(→Frame Data: lk Axe kick 2012 change) |
(→Frame Data: Updated to 2012) |
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Line 251: | Line 251: | ||
| align="center" |125*75 | | align="center" |125*75 | ||
| align="center" |60*20 | | align="center" |60*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |8(2)4 | | align="center" |8(2)4 | ||
Line 299: | Line 299: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="left" |- | | align="left" |- [Counter-hit] Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 324: | Line 324: | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" | | | align="center" |15 | ||
| align="center" |- | | align="center" |-3 | ||
| align="center" |+ | | align="center" |+2 | ||
| align="left" |- | | align="left" |- | ||
| | | | | | ||
Line 421: | Line 421: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" | | | align="center" |3 | ||
| align="center" | | | align="center" |26 | ||
| align="center" |-11 | | align="center" |-11 | ||
| align="center" |- | | align="center" |- | ||
Line 733: | Line 733: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="left" |[Air Hit] Gives Juggle state/ | | align="left" |[Air Hit] Gives Juggle state/ 13~15 Cancellable | ||
| | | | | | ||
|- | |- | ||
Line 825: | Line 825: | ||
| align="center" |100*50 | | align="center" |100*50 | ||
| align="center" |20/20*20 | | align="center" |20/20*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |2*12 | | align="center" |2*12 | ||
Line 831: | Line 831: | ||
| align="center" |-34 | | align="center" |-34 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1~ | | align="left" |1~5 [Invincible]/ 6~16 Lower half of body [Invincible]/ 5~ [Airborne]/ [Hit] gives Juggle state/ 2nd hit has Pursuit property | ||
| | | | | | ||
|- | |- | ||
| |Shoryuken HP | | |Shoryuken HP | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |100*60 | ||
| align="center" |150*50 | | align="center" |150*50 | ||
| align="center" |20/20*20 | | align="center" |20/20*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |2*12 | | align="center" |2*12 | ||
Line 853: | Line 853: | ||
| align="center" |100*50*50 | | align="center" |100*50*50 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |su*su*- | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |2*2*12 | | align="center" |2*2*12 | ||
Line 944: | Line 944: | ||
| align="center" |- | | align="center" |- | ||
| align="left" |[Hit] gives Juggle state/ has Pursuit property | | align="left" |[Hit] gives Juggle state/ has Pursuit property | ||
| | | |||
|- | |||
| |Hurricane Kick LK (air, after f+MK) | |||
| align="center" |HL | |||
| align="center" |30x2 | |||
| align="center" |50x2 | |||
| align="center" |10/20*20 | |||
| align="center" |- | |||
| align="center" |9 | |||
| align="center" |2(6)2(6)2 | |||
| align="center" |17 + After landing 10 | |||
| align="center" |-4 | |||
| align="center" |0 | |||
| align="left" |1~26f Lower body invincible to projectiles | |||
| | | |||
|- | |||
| |Hurricane Kick MK (air, after f+MK) | |||
| align="center" |HL | |||
| align="center" |40x2 | |||
| align="center" |50x2 | |||
| align="center" |10/20*20 | |||
| align="center" |- | |||
| align="center" |9 | |||
| align="center" |2(6)2(6)2 | |||
| align="center" |17 + After landing 10 | |||
| align="center" |-6 | |||
| align="center" |-2 | |||
| align="left" |1~26f Lower body invincible to projectiles | |||
| | | |||
|- | |||
| |Hurricane Kick HK (air, after f+MK) | |||
| align="center" |HL | |||
| align="center" |40*50 | |||
| align="center" |50x2 | |||
| align="center" |10/20*20 | |||
| align="center" |- | |||
| align="center" |9 | |||
| align="center" |2(6)2(6)2 | |||
| align="center" |17 + After landing 10 | |||
| align="center" |-8 | |||
| align="center" |- | |||
| align="left" |1~26f Lower body invincible to projectiles / [Hit] gives Juggle state | |||
| | | |||
|- | |||
| |Hurricane Kick EX (air, after f+MK) | |||
| align="center" |HL | |||
| align="center" |40x5 | |||
| align="center" |50x5 | |||
| align="center" |-250/0 | |||
| align="center" |- | |||
| align="center" |7 | |||
| align="center" |[1(3)]x5 | |||
