cross
Qcb.png + P.png
press P.png on hit or block
for additional attacks
Ex.png Chrg.png
Knockdown.png on final hit

Super Combo

Name
Command
Notes
Doppelganger
Qcb.png + 3p.png

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far\Close LP H 30 3 2 7 +8 +2 SM,EX,SA,CA 1 1 1 -
Far MP H 60 9 4 14 +3 -1 SM,EX,SA,CA 2 1 1 -
Far HP **LC H 90 15 3 27 -5 -10 - 3 1 1 Crumple on standing counter hit
Far\Close LK H 30 6 4 11 +2 -2 - 1 1 1 -
Far\Close MK H 60 7 5 14 +2 -2 - 2 1 1 Head and above strike invulnerability frames 1-6
Far HK H 90 13 4 21 +1 -5 - 3 1 1 Forces standing, Kicking leg crushes airborne attacks frames 13-16
Close MP H 60 5 3 13 +5 +1 SM,EX,SA,CA 2 1 1 -
Close HP H 90 6 3 24 -2 -7 SM,EX,SA,CA 3 1 1 -
Close HK H 50x2 10 2(8)1 16 +6 0 - 3,3 1,1 1 Forces standing, Knockdown on airborne opponent
Crouch LP H 30 4 3 6 +8 +4 SM,EX,SA,CA 1 1 1 -
Crouch MP H 60 6 5 15 +1 -3 SM,EX,SA,CA 2 1 1 -
Crouch HP L 90 8 2 30 float -12 SM,EX,SA,CA 3 2 0 -
Crouch LK L 30 4 3 11 +3 -1 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 7 5 17 -1 -5 SM,EX,SA,CA 2 1 1 Throw invulnerability frames 3-20
Crouch HK L 90 8 3 30 hard knockdown -13 - 3 1 - -
Jump LP M 40 5 5 until ground+4 +12 +4 - 1 1 1 -
Jump MP M 70 5 4 until ground+4 +16 +5 - 2 1 1 -
Jump HP M 100 9 4 until ground+4 +20 +8 - 3 1 1 -
Jump LK M 40 6 9 until ground+4 +12 +4 - 1 1 1 -
Jump MK M 70 6 10 until ground+4 +16 +5 - 2 1 1 -
Jump HK M 100 12 3 until ground+4 +20 +8 - 3 1 1 Ground bounce on airborne opponent
Launcher **LC H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel H 120 18 8 30 hard knockdown -16 - - - - Invulnerability frames 1-19, Resembles HK Alter Ego
Orbiting Moon LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Dark Matter b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
- f+MK H 60 13 2 16 +3 -3 - 3 1 0 Airborne frames 7-22, Knockdown on airborne opponent
Stormbringer f+MK > MK or HK H 60 16 3 19 -1 -5 - 3 1 0 Stagger (+34) on standing counter hit, Knockdown on airborne opponent
- b+MK H 50 6 4 19 +2 -8 - 1 1 0 -
Skull Smasher b+MK > LK H 70 12 2 17 +2 -4 SM,EX,SA,CA 1 1 0 Knockdown on airborne opponent
Skull Smasher Feint b+MK > MK M 50 21 3 24 ground bounce -5 - 1 1 0 Doesn't combo
Skull Smasher Feint Low b+MK > HK L 110 29 6 16 hard knockdown -4 - 1 1 0 Doesn't combo
Crossed Ninja Stars LP qcf+LP H 60 22 - 20 +10 +7 - 3 1 0 Knockdown on airborne opponent
Crossed Ninja Stars MP qcf+MP H 60 18 - 26 +4 +1 - 3 1 0 Knockdown on airborne opponent
Crossed Ninja Stars HP qcf+HP H 60 15 - 30 0 -3 - 3 1 0 Knockdown on airborne opponent
Crossed Ninja Stars EX qcf+PP H 100 15 - 22 float +8 - 3,3 0,1 0 -
Crossed Ninja Stars (air) qcf+P (neutral or foward jump) H 60 14 - until ground+4 +22 +19 - 3 1 0 Knockdown on airborne opponent
Crossed Ninja Stars EX (air) qcf+PP (air) H 60 14 - until ground+4 knockdown +27 - 3,3 0,1 0 -
Haze (forward) f,d,df+PPP or KKK - - - - 37 - - - - - - Invulnerability frames 1-30
Haze (backward) b,d,db+PPP or KKK - - - - 45 - - - - - - Invulnerability frames 1-30
Alter Ego LK qcf+LK L 130 21 10 24 knockdown -10 - 3 1 0 -
Alter Ego MK qcf+MK M 120 27 6 30 knockdown -14 - 3 1 0 Lower body projectile invulnerability frames 27-34
Alter Ego HK qcf+HK H 100,50 20 8 26 knockdown -12 - 6,6 2,2 0 -
Alter Ego EX (LK version) qcf+LK+MK L 110 17 10 23 knockdown -11 - 3 1 0 Projectile invulnerability frames 1-26
Alter Ego EX (MK version) qcf+LK+HK M 90 23 6 29 knockdown -13 - 3 1 0 Invulnerability frames 1-22, Lower body projectile invulnerability frames 23-30, Airborne frames 12-31
Alter Ego EX (HK version) qcf+MK+HK H 50x2 20 8 30 wall bounce -16 - 4,4 1,1 0 -
Wind Cross **LC qcb+P H 30x4/120 17 6 35 float -11 - 3,1,1,1 1,0,0,0 0 Chargeable: 51F for EX Version and 100F for Super Art, Projectile invulnerability frames 11-18, Last 4 active frames do 120 damage, but cannot cancel into 2nd hit follow-up
Wind Cross 2nd hit P during Wind Cross H 120 17 2 53 knockdown -39 - 3 1 0 -
Wind Cross EX qcb+PP H 50,50 7 6 34 knockdown -14 - 1,1 1,1 0 Chargeable: 51F for Super Art, Invulnerability frames 1-6
Wind Cross EX 2nd hit P during EX Wind Cross H 100 12 2 59 knockdown -43 - 1 1 0 -
Doppleganger qcb+PPP H 330 7 6 26 hard knockdown -8 - 3 1 0 55 frames cinematic freeze before attack begins, Invulnerability frames 1-8
Cross Art qcf+MP+MK H 150+ 8 2 45 - -30 - 3 - - 64 frames cinematic freeze before attack begins, Invulnerability frames 1-9

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far MP H 42 9 4 18 -1 -5 EX,SA,CA -
Far HP **LC H 63 15 3 32 -10 -15 - Crumple on standing counter hit
Far\Close MK **LC H 42 7 5 21 -5 -9 - Head and above strike invulnerability frames 1-6
Far HK **LC H 63 13 4 34 -12 -18 - Forces standing, Float on airborne opponent, Kicking leg crushes airborne attacks frames 13-16
Close MP H 42 5 3 18 0 -4 EX,SA,CA -
Close HP H 63 6 3 30 -8 -13 EX,SA,CA -
Close HK **LC H 35x2 10 2(8)1 33 -11 -17 - Forces standing, Knockdown on airborne opponent
Crouch MP **LC H 42 6 5 22 -6 -10 EX,SA,CA -
Crouch HP **LC L 63 8 2 38 float -20 EX,SA,CA -
Crouch MK **LC L 42 7 5 22 -6 -10 EX,SA,CA Throw invulnerability frames 3-20
Crouch HK **LC L 63 8 3 37 hard knockdown -20 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

Advanced Strategy

N/A


Combos

Bread and Butters

  • cl.HK, cr.MP xx qcb+P, cr.LK, cr.HP xx CADC, cl.HP xx qcf+HK(436)

(0bar, medium)


Hit Confirm Combos

  • st.LP, st.LP, cr.MP xx qcb+P, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK (354)

(0bar, midscreen, medium)

  • cr.LK, st.LP, cr.HP xx qcb+P(delay), cr.HP xx CADC, cl.HP xx qcf+HK (375)

(0bar, midscreen, hard)


Post-launch Combos

  • cl.MP, cr.HP xx CADC, cl.HP, xx qcf+HK

Works from all tags and launchers, may have to hold forward on cl.MP (0bar, easy)

  • qcb+P, cr.HP xx CADC, cl.HP, xx qcf+HK

Works tagged from all groundbounce moves, certain air moves and from Vega's launcher (0bar, height-specific, character-specific, medium)


Advanced Combos

  • cl.HK, cr.MP xx qcb+P, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK(457)

(0bar, midscreen, hard)

  • cr.HP xx qcb+P(delay), cr.HP xx CADC, cl.HP xx qcf+HK (435)

(0bar, midscreen, medium)

  • qcf+PP, cl.MP, cr.HP xx CADC, cl.HP xx qcf+HK (385)

(1bar, easy)

  • qcf+PP, st.HK, cr.HP xx CADC, cl.HP xx qcf+HK (415)

(1bar, easy)

  • qcf+PP, qcb+P, cr.HP xx CADC, cl.HP xx qcf+HK (445)

(1bar, midscreen, easy)


Combos Into Supers

  • N/A

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Street Fighter Characters
Abel
Akuma
Balrog
Blanka
Cammy
Chun Li
Cody
Dhalsim
Dudley
Elena
Guile
Guy
Hugo
Ibuki
Juri
Ken
M Bison
Poison
Rolento
Rufus
Ryu
Sagat
Sakura
Vega
Zangief
Tekken Characters
Alisa
Asuka
Bob
Bryan
Christie
Heihachi
Hwoarang
Jack X
Jin
Julia
Kazuya
King
Kuma
Lars
Law
Lei
Lili
Marduk
Nina
Ogre
Paul
Raven
Steve
Xiaoyu
Yoshimitsu
Guest Characters
Cole
Kuro
Mega Man
Pac Man
Toro