Ultra Street Fighter IV/Juri: Difference between revisions

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{{USFIVCharacterHeader|Juri|Juri|
{{USFIVCharacterHeader|Juri|Juri|
Juri is a sadistic agent working for Seth under S.I.N.  Seth has installed the "Feng Shui Engine" into her left eye, which has enhanced her powers significantly.  It is said that having watched her family murdered long ago is what has given Juri her lust for violence.  But it is also driven by desires for revenge, as her family was murdered by Shadaloo, and joining S.I.N. is just a ploy to get closer to Shadaloo so she can take down Bison from within.  Being hired to kill enemies of S.I.N. just happens to be a nice perk to go along with this mission.
Juri is a sadistic agent working for Seth under S.I.N.  Seth has installed the "Feng Shui Engine" into her left eye, which has enhanced her powers significantly.  It is said that having watched her family murdered long ago is what has given Juri her lust for violence.  But it is also driven by desires for revenge, as her family was murdered by Shadaloo, and joining S.I.N. is just a ploy to get closer to Shadaloo so she can take down Bison from within.  Being hired to kill enemies of S.I.N. just happens to be a nice perk to go along with this mission.
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== Frame Data (Condensed) ==
== Frame Data (At A Glance) ==
{{USFIVMoveListCollapseHeader| }}
{{USFIVFrameDataGlanceTableHeader}}
{| class="wikitable" cellspacing="0" width="900px" style="border: 1px solid #999; background: #F2F2F2;"
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|3|5|4|3|5|11|3|11|15|3|7|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|3|5|4|3|5|11|3|11|15|3|7|||||||Reset|Reset|-|-|-|-|-|-|-}}

Revision as of 19:49, 2 June 2014

Ultra Street Fighter IVUSFIV-Header.png

Juri

SSFIV-Juri Face.jpg

Juri is a sadistic agent working for Seth under S.I.N. Seth has installed the "Feng Shui Engine" into her left eye, which has enhanced her powers significantly. It is said that having watched her family murdered long ago is what has given Juri her lust for violence. But it is also driven by desires for revenge, as her family was murdered by Shadaloo, and joining S.I.N. is just a ploy to get closer to Shadaloo so she can take down Bison from within. Being hired to kill enemies of S.I.N. just happens to be a nice perk to go along with this mission.


In a nutshell

Juri is a tricky character who excels in the three "M"s of the fighting game world - mobility, mixup, and mindgames. While she can win matches using only a handful of her tricks, one of the many overlooked things about Juri is her fireball game. Her fireball, the Fuhajin, is unique in that you can hold the button to store the fireball after the initial kick. This one little tool may seem complex at first, but once you learn to utilize the Fuhajin, it makes Juri that much deadlier in manipulating the opponent to do what she wants without knowing it. Aside from that, she has a great control over the aerial space of the battle with her Pinwheel and Dive Kicks. Juri's greatest weakness is, unfortunately, a common one for many characters like herself - strong defenses will put an abrupt end to her assault in seconds, especially thanks to her low stamina. Her strengths must be played very carefully if she is to land the victory blow.