| align="center" |17 + After landing 4 | |||
| align="center" |-8 | |||
| align="center" |- | |||
| align="left" |[Hit] gives Juggle state | |||
| | | | | | ||
|- | |- | ||
Line 971: | Line 1,027: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="left" |[Air Hit] | | align="left" |[Air Hit] Hard Knockdown / Armor Break effect/ has Pursuit Property | ||
| | | | | | ||
|- | |- | ||
| |Axe Kick HK | | |Axe Kick HK | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |130 | ||
| align="center" | | | align="center" |150 | ||
| align="center" |30/40 | | align="center" |30/40 | ||
| align="center" |su | | align="center" |su | ||
| align="center" | | | align="center" |26 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |18 | | align="center" |18 | ||
Line 994: | Line 1,050: | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |su | ||
| align="center" | | | align="center" |21 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |22 | | align="center" |22 | ||
Line 1,032: | Line 1,088: | ||
| |Super Combo | | |Super Combo | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |370 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |-1000/0 | | align="center" |-1000/0 | ||
Line 1,055: | Line 1,111: | ||
| align="center" |-30 | | align="center" |-30 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1~9 [Invincible]/ Hits 1~7 [air Hit] and hit 8 [Hit] gives Juggle property into Hard Knockdown/ has Pursuit property/ Can charge up to | | align="left" |1~9 [Invincible]/ Hits 1~7 [air Hit] and hit 8 [Hit] gives Juggle property into Hard Knockdown/ has Pursuit property/ Can charge up to 39 frames, point blank hit does 431 damage, outside point blank does 403 damage | ||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 2 | | |Ultra Combo 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |30* | | align="center" |30*15x2* 75*35x4[501] | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
Line 1,069: | Line 1,125: | ||
| align="center" |-78 | | align="center" |-78 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1~16 [Invincible]/ 9~ [Airborne]/ [Hit] Hard Knockdown/ Armor Break effect/ If 6th hit lands, opponent is locked in animation | | align="left" |1~16 [Invincible]/ 9~ [Airborne]/ [Hit] Hard Knockdown/ Armor Break effect/ If 6th hit lands, opponent is locked in animation/ [] refers to animation | ||
| | | | | | ||
|- | |- |
Revision as of 23:53, 29 October 2012


Evil Ryu
In the first Street Fighter tournament, Ryu felt a sudden urge to win against Sagat at all costs. That urge was the Satsui no Hado. Under its influence, Ryu rose up suddenly and gave Sagat his scar via a cheap-shot Metsu Shoryuken. Ever since meeting Akuma, the Satsui no Hado's evil intent has gotten stronger over the years within Ryu. The critical point has finally been reached, and Ryu has given in to the evil Hado. Where his heart once was is now a gaping hole of evil energy and emptiness. Evil Ryu seeks only one thing - worthy opponents for a fight to the death.
In a nutshell
Evil Ryu's fighting style is a fusion of normal Ryu's and Akuma's. He has the footsies and simplicity of Ryu, with the stamina, speed and damage output of Akuma, in addition to some of their best fundamentals. What separates Evil Ryu from being a direct copy of both Ryu and Akuma is his new Axe Kick. While his game is not heavily reliant on it, it serves as an outstanding bridge between combos, allowing Evil Ryu to rack up very high damage and stun in seconds. However, to offset his massive offensive power, he has the 2nd worst health and the worst stun in the game. Like Akuma, one mistake can and will spell the end of the round or match.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
AE ver. 2012 Changes
Health
Adjusted from 850 to 900.
Stun
Adjusted from 850 to 900.
Airborne Tatsumaki Senpukyaku
Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump. Enabled Airborne Tatsumaki Senpukyaku to be canceled out of a Senbukyaku at all strengths, and changed the characteristics from normal use. Set stun to 100 for light and medium versions when canceled into from a Senbukyaku.
