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{{ | {{Character Top USFIV | chara={{SUBPAGENAME}} }} | ||
{{ | |||
== Frame Data (At A Glance) == | == Frame Data (At A Glance) == | ||
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{{USFIVFrameDataGlanceRow|||||Super Combo {{hp}}|100x2*150|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|21|-|-52|-|3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block||X||[3rd~4th Hit]: Hard Knockdown|[3rd~4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|45F~|JP: 127x3|}} | {{USFIVFrameDataGlanceRow|||||Super Combo {{hp}}|100x2*150|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|21|-|-52|-|3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block||X||[3rd~4th Hit]: Hard Knockdown|[3rd~4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|45F~|JP: 127x3|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Burst Time|Ultra I|qcf {{qcf}} + {{3p}} armorbreak||Ultra Combo 1|60*89x3*114|0|0/0| | {{USFIVFrameDataGlanceRow|Burst Time|Ultra I|qcf {{qcf}} + {{3p}} armorbreak||Ultra Combo 1|60*89x3*114|0|0/0|L*HLx4|-|0+7|3(53)5(8)<br>5(10)5(10)5|59+56|225|-81|-|-201|-|1st armor break, can juggle, hit advantage based on 1st hit, Opponent gains 20x5 meter on hit, 5x2 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|-|-|61F~|JP: 1*127x4|}} | ||
{{USFIVFrameDataGlanceRow|Burning Dance|Ultra II|(in air) {{qcb}} qcb + {{3k}} armorbreak||Ultra Combo 2|410|0|0/0|HL|-|0+9|until ground|After landing 46|-|-|-|-35|-|20 recovery frames after landing, Frame advantage based on lowest possible height, Opponent gains 29x10 meter on hit, 1st hit goes into animation does 17 chip on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10F|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Burning Dance|Ultra II|(in air) {{qcb}} qcb + {{3k}} armorbreak||Ultra Combo 2|410|0|0/0|HL|-|0+9|until ground|After landing 46|-|-|-|-35|-|20 recovery frames after landing, Frame advantage based on lowest possible height, Opponent gains 29x10 meter on hit, 1st hit goes into animation does 17 chip on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
|- | |- | ||
|} | |} | ||
== Moves == | == Moves == | ||
Line 329: | Line 309: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|CViper|EmergencyCombination| | {{USFIVMoveListRow|CViper|EmergencyCombination| | ||
Emergency Combination|Super Combo| | Emergency Combination|Super Combo|{{qcf}} {{qcf}} + k|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Ultra Combos === | === Ultra Combos === | ||
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{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
==Frame Data== | ==Frame Data== | ||
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{{USFIVFrameDataRow|||||Super Combo {{hp}}|100x2*150|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|21|-|-52|-|3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block||X||[3rd~4th Hit]: Hard Knockdown|[3rd~4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|45F~|JP: 127x3|}} | {{USFIVFrameDataRow|||||Super Combo {{hp}}|100x2*150|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|117|21|-|-52|-|3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block||X||[3rd~4th Hit]: Hard Knockdown|[3rd~4th Hit]: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4F|-|-|-|45F~|JP: 127x3|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Burst Time|Ultra I|qcf {{qcf}} + {{3p}} armorbreak||Ultra Combo 1|60*89x3*114|0|0/0| | {{USFIVFrameDataRow|Burst Time|Ultra I|qcf {{qcf}} + {{3p}} armorbreak||Ultra Combo 1|60*89x3*114|0|0/0|L*HLx4|-|0+7|3(53)5(8)<br>5(10)5(10)5|59+56|225|-81|-|-201|-|1st armor break, can juggle, hit advantage based on 1st hit, Opponent gains 20x5 meter on hit, 5x2 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9F|-|-|-|61F~|JP: 1*127x4|}} | ||