Ultra SFIV Changes

TBW


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 Jab.gif 30 50 20 HL ch/sp/su 4 3 5 11 3
Close MP Close Strong.gif 70 100 40 HL sp/su 3 4 14 20 4
Close HP Close Fierce.gif 100 200 60 HL sp 6 4 26 35 4
Close LK Close Short.gif 30 50 20 HL ch/sp/su 3 3 5 10 3
Close MK Close Forward.gif 30*35 40*40 40*20 HL sp/su 6 3(6)2 19 35 2
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL sp/su*- 11 2(2)2 20 36 2
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 5 11 3
Far MP Far Strong.gif 80 100 40 HL sp/su 6 4 11 20 4
Far HP Far Fierce.gif 120 200 60 HL - 10 3 20 32 3
Far LK Far Short.gif 40 50 20 HL ch/sp/su 5 3 7 14 3
Far MK Far Forward.gif 30*70 30*70 20*40 HL - 4 5 14 22 5
Far HK Far Roundhouse.gif 110 200 60 HL - 15 4 19 37 4
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 9 14 2
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 6 6 9 20 6
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 7 4 20 30 4
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 4 5 12 4
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 17 24 2
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 8 2 25 34 2
Sekku Overhead 70 70 40 H - 20 2 17 38 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 8 - 11 8
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 7 - 11 7
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 8 4 - 11 4
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 10 - 14 10
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - 9 5
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 8 4 - 11 4
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 11 - 14 11
Angled Jump MP Angled Jump Strong.gif 50 50 40 H sp 5 6 - 10 6
Angled Jump HP Angled Jump Fierce.gif 90 100 60 H - 7 4 - 10 4
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 6 - 10 6
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 5 6 - 10 6
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 6 - 11 6
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+11 2 35 57 2
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 2
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Karen Kick Forward Throw 130 140 40 0.83 - 3 2 20 24
Assatsu Kick Back Throw 120 160 40 0.83 - 3 2 20 24
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Fuhajin Fuhajin 30*50 50*50 20/20*20 HL -*su 9 6(24)52 Total 61 151
Fuhajin (Store) Fuhajin (Store) 50 50 20/20 HL - 9 6 16 30
Fuhajin (Release) Fuhajin (Release) Short.gif 50 50 0/20 HL su 11 52 Total 33 95
Fuhajin (Release) Forward.gif 50 50 0/20 HL su 11 52 Total 33 95
Fuhajin (Release) Roundhouse.gif 50 50 0/20 HL su 11 52 Total 33 95
EX Fuhajin Fuhajin EX.gif (Short.gif+Forward.gif) 50*50 50*50 -250/0 HL su 13 49 Total 39 100
Fuhajin EX.gif (Forward.gif+Roundhouse.gif) 50*50 50*50 -250/0 HL su 15 49 Total 39 102
Fuhajin EX.gif (Short.gif+Roundhouse.gif) 60*60 50*50 -250/0 HL su 13 49 total 39 100
Shikusen Dive Kick Short.gif 40 50 10/40 HL - 14 until ground After landing 17 -
Dive Kick Forward.gif 40 50 10/40 HL - 14 until ground After landing 18 -
Dive Kick Roundhouse.gif 40 50 10/40 HL - 14 until ground After landing 19 -
Second Impact Second Impact 20*20 20*20 0/20*20 HL - 9 4(5)2 After landing 28 -
Third Strike Third Strike 80 90 0/40 HL - 21 2 After landing 19 -
EX Shikusen Dive Kick EX.gif 50 50 -250/0 HL - 14 until ground(8) After landing 14 -
EX Second Impact EX Second Impact 25*25 20*20 0 HL - 9 4(5)2 After landing 28 -
EX Third Strike EX Third Strike 60 50 0 HL - 21 2 After landing 18 -
Senpusha Pinwheel Kick Short.gif 60*40 40*40 20/20*20 HL su*- 7 3(1)4 4 + After landing 17 35
Pinwheel Kick Forward.gif 45*25x3 40*30x3 20/15x4 HL su(x2)*-(x2) 9 3(1)4(6)3(1)3 5 + After landing 21 55
Pinwheel Kick Roundhouse.gif 50*30x3 50*35x3 20/15x4 HL su(x2)*-(x2) 14 3(1)4(6)3(1)3 5 + After landing 24 63
EX Senpusha Pinwheel Kick EX.gif 30x8 30x5*35 -250/0 HL su(x2)*-(x6) 7 3(1)4(3)3*3(1)3(4)3*3(1)3 5 + After landing 27 73
Kasatushi Counter - - 10/- - - 3 29 17 48
EX Kasatushi Counter EX.gif - - -250/- - - 1 31 17 48
Kasatushi Followup Counter Followup (Forward) - - -/5 - - - - Total 29 29
Counter Followup (Backward) - - -/5 - - - - Total 28 28
Counter Followup (Upward) - - -/5 - - - - Total 54 54
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Fuharenjin Super Combo Short.gif 60x5*70 0 -1000/0 HL - 1+8 65 Total 152 225
Super Combo Forward.gif 60x5*70 0 -1000/0 HL - 1+8 65 Total 152 225
Super Combo Roundhouse.gif 60x5*70 0 #DIV/0! HL - 1+11 65 Total 155 231
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Feng Shui Engine Ultra Combo 1 - - - - - 0+1 900 Total 6 906
Kaisen Dankairaku Ultra Combo 2 15x8*360 0 0/0 HL - 0+10 4(10)3(5)3(1)3(1)3(1)3(2)3(1)2 60 + After landing 33 147
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Template:USFIVMoveListCollapseFooter