Ryusokyaku
Increased hit stun by 1F for light version, giving the attacker a possible +1F advantage on a hit. Changed heavy version’s startup from 27F to 26F, damage from 140 to 130, and stun from 200 to 150. Also enabled follow-up against opponents that have been knocked back, as with the medium version. Inhibited quick-stand after a medium or heavy version hit against an airborne opponent. Changed EX version’s startup from 22F to 21F. Enabled further follow-up from a Senbukyaku→EX Airborne Tatsumaki Senpukyaku combo with the medium version when at the edge of the screen.
Far Standing Heavy Kick
Adjusted size and position of hitbox to match Ryu’s.
Crouching Heavy Kick
Changed damage from 90 to 100, and lengthened active hitbox period from 2F to 3F.
Raging Demon
Changed damage from 350 to 370.
Far Standing Medium Kick
Slightly expanded hitbox forward. Also slightly increased amount of forward motion during startup. Reduced recovery by 1F, taking the total frame count from 26F to 25F.
Target Combo
Made 2nd hit a knockdown.
Far Standing Heavy Punch
Made this move cause a knockdown on a counter-hit.
Metsu Hadoken
Time taken the charge the attack by holding down the button has been cut compared to before.This makes it easier to land repeated knee-crippling hits in a Focus Attack. Expanded hitbox downward in 1st active frame when executed as a charged attack at close range to an opponent.
Shoryuken
Extended invincibility of medium version by 1F, making first 5F totally invincible. Changed heavy version’s damage from 90 + 60 (150 total) to 100 + 60 (160 total).
The Basics
Combos
1. Close Standing HP, MK Axe Kick (Ryusokyaku), Crouching MP, LK Tatsu, Shoryuken
2. Crouching LP x2, Crouching MP, EX Tatsu or LK Tatsu, EX Shoryuken
3. Crouching MP, LK Tatsu, Shoryuken
4. F + MP (2 hits), MP Shoryuken (Only on standing opponent.)
5. LK Tatsu, Sweep (only works on DJ, Boxer, Rose, Cammy, Dhalsim)
6. Jump in HK, Crouching MP, Standing HP, MK Axe Kick, Crouching MP, LK Tatsu, Shoryuken
7. (Corner) - Jump in HK, Crouching MP, Standing HP, MK Axe Kick, Crouching MP, Hadouken xx FADC, Crouching HP, EX Tatsu
8. (Corner) - Close MK xx EX Hadoken x4
9. Shoryuken xx FADC, Ultra 1 or 2
10. (Corner) - EX Tatsu, Ultra 1 or 2
Strategy
Matchups
Frame Data
Block | Super Meter | Frames | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | HL | Damage | Stun | Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Notes | |
Close LP | HL | 30 | 50 | 20 | ch/sp/su | 3 | 3 | 6 | +2 | +5 | - | |
Close MP | HL | 70 | 100 | 40 | sp/su | 3 | 3 | 21 | -3 | +3 | - | |
Close HP | HL | 100 | 200 | 60 | sp/su | 5 | 4 | 22 | -7 | -3 | [Ground Hit] Forces stand | |
Close LK | HL | 30 | 50 | 20 | sp/su | 5 | 5 | 7 | -1 | +3 | Retains Cancellable status when chained into | |
Close MK | HL | 80 | 100 | 40 | sp/su | 3 | 5 | 16 | -7 | -2 | - | |
Close HK | HL | 40*70 | 125*75 | 60*20 | su*- | 8 | 8(2)4 | 17 | -3 | +2 | - | |