{{USFIVFrameDataRow|Burning Dance|Ultra II|(in air) {{qcb}} qcb + {{3k}} armorbreak||Ultra Combo 2|410|0|0/0|HL|-|0+9|until ground|After landing 46|-|-|-|-35|-|20 recovery frames after landing, Frame advantage based on lowest possible height, Opponent gains 29x10 meter on hit, 1st hit goes into animation does 17 chip on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10F|-|-|-|-|-|}} | {{USFIVFrameDataRow|Burning Dance|Ultra II|(in air) {{qcb}} qcb + {{3k}} armorbreak||Ultra Combo 2|410|0|0/0|HL|-|0+9|until ground|After landing 46|-|-|-|-35|-|20 recovery frames after landing, Frame advantage based on lowest possible height, Opponent gains 29x10 meter on hit, 1st hit goes into animation does 17 chip on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10F|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
Line 873: | Line 403: | ||
|} | |} | ||
{{Navbox-USFIV}} | {{Navbox-USFIV}} | ||
[[Category:C. Viper]] | |||
[[Category:Ultra Street Fighter IV]] | [[Category:Ultra Street Fighter IV]] |
Latest revision as of 11:44, 28 June 2025
Introduction
C. Viper works in the S.I.N. organization, carrying out many missions for Seth as his personal lackey. However, unbeknownst to Seth, Viper is secretly working for the CIA and has managed to work her way into Seth's trust. She is actually investigating the BLECE project and aims to take down Seth, S.I.N., and the Living Incubator project being secretly funded by S.I.N. However, despite her rise in the ranks, Seth's trust of Viper has wavered of late as he has begun suspecting that Viper is not quite who he originally thought she was.
Widely considered the most technical characters in the game, Viper requires high levels of manual dexterity and mind games to be effective. Diligent players, however, are rewarded for their efforts with some of the most potent offensive tools in the game. Her mix-up is absolutely devastating, being able to cross up with Aerial Burn Kicks mixed in with safe Overheads and super jump cancels, which she can use to combo into her Ultras for well over 50% of the opponent's health bar. However, as great as Viper is in mixing up opponents, her wake-up options are not strong so she can easily be mixed up herself. The key to winning with Viper: constant offense and never letting the opponent get a chance to think.
Pick if you like: | Avoid if you dislike: |
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Players to Watch
Latif (SA), Tonpy (JP), Kyabetsu (JP), Problem X (UK), Wolfkrone (US)
Ultra SFIV Changes
Frame Data Glossary - USFIV | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
|
Cancel |
Available options for canceling one move into another move.
|
Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.
|
Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).
|
On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.
|
Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
|
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
|
Juggle Info |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
|
C. Viper | |
---|---|
Vitals | |
HP | 900 |
Stun | 950 |
W-Ultra Scaling | 75% |
Ground Movement | |
Forward Walk Speed | 0.050 |
Backward Walk Speed | 0.035 |
Forward Dash Speed | 19 |
Back Dash Speed | 27 |
Forward Dash Distance | 1.30 |
Back Dash Distance | 1.25 |
Back Dash Invuln | 8 |
Back Dash Airborne | 9 |
Back Dash Ground Recovery | 10 |
Jumping | |
Jump Speed | 4+36 (SJ: 3+41+11) |
Jump Apex | 1.768 |