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png Close lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Standing Far Normals

  Name Nickname Command Notes
File:No image.png lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Crouching Normals

  Name Nickname Command Notes
File:No image.png d + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Neutral Jump Attacks

  Name Nickname Command Notes
File:No image.png u + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Angled Jump Attacks

  Name Nickname Command Notes
File:No image.png ub / uf + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Unique Attacks

  Name Nickname Command Notes
File:No image.png f + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Focus Attacks

  Name Nickname Command Notes
File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Throws

  Name Nickname Command Notes
File:No image.png f or n + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Special Moves

  Name Nickname Command Notes
File:No image.png qcf + k ex ex version requires no storing; Different 2 button combinations allow Ex.png version to fire in all three angles

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcf + hold k Stores a fireball; Continue holding k to continue storing fireball; Different kick buttons store differnt directional fireballs; 

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png release k Throws stored fireball

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (in air) qcb + k ex armorbreak

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png k Performed after Shikusen

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png k Performed after Second Impact

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcb + k ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcb + p ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Super Combo

  Name Nickname Command Notes
File:No image.png qcb qcb + k

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Ultra Combos

  Name Nickname Command Notes
File:No image.png qcf qcf + p Changes ther properties of some moves and grants ability to chain together Normal Attacks

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcf qcf + 3k armorbreak

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

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 Jab.gif 30 50 20 HL ch/sp/su 4 3 5 4 11 3 3 5 11 15 3 7 Reset Reset - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 3 4 14 3 20 4 4 14 14 17 -4 -1 Reset Reset - - -
Close HP Close Fierce.gif 100 200 60 HL sp 6 4 26 6 35 4 4 26 18 - -12 - 24f~ cancellable Reset Reset - - -
Close LK Close Short.gif 30 50 20 HL ch/sp/su 3 3 5 3 10 3 3 5 11 14 3 6 Reset Reset - - -
Close MK Close Forward.gif 30*35 40*40 40*20 HL sp/su 6 3(6)2 19 6 35 2 11 19 14 17 -7 -4 Reset Reset - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL sp/su*- 11 2(2)2 20 11 36 2 6 20 18 23 -4 1 +0 on hit vs. crouching opponents Reset Reset - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 5 4 11 3 3 5 11 15 3 7 Reset Reset - - -
Far MP Far Strong.gif 80 100 40 HL sp/su 6 4 11 6 20 4 4 11 14 17 -1 2 Reset Reset - - -
Far HP Far Fierce.gif 120 200 60 HL - 10 3 20 10 32 3 3 20 18 22 -5 -1 Reset Reset - - -
Far LK Far Short.gif 40 50 20 HL ch/sp/su 5 3 7 5 14 3 3 7 11 14 1 4 Reset Reset - - -
Far MK Far Forward.gif 30*70 30*70 20*40 HL - 4 5 14 4 22 5 5 14 15 18 -4 -1 Reset Reset - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 15 4 19 15 37 4 4 19 18 22 -5 -1 Reset Reset - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 9 4 14 2 2 9 11 14 0 3 Reset Reset - - -
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 6 6 9 6 20 6 6 9 14 17 -1 2 Reset Reset - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 7 4 20 7 30 4 4 20 18 23 -6 -1 Forces stand Reset Reset - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 4 5 4 12 4 4 5 11 14 2 5 Reset Reset - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 17 6 24 2 2 17 14 17 -5 -2 Reset Reset - - -