Far LP | HL | 30 | 50 | 20 | ch/sp/su | 4 | 3 | 6 | +2 | +5 | - | |
Far MP | HL | 80 | 100 | 40 | sp/su | 5 | 4 | 14 | -2 | +2 | - | |
Far HP | HL | 120 | 200 | 60 | - | 7 | 3 | 18 | 0 | +3 | - [Counter-hit] Knockdown | |
Far LK | HL | 40 | 50 | 20 | - | 5 | 6 | 6 | -1 | +2 | - | |
Far MK | HL | 70 | 100 | 40 | - | 7 | 4 | 15 | -3 | +2 | - | |
Far HK | HL | 110 | 200 | 60 | - | 8 | 4 | 22 | -8 | -4 | - | |
crouch LP | HL | 30 | 50 | 20 | ch/sp/su | 3 | 2 | 7 | +2 | +5 | - | |
crouch MP | HL | 60 | 100 | 40 | sp/su | 4 | 4 | 8 | +2 | +5 | - | |
crouch HP | HL | 90 | 200 | 60 | sp/su | 6 | 6 | 23 | -10 | -5 | [Ground Hit] Forces stand | |
crouch LK | L | 20 | 50 | 20 | ch/sp/su | 4 | 3 | 9 | -1 | +2 | - | |
crouch MK | L | 60 | 100 | 40 | sp/su | 7 | 3 | 14 | -4 | 0 | - | |
crouch HK | L | 90 | 100 | 60 | - | 7 | 3 | 26 | -11 | - | [Hit] Hard Knockdown | |
Jump up LP | H | 50 | 50 | 20 | - | 4 | 9 | - | - | - | - | |
Jump up MP | H | 80 | 100 | 40 | - | 4 | 5 | - | - | - | - | |
Jump up HP | H | 100 | 200 | 60 | - | 4 | 4 | - | - | - | - | |
Jump up LK | H | 40 | 50 | 20 | - | 5 | 9 | - | - | - | - | |
Jump up MK | H | 80 | 100 | 40 | - | 6 | 10 | - | - | - | - | |
Jump up HK | H | 100 | 200 | 60 | - | 4 | 4 | - | - | - | - | |
Jump forward LP | H | 50 | 50 | 20 | - | 4 | 9 | - | - | - | - | |
Jump forward MP | H | 50*30 | 50*50 | 40*20 | - | 7 | 3*4 | - | - | - | [Air] [1st Hit] gives perfect Juggle state/ [2nd Hit] gives Juggle state and has Pursuit Property | |
Jump forward HP | H | 100 | 200 | 60 | - | 6 | 4 | - | - | - | - | |
Jump forward LK | H | 40 | 50 | 20 | - | 4 | 8 | - | - | - | - | |
Jump forward MK | H | 70 | 100 | 40 | - | 6 | 6 | - | - | - | - | |
Jump forward HK | H | 100 | 200 | 60 | - | 7 | 4 | - | - | - | - | |
Overhead f+MP | H | 30*50 | 50*50 | 40*20 | - | 17 | 2(1)2 | 18 | -6 | +4 | [Hit] -2 Frame Advantage against crouching opponents/ [Counter Hit] Hitstun +2 | |
f+MK | HL | 70 | 100 | 40 | - | 16 | 2 | 17 | -2 | 0 | 3-4F Feet [Hit Invincibility]/ 5~ Midair/ 5~15 Lower half of body [Hit Invincibility]/ Pursuit property | |
d+MK (air) | HL | 70 | 100 | 40 | - | 13 | Until landing | After landing 4 | - | - | 1~12 Lower half of body [Hit Invincibility] | |
close MP > HP | HL | 90 | 100 | 60 | su | 8 | 3 | 20 | -5 | 0 | 2nd attack Cancellable | |
Focus Attack LVL 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | - | |
Focus attack LVL 2 | HL | 80 | 150 | 40 | - | 17+12 | 2 | 35 | -15 | - | - | |
Focus attack LVL 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | - | - | - | |
Forward Throw | 0.92 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | [Hit] Hard Knockdown | |
Back throw | 0.92 | 130 | 120 | 40 | - | 3 | 2 | 20 | - | - | [Hit] Hard Knockdown | |
Hadoken | HL | 60 | 100 | 10/20 | su | 13 | - | Total 45 | -6 | -2 | [Air Hit] Gives Juggle state/ 13~15 Cancellable | |
Hadoken EX | HL | 50*50 | 50*50 | -250/0 | su | 12 | - | Total 42 | 0 | +3 | [Air Hit] Gives Juggle state/ Pursuit property/ 12~14 Cancellable | |
Shakunetsu Hadoken LP | HL | 50 | 200 | 10/30 | su | 25 | - | Total 53 | -7 | - | [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable | |
Shakunetsu Hadoken MP | HL | 35*35 | 50*100 | 10/16*16 | su | 25 | - | Total 61 | -7 | - | [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable | |
Shakunetsu Hadoken HP | HL | 33x3 | 35x3 | 10/16*16*16 | su | 25 | - | Total 69 | -7 | - | [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable | |
Shakunetsu Hadoken EX | HL | 47x3 | 70*70*100 | -250/0 | su | 25 | - | Total 53 | +9 | - | [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable | |
Shoryuken LP | HL | 100[70] | 100 | 30/40 | su | 3 | 14 | 14+After landing 10 | -17 | - | 1~2 [Invincible]/ 3~4 [Throw Invincible]/ 2~16 Lower half of body [Invincible]/ 4~ [Airborne]/ [Hit] Gives Juggle state/ [] Refers to Active frames 3-14 | |
Shoryuken MP | HL | 100*30 | 100*50 | 20/20*20 | su*- | 3 | 2*12 | 25+After landing 18 | -34 | - | 1~5 [Invincible]/ 6~16 Lower half of body [Invincible]/ 5~ [Airborne]/ [Hit] gives Juggle state/ 2nd hit has Pursuit property | |
Shoryuken HP | HL | 100*60 | 150*50 | 20/20*20 | su*- | 3 | 2*12 | 28+After landing 18 | -37 | - | 1~4 [Invincible]/ 6~16 Lower half of body [Invincible]/ 5~ [Airborne]/ [Hit] gives Juggle state/ 2nd hit has Pursuit property | |
Shoryuken EX | HL | 80*60*50 | 100*50*50 | -250/0 | su*su*- | 3 | 2*2*12 | 30+After landing 18 | -29 | - | 1~8 [Invincible]/ 9~18 Lower half of body [Invincible]/ 8~ [Airborne]/ [Hit] gives Juggle state/ 2nd and 3rd hits have Pursuit property | |
Hurricane Kick LK | HL | 70 | 50 | 30/30 | - | 11 | 2(6)2 | 12+After landing 8 | -9 | - | 7~20 Lower half of body [Projectile Invincible]/ 7~ [Airborne]/ [Hit] gives Juggle state/ [2nd Hit] aimed backwards/ Doesn't hit crouching opponent | |
Hurricane Kick MK | HL | 80*40 | 100*50 | 30/20*10 | su | 5 | 2(5)[2(5)2](5)1 | 16+After landing 12 | -8 | - | 7~26 Lower half of body [Projectile Invincible]/ 7~ [Airborne]/ First Hit [Ground Hit] Forces stand/ [Hit] gives Juggle state (Only for first hit in midair)/ After 2nd hit: has Pursuit property/ Doesn't hit crouching opponent/ For first big hit, second half aimed backwards | |
Hurricane Kick HK | HL | 80*40*40 | 200 | 30/30 | su | 5 | 2(5)[1(5)1](5)[1(5)1](5)1 | 13+After landing 8 | -1 | - | 7~36 Lower half of body [Projectile Invincible]/ 7~ [Airborne]/ First Hit [Ground Hit] Forces stand/ [Hit] gives Juggle state (Only for first hit in midair)/ After 2nd hit: has Pursuit property/ Doesn't hit crouching opponent/ For first big hit, second half aimed backwards | |
Hurricane Kick EX | HL | 30x4*40 | 40x5 | -250/0 | - | 11 | 1(3)1 (3)1(3) 1(3)1 | 18+After landing 3 | -1 | - | 6~27 Lower half of body [Projectile Invincible]/ 6~ [Airborne]/ Hits 1~4 [Ground Hit] Forces stand]/ Hits 1~4 [Air Hit] and hit 5 [Hit] gives Juggle state/ has Pursuit property | |