Forward Jump Distance | 1.75(3.69) |
Backward Jump Distance | 1.57(3.28) |
Throws | |
Forward Throw Range | 0.91 |
Back Throw Range | 0.91 |
Wake-up Timing | |
Face Up | 31 |
Face Down | 21 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 7 | 2 | 5 |
Close MP | Close ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 2 | 9 | 3 | 6 |
Close HP | Close ![]() |
90 | 200 | 60 | HL | sp/su | 9 | 2 | 16 | 0 | 5 |
Close LK | Close ![]() |
20 | 50 | 20 | HL | ch/sp/su | 5 | 1 | 7 | 3 | 6 |
Close MK | Close ![]() |
60 | 100 | 40 | HL | sp/su | 7 | 4 | 11 | -1 | 2 |
Close HK | Close ![]() |
40*60 | 125*75 | 60*20 | HL | su*- | 12 | 1(8)3 | 17 | -2 | 3 |
Far LP | Far ![]() |
20 | 50 | 20 | HL | ch/sp/su | 6 | 2 | 7 | 2 | 5 |
Far MP | Far ![]() |
70 | 100 | 40 | HL | su | 7 | 2 | 12 | 0 | 3 |
Far HP | Far ![]() |
100 | 200 | 60 | HL | See notes | 14 | 4 | 16 | -2 | 3[2] |
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 6 | 2 | 8 | 1 | 4 |
Far MK | Far ![]() |
60 | 100 | 40 | HL | - | 8 | 3 | 11 | 0 | 3 |
Far HK | Far ![]() |
100 | 200 | 60 | HL | - | 11 | 6 | 15 | -2 | 2 |
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 10 | -1 | 2 |
Crouch MP | Crouch ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 3 | 9 | 2 | 5 |
Crouch HP | Crouch ![]() |
90 | 150 | 60 | HL | sp/su | 8 | 2 | 18 | -2 | 2 |
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 5 | 2 | 12 | -3 | 0 |
Crouch MK | Crouch ![]() |
60 | 100 | 40 | L | sp/su | 7 | 3 | 16 | -5 | -2 |
Crouch HK | Crouch ![]() |
100 | 200 | 60 | L | - | 12 | 3 | 18 | -3 | - |
Viper Elbow | Overhead![]() ![]() |
70 | 100 | 40 | H | - | 20 | 5 | 3 + After landing 8 | -2 | 1 |
Double Kick | ![]() ![]() |
40*60 | 125*75 | 60*20 | HL | su*- | 12 | 1(8)3 | 17 | -2 | 3 |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 5 | 7 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
70 | 100 | 40 | H | sp | 7 | 6 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
90 | 200 | 60 | H | sp | 8 | 6 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
30 | 50 | 20 | H | sp | 6 | 5 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
70 | 100 | 40 | H | - | 9 | 5 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
90 | 200 | 60 | H | - | 7 | 7 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
40 | 50 | 20 | H | - | 7 | 6 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
70 | 100 | 40 | H | sp | 8 | 5 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
90 | 200 | 60 | H | - | 8 | 5 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | sp | 7 | 7 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
60 | 100 | 40 | H | - | 7 | 4 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
90 | 200 | 60 | H | sp | 6 | 7 | - | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+13 | 2 | 40 | -26 | -26 |
Focus Attack (Level 2) | Level 2 Focus | 90 | 150 | 40 | HL | - | 18+14 | 2 | 40 | -20 | - |
Focus Attack (Level 3) | Level 3 Focus | 150 | 200 | 60 | - | - | 68 | 2 | 40 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+13 | 2 | 40 | -26 | -26 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 135 | 150 | 40 | HL | - | 18+14 | 2 | 40 | -20 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 225 | 200 | 60 | - | - | 68 | 2 | 40 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+13 | 2 | 40 | -20 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Ab Fitness | Forward Throw | 130 | 100 | 40 | 0.91 | - | 3 | 2 | 20 | - | - |
Temple Massage | Back Throw | 120 | 160 | 60 | 0.91 | - | 3 | 2 | 20 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Thunder Knuckle | Thunder Knuckle ![]() |
100 | 200 | 20/30 | HL | su | 16 | 6 | 21 | -2 | 2 |