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 8 2 25 8 34 2 2 25 18 - -9 - Hard knockdown Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Sekku Overhead 70 70 40 H - 20 2 17 20 38 2 2 17 17 21 -2 2 +1 on hit vs. crouching opponents Reset Reset - - -
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 Jab.gif 50 50 20 H - 4 8 - 4 11 8 8 0 - - Reset Reset - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 7 - 5 11 7 7 0 - - Reset Reset - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 8 4 - 8 11 4 4 0 - - Reset Reset - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 10 - 5 14 10 10 0 - - Reset Reset - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - 5 9 5 5 0 - - Reset Reset - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 8 4 - 8 11 4 4 0 - - Reset Reset - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 11 - 4 14 11 11 0 - - Reset Reset - - -
Angled Jump MP Angled Jump Strong.gif 50 50 40 H sp 5 6 - 5 10 6 6 0 - - Soft Knockdown Soft Knockdown - - -
Angled Jump HP Angled Jump Fierce.gif 90 100 60 H - 7 4 - 7 10 4 4 0 - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 6 - 5 10 6 6 0 - - Reset Reset - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 5 6 - 5 10 6 6 0 - - Reset Reset - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 6 - 6 11 6 6 0 - - Reset Reset - - -
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+11 2 35 21 57 2 2 35 -21 -21 Crumple Soft Knockdown Soft Knockdown - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 29 65 2 2 35 -15 - Crumple Crumple Free Juggle Free Juggle - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 65 101 2 2 35 - - X 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
Karen Kick Forward Throw 130 140 40 0.83 - 3 2 20 3 24 2 20 - - Hard knockdown X Hard Knockdown - - - - - -
Assatsu Kick Back Throw 120 160 40 0.83 - 3 2 20 3 24 2 20 - - Hard knockdown 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
Fuhajin Fuhajin 30*50 50*50 20/20*20 HL -*su 9 6(24)52 Total 61 9 151 82 61 4 - 41~43 cancellable, hold button to store X 1st Hit: Soft Knockdown 1st Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - -
Fuhajin (Store) Fuhajin (Store) 50 50 20/20 HL - 9 6 16 9 30 6 16 -1 - X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Fuhajin (Release) Fuhajin (Release) Short.gif 50 50 0/20 HL su 11 52 Total 33 11 95 52 33 4 10 13~15f cancellable X Soft Knockdown Soft Knockdown - - -
Fuhajin (Release) Forward.gif 50 50 0/20 HL su 11 52 Total 33 11 95 52 33 4 10 13~15f cancellable, cannot hit crouching opponents X Soft Knockdown Soft Knockdown - - -
Fuhajin (Release) Roundhouse.gif 50 50 0/20 HL su 11 52 Total 33 11 95 52 33 4 10 13~15f cancellable, +6 on block, cannot hit crouching opponents X Soft Knockdown Soft Knockdown - - -
EX Fuhajin Fuhajin EX.gif (Short.gif+Forward.gif) 50*50 50*50 -250/0 HL su 13 49 Total 39 13 100 49 39 5 - 16~18f cancellable X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Fuhajin EX.gif (Forward.gif+Roundhouse.gif) 50*50 50*50 -250/0 HL su 15 49 Total 39 15 102 49 39 7 - 18~20f cancellable X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Fuhajin EX.gif (Short.gif+Roundhouse.gif) 60*60 50*50 -250/0 HL su 13 49 total 39 13 100 49 39 5 - 17~19f cancellable, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Shikusen Dive Kick Short.gif 40 50 10/40 HL - 14 until ground After landing 17 14 - until ground 17 -2 - Cannot perform during back jump, block advantage is based on lowest possible jump (7 jump + 14 startup frames) X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Dive Kick Forward.gif 40 50 10/40 HL - 14 until ground After landing 18 14 - until ground 18 -3 - Cannot perform during back jump, block advantage is based on lowest possible jump (7 jump + 14 startup frames) X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Dive Kick Roundhouse.gif 40 50 10/40 HL - 14 until ground After landing 19 14 - until ground 19 -4 - Cannot perform during back jump, block advantage is based on lowest possible jump (7 jump + 14 startup frames) X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Second Impact Second Impact 20*20 20*20 0/20*20 HL - 9 4(5)2 After landing 28 9 - 11 After landing 28 - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Third Strike Third Strike 80 90 0/40 HL - 21 2 After landing 19 21 - 2 After landing 19 - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Shikusen Dive Kick EX.gif 50 50 -250/0 HL - 14 until ground(8) After landing 14 14 - 41 After landing 14 (? Ultra Change - Block advantage is based on lowest possible jump (7 jump + 14 startup frames) X 1st-3rd Hit: Soft Knockdown, 4th Hit: Wall bounce 1st-3rd Hit: Soft Knockdown, 4th Hit: Wall bounce 1st-3rd Hit: Soft Knockdown, 4th Hit: Wall bounce 1st-3rd Hit: Soft Knockdown, 4th Hit: Wall bounce - - -
EX Second Impact EX Second Impact 25*25 20*20 0 HL - 9 4(5)2 After landing 28 9 - 11 After landing 28 - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Third Strike EX Third Strike 60 50 0 HL - 21 2 After landing 18 21 - 2 After landing 18 - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Senpusha Pinwheel Kick Short.gif 60*40 40*40 20/20*20 HL su*- 7 3(1)4 4 + After landing 17 7 35 8 21 -4 1 2nd hit cannot hit crouching opponents - - -
Pinwheel Kick Forward.gif 45*25x3 40*30x3 20/15x4 HL su(x2)*-(x2) 9 3(1)4(6)3(1)3 5 + After landing 21 9 55 21 26 -8 - 11f~ airborne - - -
Pinwheel Kick Roundhouse.gif 50*30x3 50*35x3 20/15x4 HL su(x2)*-(x2) 14 3(1)4(6)3(1)3 5 + After landing 24 14 63 21 29 -11 - 16f~ airborne - - -
EX Senpusha Pinwheel Kick EX.gif 30x8 30x5*35 -250/0 HL su(x2)*-(x6) 7 3(1)4(3)3*3(1)3(4)3*3(1)3 5 + After landing 27 7 73 35 32 -15 - 3rd & 6th Hit hit backwards, 2nd, 5th, and 8th Hit hit front and back, rear hits do 20 stun, all hits except final hit pull the opponent in on hit or block - All: 1~7f, [Ultra 1] All: 1~8f Legs: 9f
Kasatushi Counter - - 10/- - - 3 29 17 3 48 29 17 - - 3~31f triggers when hit with strike or projectile, loses to natural Armor Breakers - - - - 3~31f - -
EX Kasatushi Counter EX.gif - - -250/- - - 1 31 17 1 48 31 17 - - 3~31f triggers when hit with strike or projectile, can input forward cancel until 6f, can input backward cancel until 4f, upward version triggers with no input, loses to natural Armor Breakers - - - - 3~31f - -
Kasatushi Followup Counter Followup (Forward) - - -/5 - - - - Total 29 0 29 0 29 - - 3~18f can pass through opponent, 21f~ cancellable - - - - - - All: 1~20f
Counter Followup (Backward) - - -/5 - - - - Total 28 0 28 0 28 - - 16f~ cancellable - - - - - - All: 1~17f
Counter Followup (Upward) - - -/5 - - - - Total 54 0 54 0 54 - - 9f~ cancellable, 10 grounded recovery frames if not cancelled - - - - - - All: 1~20f
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
Fuharenjin Super Combo Short.gif 60x5*70 0 -1000/0 HL - 1+8 65 Total 152 9 225 65 152 -25 - Active frames refer to duration of 1 projectile, projectiles release on frames 8, 18, 28, 40, 68, 98 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8f -
Super Combo Forward.gif 60x5*70 0 -1000/0 HL - 1+8 65 Total 152 9 225 65 152 -25 - Active frames refer to duration of 1 projectile, projectiles release on frames 8, 18, 28, 40, 68, 98 - All: 1~6f -
Super Combo Roundhouse.gif 60x5*70 0 #DIV/0! HL - 1+11 65 Total 155 12 231 65 155 -25 - Active frames refer to duration of 1 projectile, projectiles release on frames 11, 21, 31, 43, 61, 101 - All: 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
Feng Shui Engine Ultra Combo 1 - - - - - 0+1 900 Total 6 1 906 900 6 - - Allows chaining of Normal Moves, lasts 900f at full Ultra (15s) - - - - - All: 1~2f -
Kaisen Dankairaku Ultra Combo 2 15x8*360 0 0/0 HL - 0+10 4(10)3(5)3(1)3(1)3(1)3(2)3(1)2 60 + After landing 33 10 147 45 93 -103 - 1st Hit triggers animation, guard advantage based on 2nd hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~13f -
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


Notes: