mNo edit summary |
(Added red text to "Guard" data instead of text note for JDing, replaced some attack data with symbols from data key.) |
||
Line 36: | Line 36: | ||
{{MOTW Legend}} | {{MOTW Legend}} | ||
Notes: | |||
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar. | |||
Line 58: | Line 64: | ||
|Hit Adv=+6 | |Hit Adv=+6 | ||
|Block Adv=+6 | |Block Adv=+6 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X / ∞ | ||
|Cancel on Block= | |Cancel on Block=X / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=Standing jab. | |description=Standing jab. | ||
Line 85: | Line 91: | ||
|Hit Adv=+4 | |Hit Adv=+4 | ||
|Block Adv=+4 | |Block Adv=+4 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=The last 3F of recovery has full-body invincibility. | |description=The last 3F of recovery has full-body invincibility. | ||
Line 113: | Line 119: | ||
|Hit Adv=-4 | |Hit Adv=-4 | ||
|Block Adv=-4 | |Block Adv=-4 | ||
|Feint Cancel= | |Feint Cancel=※ | ||
|Cancel on Hit= | |Cancel on Hit=※ | ||
|Cancel on Block= | |Cancel on Block=※ | ||
|Guard Crush Value=3, 3 | |Guard Crush Value=3, 3 | ||
|description= Not very good, cancel first hit into something else if you don't end up grabbing. | |description= Not very good, cancel first hit into something else if you don't end up grabbing. | ||
Line 140: | Line 146: | ||
|Hit Adv=-9 | |Hit Adv=-9 | ||
|Block Adv=-9 | |Block Adv=-9 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= Leads to big damage combos | |description= Leads to big damage combos | ||
Line 169: | Line 175: | ||
|Hit Adv=+4 | |Hit Adv=+4 | ||
|Block Adv=+4 | |Block Adv=+4 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X / ∞ | ||
|Cancel on Block= | |Cancel on Block=X / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs. | |description= Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs. | ||
Line 196: | Line 202: | ||
|Hit Adv=-4 | |Hit Adv=-4 | ||
|Block Adv=-4 | |Block Adv=-4 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description=A good fast poke, even if you get nothing from it. | |description=A good fast poke, even if you get nothing from it. | ||
Line 221: | Line 227: | ||
|Hit Adv=-5 | |Hit Adv=-5 | ||
|Block Adv=-5 | |Block Adv=-5 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= Bad normal, big range but punishable by some supers on hit, and reward is nothing on hit. | |description= Bad normal, big range but punishable by some supers on hit, and reward is nothing on hit. | ||
Line 246: | Line 252: | ||
|Hit Adv=-7 | |Hit Adv=-7 | ||
|Block Adv=-7 | |Block Adv=-7 | ||
|Feint Cancel= | |Feint Cancel=△ | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum. | |description= Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum. | ||
Line 277: | Line 283: | ||
|Hit Adv=+6 | |Hit Adv=+6 | ||
|Block Adv=+6 | |Block Adv=+6 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X / ∞ | ||
|Cancel on Block= | |Cancel on Block=X / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description= | ||
Line 304: | Line 310: | ||
|Hit Adv=+5 | |Hit Adv=+5 | ||
|Block Adv=+5 | |Block Adv=+5 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X / ∞ | ||
|Cancel on Block= | |Cancel on Block=X / ∞ | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |description= | ||
Line 332: | Line 338: | ||
|Hit Adv=-5 | |Hit Adv=-5 | ||
|Block Adv=-5 | |Block Adv=-5 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= | ||
Line 359: | Line 365: | ||
|Hit Adv=KD | |Hit Adv=KD | ||
|Block Adv=-5 | |Block Adv=-5 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description=Your furthest reaching crouched normal, decently quick too. | |description=Your furthest reaching crouched normal, decently quick too. | ||
Line 387: | Line 393: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= Your go to air to air. | |description= Your go to air to air. | ||
Line 414: | Line 420: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= A ton of active frames, can cross up and beat some anti airs | |description= A ton of active frames, can cross up and beat some anti airs | ||
Line 443: | Line 449: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= Use it as an air mixup due to it's slower startup, and possibly a crossup with it's big hitbox. Also while you're charging D | |description= Use it as an air mixup due to it's slower startup, and possibly a crossup with it's big hitbox. Also while you're charging D | ||
Line 468: | Line 474: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well. | |description= Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well. | ||
Line 496: | Line 502: | ||
|Hit Adv=+6 | |Hit Adv=+6 | ||
|Block Adv=+6 | |Block Adv=+6 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=9 | |Guard Crush Value=9 | ||
|description= Great overhead, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit. | |description= Great overhead, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit. | ||
Line 526: | Line 532: | ||
|Block Adv=+6 | |Block Adv=+6 | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=6 | |Guard Crush Value=6 | ||
|description= Just use the overhead command normal instead. Not worth using, gives no combos. | |description= Just use the overhead command normal instead. Not worth using, gives no combos. | ||
Line 553: | Line 559: | ||
|Hit Adv=-6 | |Hit Adv=-6 | ||
|Block Adv=0 | |Block Adv=0 | ||
|Feint Cancel= | |Feint Cancel=▽ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=6 | |Guard Crush Value=6 | ||
|description=1~6F upper-body invincibility. | |description=1~6F upper-body invincibility. | ||
Line 683: | Line 689: | ||
|caption= | |caption= | ||
|data= | |data= | ||
The damage and guard crush values in parentheses are at short-range.<br><br> | |||
Fastest fireball in the game. Does more damage and also leads to a knockdown in close range. Used for zoning/controlling space in neutral and as a meterless combo ender.<br><br> | Fastest fireball in the game. Does more damage and also leads to a knockdown in close range. Used for zoning/controlling space in neutral and as a meterless combo ender.<br><br> | ||
Line 693: | Line 699: | ||
|version={{Motion|236}}+{{Icon-SNK|A}} | |version={{Motion|236}}+{{Icon-SNK|A}} | ||
|Damage=13(18) | |Damage=13(18) | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=9 | |Startup=9 | ||
|Active= | |Active= | ||
Line 709: | Line 715: | ||
|version={{Motion|236}}+{{Icon-SNK|C}} | |version={{Motion|236}}+{{Icon-SNK|C}} | ||
|Damage=14(22) | |Damage=14(22) | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=9 | |Startup=9 | ||
|Active= | |Active= | ||
Line 733: | Line 739: | ||
|caption= | |caption= | ||
|data= Niche special move, way too minus on block and has few, if any combos for general use in most scenarios.<br> | |data= Niche special move, way too minus on block and has few, if any combos for general use in most scenarios.<br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version={{Motion|236}}+{{Icon-SNK|B}} | |version={{Motion|236}}+{{Icon-SNK|B}} | ||
|Damage=8, 9 | |Damage=8, 9 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=10 | |Startup=10 | ||
|Active= | |Active= | ||
Line 753: | Line 758: | ||
|version={{Motion|236}}+{{Icon-SNK|D}} | |version={{Motion|236}}+{{Icon-SNK|D}} | ||
|Damage=8, 10 | |Damage=8, 10 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=7 | |Startup=7 | ||
|Active= | |Active= | ||
Line 932: | Line 937: | ||
-TOP attack<br><br> | -TOP attack<br><br> | ||
Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender. <br> | Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender. <br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version=Lv1 | |version=Lv1 | ||
|Damage=15 | |Damage=15 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=12 | |Startup=12 | ||
|Active= | |Active= | ||
Line 953: | Line 956: | ||
|version=Lv2 | |version=Lv2 | ||
|Damage=18 | |Damage=18 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=14 | |Startup=14 | ||
|Active= | |Active= | ||
Line 969: | Line 972: | ||
|version=Lv3 | |version=Lv3 | ||
|Damage=22 | |Damage=22 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=14 | |Startup=14 | ||
|Active= | |Active= | ||
Line 985: | Line 988: | ||
|version=Lv4 | |version=Lv4 | ||
|Damage=10, 10, 10 | |Damage=10, 10, 10 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=11 | |Startup=11 | ||
|Active= | |Active= | ||
Line 1,018: | Line 1,021: | ||
Can potentially be hard to punish on block for some characters if spaced well (works best with his level 1 charge).<br> | Can potentially be hard to punish on block for some characters if spaced well (works best with his level 1 charge).<br> | ||
Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos. <br><br> | Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos. <br><br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version=Lv1 | |version=Lv1 | ||
|Damage=15 | |Damage=15 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=14 | |Startup=14 | ||
|Active= | |Active= | ||
Line 1,039: | Line 1,040: | ||
|version=Lv2 | |version=Lv2 | ||
|Damage=18 | |Damage=18 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=14 | |Startup=14 | ||
|Active= | |Active= | ||
Line 1,055: | Line 1,056: | ||
|version=Lv3 | |version=Lv3 | ||
|Damage=22 | |Damage=22 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=14 | |Startup=14 | ||
|Active= | |Active= | ||
Line 1,071: | Line 1,072: | ||
|version=Lv4 | |version=Lv4 | ||
|Damage=10, 10, 10 | |Damage=10, 10, 10 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=14 | |Startup=14 | ||
|Active= | |Active= | ||
Line 1,093: | Line 1,094: | ||
|input ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}} | |input ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}} | ||
|caption= | |caption= | ||
|data= Eats through other projectiles that aren't | |data= Eats through other projectiles that aren't Kain's balls so you can punish them with this.<br> | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}} | |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}} | ||
|Damage=33 | |Damage=33 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=17 | |Startup=17 | ||
|Active= | |Active= | ||
Line 1,117: | Line 1,117: | ||
|version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}} | |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}} | ||
|Damage=14, 14, 14, 14 | |Damage=14, 14, 14, 14 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=7 | |Startup=7 | ||
|Active= | |Active= | ||
Line 1,251: | Line 1,251: | ||
|version =Lv4 | |version =Lv4 | ||
|Damage=8×6, 6×5, 7 | |Damage=8×6, 6×5, 7 | ||
|Guard=Mid | |Guard=<span style="color:#ff0000;">Mid</span> | ||
|Startup=4 | |Startup=4 | ||
|Active= | |Active= | ||
Line 1,265: | Line 1,265: | ||
{{Icon-SNK|C}} x10+ (9+ extra button presses during blackout). | {{Icon-SNK|C}} x10+ (9+ extra button presses during blackout). | ||
}} | }} | ||
}} | }} |
Revision as of 22:17, 4 October 2023
Introduction
Marco Rodriguez, or otherwise known for his English localized name -- Khushnood Butt.
Gameplay
Khushnood has many tools at his disposal to answer anything an opponent might do. With a 0 frame anti-air super, the fastest projectiles in the game, special moves that all knock down and quickly pressure into a corner, and a special move that does super level punishment damage, he has a lot going for him.
Khushnood's main drawback is his randomness. Breaking his dragon punch can be unreliable outside of certain combos because the window to brake changes based on when the move connects, and may connect and not juggle the opponent up. Played with precision, this can be avoided.
Bait a mistake, knock 'em down, then get in close and keep the pressure on.
Strengths | Weaknesses |
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Character Colors
Move List
Frame Data Source: https://w.atwiki.jp/garoumow/pages/26.html and https://w.atwiki.jp/garoumow/pages/64.html
Data Help | |
---|---|
Disclaimer: This is meant to teach basic terminology used when describing moves. | |
Hitbox: | A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing. |
Hurtbox: | A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. |
Throw Box/Range: | Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun. |
Projectile Box: | Hitbox on a projectile attack. |
Guard/Counter Box: | The Guard Box or Counter Box. This appears when blocking or using a counter move. |
Push Box: | Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".) |
Startup | The number of frames before an attack can hit the opponent. Does not include the first active frame. |
Guard | The way this move must be blocked.