Thunder Knuckle ![]() |
120 | 150 | 20/30 | HL | su | 14 | 4 | 20 | -1 | 3 | |
Thunder Knuckle ![]() |
70 | 150 | 30/40 | HL | su | 7 | 16 | 14+13 | -25 | - | |
EX Thunder Knuckle | Thunder Knuckle ![]() |
60*60 | 100*100 | -250/0 | HL | su | 27 | 17 | 38 | -5 | - |
Burning Kick | Burn Kick ![]() |
100 | 100 | 20/30 | HL | - | 23 | 4 | 17 | -2 | - |
Burn Kick ![]() |
100 | 100 | 20/30 | HL | - | 25 | 3 | 17 | -1 | - | |
Burn Kick ![]() |
100 | 100 | 20/30 | HL | - | 27 | 2 | 17 | 0 | - | |
EX Burning Kick | Burn Kick ![]() |
20x3*80 | 50x3*100 | -250/0 | HL | - | 9 | 2*1*2(11)10 | 23 | -12 | - |
Air Burning Kick | Air Burn Kick ![]() |
90 | 100 | 10/30 | HL | - | 21 | 8 | After landing 12 | 6 | - |
Air Burn Kick ![]() |
90 | 100 | 10/30 | HL | - | 19 | 8 | After landing 12 | 4 | - | |
Air Burn Kick ![]() |
90 | 100 | 10/30 | HL | - | 17 | 9 | After landing 12 | 2 | - | |
EX Air Burning Kick | Air Burn Kick ![]() |
20x3*80 | 50x3*100 | -250/0 | HL | - | 6 | 2*1*2(10)8 | After landing 15 | 2 | - |
Seismic Hammer | Seismo | 120 | 100 | 20/30 | L | su | 24 | 8 | 31 | -18 | - |
EX Seismic Hammer | Seismo ![]() |
100 | 100 | -250/0 | L | su | 19 | 5 | 18 | -2 | - |
Feint | Feint | - | - | 0/0 | HL | - | - | - | Total 6 | - | - |
High Jump | High Jump | - | - | - | - | See Notes | - | - | - | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Emergency Combination | Super Combo ![]() |
100x2*150 | 0 | -1000/0 | HL | - | 1+13 | 1(33)1(19)2 | 59+56 | -96 | - |
Super Combo ![]() |
100x2*150 | 0 | -1000/0 | HL | - | 1+7 | 1(15)1(21)2 | 59+56 | -96 | - | |
Super Combo ![]() |
100x2*150 | 0 | -1000/0 | HL | - | 1+5 | 1(8)1(29)2 | 36+35 | -52 | - | |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Burst Time | Ultra Combo 1 | 60*89x3*114 | 0 | 0/0 | L*HLx4 | - | 0+7 | 3(53)5(8) 5(10)5(10)5 |
59+56 | -201 | - |
Burning Dance | Ultra Combo 2 | 410 | 0 | 0/0 | HL | - | 0+9 | until ground | After landing 46 | -35 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Viper Elbow |
Overhead | f + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Double Kick |
Double Kick | f + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Ab Fitness |
Forward Throw | f or ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Temple Massage |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Thunder Knuckle |
Thunder Knuckle | qcb + ![]() ![]() |
hp is anti-air, ![]() ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Burning Kick |
Burn Kick | qcb + ![]() |
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~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Air Burning Kick |
Air Burn Kick | (in air) ![]() ![]() |
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~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Seismic Hammer |
Seismo | dp + ![]() |
Startup can be canceled with 2p |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Feint |
Feint | p ![]() |
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~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
High Jump |
High Jump | tap ![]() ![]() ![]() ![]() ![]() |
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~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Emergency Combination |
Super Combo | ![]() ![]() |
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~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Burst Time |
Ultra Combo I | qcf ![]() ![]() |
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~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Burning Dance |
Ultra Combo II | (in air) ![]() ![]() |
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~~ Uses and Strategies ~~ (No uses/strategies) |
Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 7 | 12 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 2 | 9 | 15 | 3 | 6 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
90 | 200 | 60 | HL | sp/su | 9 | 2 | 16 | 26 | 0 | 5 | 18 | 23 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Close LK | Close ![]() |
20 | 50 | 20 | HL | ch/sp/su | 5 | 1 | 7 | 12 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
60 | 100 | 40 | HL | sp/su | 7 | 4 | 11 | 21 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
40*60 | 125*75 | 60*20 | HL | su*- | 12 | 1(8)3 | 17 | 40 | -2 | 3 | 18 | 23 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Far LP | Far ![]() |
20 | 50 | 20 | HL | ch/sp/su | 6 | 2 | 7 | 14 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
70 | 100 | 40 | HL | su | 7 | 2 | 12 | 20 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
100 | 200 | 60 | HL | See notes | 14 | 4 | 16 | 33 | -2 | 3[2] | 18 | 23[22] | Super and Special cancelable 2~13F, [] refers to vs crouching | Reset | Reset | - | - | - | - | - | - | - | |||||
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 6 | 2 | 8 | 15 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
60 | 100 | 40 | HL | - | 8 | 3 | 11 | 21 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
100 | 200 | 60 | HL | - | 11 | 6 | 15 | 31 | -2 | 2 | 19 | 23 | Can be performed with Down/Forward + HK at any distance from the opponent | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1 | |||||
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 10 | 15 | -1 | 2 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 3 | 9 | 16 | 2 | 5 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
90 | 150 | 60 | HL | sp/su | 8 | 2 | 18 | 27 | -2 | 2 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 5 | 2 | 12 | 18 | -3 | 0 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
60 | 100 | 40 | L | sp/su | 7 | 3 | 16 | 25 | -5 | -2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
100 | 200 | 60 | L | - | 12 | 3 | 18 | 32 | -3 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | |||
Viper Elbow | Overhead![]() ![]() |
70 | 100 | 40 | H | - | 20 | 5 | 3 + After landing 8 | 35 | -2 | 1 | 14 | 17 | Reset | Reset | - | - | - | - | - | 6F~ | - | ||||||
Double Kick | ![]() ![]() |
40*60 | 125*75 | 60*20 | HL | su*- | 12 | 1(8)3 | 17 | 40 | -2 | 3 | 18 | 23 | Forces stand | Forces stand | Reset | Reset | - | - | Feet: 1~11F | Feet: 1~11F | - | - | - | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neutral Jump LP | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 5 | 7 | - | 11 | - | - | Reset | Reset | - | - | - | Lower Body: 1~11F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
70 | 100 | 40 | H | sp | 7 | 6 | - | 12 | - | - | Reset | Reset | - | - | - | Lower Body: 1~12F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
90 | 200 | 60 | H | sp | 8 | 6 | - | 13 | - | - | Reset | Reset | - | - | - | Lower Body: 1~13F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
30 | 50 | 20 | H | sp | 6 | 5 | - | 10 | - | - | Reset | Reset | - | - | - | Lower Body: 1~10F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
70 | 100 | 40 | H | - | 9 | 5 | - | 13 | - | - | Reset | Reset | - | - | - | Lower Body: 1~13F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
90 | 200 | 60 | H | - | 7 | 7 | - | 13 | - | - | Reset | Reset | - | - | - | Lower Body: 1~13F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
40 | 50 | 20 | H | - | 7 | 6 | - | 12 | - | - | Reset | Reset | - | - | - | Lower Body: 1~12F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