Hurricane Kick (air) | HL | 60/70/80 | 50 | 10/30 | - | 9 | 2(6)2(6)2 | After landing 10 | - | - | [Hit] gives Juggle state/ attack power weak:60, middle:70, strong:80 | |
Hurricane Kick EX (air) | HL | 40x5 | 50x5 | -250/0 | - | 7 | [1(3)]x4*1 | After landing 4 | - | - | [Hit] gives Juggle state/ has Pursuit property | |
Hurricane Kick LK (air, after f+MK) | HL | 30x2 | 50x2 | 10/20*20 | - | 9 | 2(6)2(6)2 | 17 + After landing 10 | -4 | 0 | 1~26f Lower body invincible to projectiles | |
Hurricane Kick MK (air, after f+MK) | HL | 40x2 | 50x2 | 10/20*20 | - | 9 | 2(6)2(6)2 | 17 + After landing 10 | -6 | -2 | 1~26f Lower body invincible to projectiles | |
Hurricane Kick HK (air, after f+MK) | HL | 40*50 | 50x2 | 10/20*20 | - | 9 | 2(6)2(6)2 | 17 + After landing 10 | -8 | - | 1~26f Lower body invincible to projectiles / [Hit] gives Juggle state | |
Hurricane Kick EX (air, after f+MK) | HL | 40x5 | 50x5 | -250/0 | - | 7 | [1(3)]x5 | 17 + After landing 4 | -8 | - | [Hit] gives Juggle state | |
Axe Kick LK | HL | 100 | 200 | 30/40 | su | 17 | 2 | 22 | -7 | +1 | Armor Break effect/ Doesn't hit midair enemy | |
Axe Kick MK | HL | 80 | 100 | 30/40 | su | 20 | 2 | 20 | -2 | +4 | [Air Hit] Hard Knockdown / Armor Break effect/ has Pursuit Property | |
Axe Kick HK | HL | 130 | 150 | 30/40 | su | 26 | 2 | 18 | +1 | - | [Hit] Hard Knockdown/ Armor Break effect/ has Pursuit property | |
Axe Kick EX | H | 160 | 200 | -250/0 | su | 21 | 2 | 22 | -4 | - | [Hit] Hard Knockdown/ Armor Break effect/ has Pursuit property/ Hits overhead | |
Teleport PPP | - | - | - | - | - | - | - | Total 61 | - | - | 1~49 [Invincible]/ Goes through opponent | |
Teleport KKK | - | - | - | - | - | - | - | Total 53 | - | - | 1~40 [Invincible]/ Goes through opponent | |
Super Combo | - | 370 | 0 | -1000/0 | - | 1+0 | 37 | 13 | - | - | 1F Invincible/ [Hit] Hard Knockdown/ Can [kara] cancel from any normal or special move | |
Ultra Combo 1 | HL | 38x7*75 (53x7*60) | 0 | 0/0 | - | 0+11 | 0 | Total 125 | -30 | - | 1~9 [Invincible]/ Hits 1~7 [air Hit] and hit 8 [Hit] gives Juggle property into Hard Knockdown/ has Pursuit property/ Can charge up to 39 frames, point blank hit does 431 damage, outside point blank does 403 damage | |
Ultra Combo 2 | HL | 30*15x2* 75*35x4[501] | 0 | 0/0 | - | 0+9 | 4*6(26) 4*4*4(37) 2*2*3*3*3 | 31+After landing 62 | -78 | - | 1~16 [Invincible]/ 9~ [Airborne]/ [Hit] Hard Knockdown/ Armor Break effect/ If 6th hit lands, opponent is locked in animation/ [] refers to animation | |
Block | Super Meter | Frames | ||||||||||
Move Name | HL | Damage | Stun | Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Notes |
All Jump Attacks -- Activates just before attack: [Projectile Invincibility] [Legs only]
Note translations provided by Rizhall. Minor edits/additions by Theli.