High or H or Overhead (especially when from the ground) -- must be blocked standing. |
Damage | "Basic" damage -- Unmodified damage values
"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decreases the defender's guard durability gauge by this value. |
+X | Attacker has X number of advantage frames. |
-X | Attacker has X number of disadvantage frames. |
KD | Short for "knockdown", knocks down opponent on hit. |
◯ | Cancelable on both hit and block. |
∞ | Chain cancelable with the same button (renda cancel). |
※ | Cancelable on the first hit/part only. |
《X》OR «X» OR <<X>> OR (X) | X number of inactive frames between hits of multihit moves. |
△ | Only cancelable on block. |
▽ | Only cancelable on hit. |
× OR X | Not cancelable. |
Notes:
- Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.
Close Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | X / ∞ | X / ∞ | 4 | |
Standing jab. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Mid | 4 | 4 | 7 | 15 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | X | X | 4 | |
The last 3F of recovery has full-body invincibility. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5, 5 | Mid | 7 | 1, 《2》, 4 | 21 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-4 | -4 | ※ | ※ | 3, 3 | |
Not very good, cancel first hit into something else if you don't end up grabbing. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 5 | 4 | 26 | 35 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-9 | -9 | ◯ | ◯ | 5 | |
Leads to big damage combos |
Far Standing Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
5 | Mid | 3 | 4 | 7 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+4 | +4 | X / ∞ | X / ∞ | 4 | |
Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Mid | 5 | 3 | 16 | 24 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-4 | -4 | X | X | 4 | |
A good fast poke, even if you get nothing from it. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
12 | Mid | 11 | 5 | 21 | 37 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -5 | X | X | 5 | |
Bad normal, big range but punishable by some supers on hit, and reward is nothing on hit. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | Mid | 11 | 4 | 24 | 39 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-7 | -7 | X | ◯ | 5 | |
Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum. Whiffs on crouching opponents. |
Crouching Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Mid | 4 | 4 | 5 | 13 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | X / ∞ | X / ∞ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | Low | 4 | 4 | 6 | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+5 | +5 | X / ∞ | X / ∞ | 4 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Mid | 5 | 1, 《1》, 2 | 22 | 31 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-5 | -5 | ◯ | ◯ | 5 |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Low | 8 | 4 | 22 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -5 | X | X | 5 | |
Your furthest reaching crouched normal, decently quick too. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 5 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 4 | |
Your go to air to air. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
6 | High | 9 | 10 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 4 | |
A ton of active frames, can cross up and beat some anti airs Neutral or back hop B can beat out an upper-body evasion attack. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 12 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 5 | |
Use it as an air mixup due to it's slower startup, and possibly a crossup with it's big hitbox. Also while you're charging D |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | High | 9 | 7 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | 5 | |
Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well. |
Command Normals
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
12 | Overhead | 15 | 1 | 14 | 30 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+6 | +6 | X | X | 9 | |
Great overhead, relatively fast with good frame advantage, allowing you to link after it with various options and get a full combo conversion on hit. |
Universal Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 24 | 5 | 14 | 43 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
0 | +6 | X | X | 6 | |
Just use the overhead command normal instead. Not worth using, gives no combos. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Mid | 9 | 3 | 22 | 34 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
-6 | 0 | ◯ | X | 6 | |
1~6F upper-body invincibility. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
2x8, 15 (base damage) | Mid | 10 | - | 20~ | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -24 | - | - | 2×8, 9 | |
Respectable damage on it's own, used in some counter hit juggle combos and in chip kill scenarios. A single hit usually also launches them high. Potentially useful as GC bait as well. |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+64 | - | - | - | - | |
Has good corner carry. |
Feints
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Haou Shoukou Ken C, and to a lesser extent the start of Haou Shoukou Ken A. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 11 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Mimics the start of Kohou (and its break version) or Kyokugen Kohou. |
Special Moves
Fastest fireball in the game. Does more damage and also leads to a knockdown in close range. Used for zoning/controlling space in neutral and as a meterless combo ender.
It is possible to renda cancel into his fireball from a st.A by inputting 5A > 236C~A or 5A > 236A~C (the timing is like chain cancelling his st.A).
Honestly both are used somewhat evenly, keeps people on their toes at further ranges.
You can't use all of the following:
-Your C fireball
-Your C DP
-C Haou Shoukou Ken
-Your ability to grab (you can still tech with D though)
-Feint
-Ryuuko Ranbu
-TOP attack
Works as an easy guard cancel or to surprise people due to it's speed, and sometimes as a combo ender.
Lv1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | Mid | 12 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 7 | ||
Charge time is 120F (~2 seconds) or more. | ||||||
Lv2 | Damage | Guard | Startup | Active | Recovery | Total |
18 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 8 | ||
Charge time is 240F (~4 seconds) or more. | ||||||
Lv3 | Damage | Guard | Startup | Active | Recovery | Total |
22 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -9 | - | - | 9 | ||
Charge time is 480F (~8 seconds) or more. | ||||||
Lv4 | Damage | Guard | Startup | Active | Recovery | Total |
10, 10, 10 | Mid | 11 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -11 | - | - | 4×3 | ||
Charge time is 960F (~16 seconds) or more. Travels really far so sometimes a decent burst option or for a GC against projectiles |
-Sweep
-A Great jump-in
-TOP attack
-Kyokugen Ko Hou
-And a situational special move
Can potentially be hard to punish on block for some characters if spaced well (works best with his level 1 charge).
Can also be used as an easy guard cancel thanks to its simple execution or to catch the opponent off guard in neutral and potentially score a counter hit. Can also be used as a combo ender for some combos.
Lv1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
15 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 8 | ||
Charge time is 120F (~2 seconds) or more. | ||||||
Lv2 | Damage | Guard | Startup | Active | Recovery | Total |
18 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 8 | ||
Charge time is 240F (~4 seconds) or more. | ||||||
Lv3 | Damage | Guard | Startup | Active | Recovery | Total |
22 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -8 | - | - | 9 | ||
Charge time is 480F (~8 seconds) or more. | ||||||
Lv4 | Damage | Guard | Startup | Active | Recovery | Total |
10, 10, 10 | Mid | 14 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -6 | - | - | 4×3 | ||
Charge time is 960F (~16 seconds) or more. |
Super Moves
Lv1 | Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|---|
4×13 | Mid | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -42 | - | - | 3×13 | ||
1~3F full-body invincibility. | ||||||
Lv2 | Damage | Guard | Startup | Active | Recovery | Total |
4×19 | Mid (Low on 7th hit) | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -48 | - | - | 3×19 | ||
1~3F full-body invincibility. | ||||||
Lv3 | Damage | Guard | Startup | Active | Recovery | Total |
4x16, 5x6 | Mid (Low on the 7th hit) | 0 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -48 | - | - | 3×22 | ||
Does a good amount of chip damage and a ton of guard crush damage. Used in guard crush setups, typically to end a round and guarantee a kill. Can be confirmed into from a blockstring by linking into it with st.A/cr.A (easier to perform by using the simultaneous button press technique to store at least one of the 236 motions). 1~3F full-body invincibility. | ||||||
Lv4 | Damage | Guard | Startup | Active | Recovery | Total |
8×6, 6×5, 7 | Mid | 4 | - | - | - | |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | ||
KD | -40 | - | - | 8×6, 5×6 | ||
The strongest super marco has, the fireballs disappear quickly and at a short range. 1~9F full-body invincibility. |