70 | 100 | 40 | H | sp | 8 | 5 | - | 12 | - | - | Reset | Reset | - | - | - | Lower Body: 1~12F | - | - | - | ||||||||
Angled Jump HP | Angled Jump ![]() |
90 | 200 | 60 | H | - | 8 | 5 | - | 12 | - | - | Reset | Reset | - | - | - | Lower Body: 1~12F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | sp | 7 | 7 | - | 13 | - | - | Reset | Reset | - | - | - | Lower Body: 1~13F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
60 | 100 | 40 | H | - | 7 | 4 | - | 10 | - | - | Reset | Reset | - | - | - | Lower Body: 1~10F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
90 | 200 | 60 | H | sp | 6 | 7 | - | 12 | - | - | Reset | Reset | - | - | - | Lower Body: 1~12F | - | - | - | ||||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+13 | 2 | 40 | 67 | -26 | -26 | 16 | 16 | Range: 1.862 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 90 | 150 | 40 | HL | - | 18+14 | 2 | 40 | 73 | -20 | - | 22 | - | Range: 1.862 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 150 | 200 | 60 | - | - | 68 | 2 | 40 | 109 | - | - | - | - | Range: 1.862, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~67F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+13 | 2 | 40 | 67 | -26 | -26 | 16 | 16 | Range: 1.862, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 135 | 150 | 40 | HL | - | 18+14 | 2 | 40 | 73 | -20 | - | 22 | - | Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 225 | 200 | 60 | - | - | 68 | 2 | 40 | 109 | - | - | - | - | Range: 1.862, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~68F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+13 | 2 | 40 | 67 | -20 | - | 22 | - | Range: 1.862, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Ab Fitness | Forward Throw | 130 | 100 | 40 | 0.91 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Temple Massage | Back Throw | 120 | 160 | 60 | 0.91 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Thunder Knuckle | Thunder Knuckle ![]() |
100 | 200 | 20/30 | HL | su | 16 | 6 | 21 | 42 | -2 | 2 | 25 | 29 | 8~9F can ![]() |
X | Soft Knockdown | Soft Knockdown | - | - | Upper body: 10~15F | Upper body: 10~21F | - | - | - | ||||
Thunder Knuckle ![]() |
120 | 150 | 20/30 | HL | su | 14 | 4 | 20 | 37 | -1 | 3 | 23 | 27 | 7~8F can ![]() |
X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||||
Thunder Knuckle ![]() |
70 | 150 | 30/40 | HL | su | 7 | 16 | 14+13 | 49 | -25 | - | 18 | - | 5~6F can ![]() |
X | Soft Knockdown | Soft Knockdown | - | All: 1~6F Invincible | - | - | 7F | 10F~ | JP: 1 | |||||
EX Thunder Knuckle | Thunder Knuckle ![]() |
60*60 | 100*100 | -250/0 | HL | su | 27 | 17 | 38 | 81 | -5 | - | 50 | - | 2nd hit can pass through opponent, Can only be ![]() ![]() |
X | Crumple | Crumple | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1*1 | ||
Burning Kick | Burn Kick ![]() |
100 | 100 | 20/30 | HL | - | 23 | 4 | 17 | 43 | -2 | - | 19 | - | 1F~ Airborne, builds 10 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 1F~ | - | ||
Burn Kick ![]() |
100 | 100 | 20/30 | HL | - | 25 | 3 | 17 | 44 | -1 | - | 19 | - | 1F~ Airborne, builds 10 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 1F~ | - | |||
Burn Kick ![]() |
100 | 100 | 20/30 | HL | - | 27 | 2 | 17 | 45 | 0 | - | 19 | - | 1F~ Airborne, builds 10 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 1F~ | - | |||
EX Burning Kick | Burn Kick ![]() |
20x3*80 | 50x3*100 | -250/0 | HL | - | 9 | 2*1*2(11)10 | 23 | 57 | -12 | - | 21 | - | Projectile only on 4th Hit, Can be ![]() |
X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~8F | - | - | - | 1F~ | JP: 1*1*2*10 | ||
Air Burning Kick | Air Burn Kick ![]() |
90 | 100 | 10/30 | HL | - | 21 | 8 | After landing 12 | 40 | 6 | - | 26 | - | Block advantage is based on jump recovery, builds 20 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||
Air Burn Kick ![]() |
90 | 100 | 10/30 | HL | - | 19 | 8 | After landing 12 | 38 | 4 | - | 24 | - | Block advantage is based on jump recovery, builds 20 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
Air Burn Kick ![]() |
90 | 100 | 10/30 | HL | - | 17 | 9 | After landing 12 | 37 | 2 | - | 23 | - | Block advantage is based on jump recovery, builds 20 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
EX Air Burning Kick | Air Burn Kick ![]() |
20x3*80 | 50x3*100 | -250/0 | HL | - | 6 | 2*1*2(10)8 | After landing 15 | 43 | 2 | - | 25 | - | Projectile only on 4th Hit, Opponent gains 10x3*15 meter on hit, 5x3*10 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1*2*3*10, JI:0*0*0*1 | ||
Seismic Hammer | Seismo | 120 | 100 | 20/30 | L | su | 24 | 8 | 31 | 62 | -18 | - | 21 | - | Can ![]() ![]() |
Free Juggle | Free Juggle | - | - | - | - | - | - | - | - | ||||
EX Seismic Hammer | Seismo ![]() |
100 | 100 | -250/0 | L | su | 19 | 5 | 18 | 41 | -2 | - | 21 | - | Can ![]() ![]() |
Free Juggle | Free Juggle | - | - | - | - | All: 1~13F | - | - | - | - | |||
Feint | Feint | - | - | 0/0 | HL | - | - | - | Total 6 | 6[7] | - | - | - | - | Fastest duration for Thunder Knuckle- LP:13F MP:12F HP:11F EX:20F for Seismo Hammer- Non-EX:14F EX:13F, [] Refers to to when performed from HP Thunder Knuckle | - | - | - | - | - | - | - | |||||||
High Jump | High Jump | - | - | - | - | See Notes | - | - | - | - | - | - | - | - | 1-3F Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Back version is 44F total in air, Neutral version is 48F total in air, 11F recovery upon landing on empty jump, can ![]() |
- | - | - | - | - | 4~44F[4~48F] | - | |||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Emergency Combination | Super Combo ![]() |
100x2*150 | 0 | -1000/0 | HL | - | 1+13 | 1(33)1(19)2 | 59+56 | 184 | -96 | - | 21 | - | 3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block | X | [3rd~4th Hit]: Hard Knockdown | [3rd~4th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~4F | - | - | - | 68F~ | JP: 127x3 | ||
Super Combo ![]() |
100x2*150 | 0 | -1000/0 | HL | - | 1+7 | 1(15)1(21)2 | 59+56 | 162 | -96 | - | 21 | - | 3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block | X | [3rd~4th Hit]: Hard Knockdown | [3rd~4th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~4F | - | - | - | 46F~ | JP: 127x3 | |||
Super Combo ![]() |
100x2*150 | 0 | -1000/0 | HL | - | 1+5 | 1(8)1(29)2 | 36+35 | 117 | -52 | - | 21 | - | 3rd hit projectile hitbox, Opponent gains 20x3 meter on hit, 5x3 meter on block | X | [3rd~4th Hit]: Hard Knockdown | [3rd~4th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~4F | - | - | - | 45F~ | JP: 127x3 | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Burst Time | Ultra Combo 1 | 60*89x3*114 | 0 | 0/0 | L*HLx4 | - | 0+7 | 3(53)5(8) 5(10)5(10)5 |
59+56 | 225 | -201 | - | -81 | - | 1st armor break, can juggle, hit advantage based on 1st hit, Opponent gains 20x5 meter on hit, 5x2 on block | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~9F | - | - | - | 61F~ | JP: 1*127x4 | ||
Burning Dance | Ultra Combo 2 | 410 | 0 | 0/0 | HL | - | 0+9 | until ground | After landing 46 | - | -35 | - | - | - | 20 recovery frames after landing, Frame advantage based on lowest possible height, Opponent gains 29x10 meter on hit, 1st hit goes into animation does 17 chip on block | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~10F | - | - | - | - | - | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |