Ultra Street Fighter IV/Abel: Difference between revisions

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Finish Mid|Finish Mid|f + p|Perform after Second Mid or Second Low|
Finish Mid|Finish Mid|f + p|Perform after Second Mid or Second Low|
(No uses/strategies)
(No uses/strategies)
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{{USFIVMoveListRow|
{{USFIVMoveListRow|
Finish Low|Finish Low|f + k|Perform after Second Mid or Second Low|
Finish Low|Finish Low|f + k|Perform after Second Mid or Second Low|
(No uses/strategies)
(No uses/strategies)
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Revision as of 20:03, 2 June 2014

Ultra Street Fighter IVUSFIV-Header.png

Abel

SSFIV-Abel Face.jpg

Abel has no recollection of his past. All he knows is that, his father figure from when he awoke with his memory loss, told him to stay away from Shadaloo and from S.I.N. When his father figure died in an accident, Abel had nothing standing in his way from finding out the truth. Now he is on a quest to discover what part he has with Shadaloo and S.I.N. Little does he know that he was actually an early rejected "model" as a replacement body for M. Bison, created in the Living Incubator project. Meant to be disposed of, Abel only managed to survive thanks to Charlie Nash. If Abel discovers the truth, one wonders how he will cope with learning what his true purpose was.


In a nutshell

Abel is a well-rounded melee character who possesses a terrifyingly amazing mixup game. His appearance is deceiving at first glance, as despite his size he can gain momentum easily and utterly confound an opponent with crossups and Marseilles Rolls. His command throw bolsters his mixup even further, and both of his Ultras are very useful depending on the matchup. Despite these strengths, Abel's two greatest weaknesses are his size and his up-close-and-personal fighting style. His size makes him susceptible to easy crossups and character-specific combos, and as a grappler he is outclassed by his more "pure" counterparts, such as Zangief. Still, if you like keeping your opponent on their toes and punishing them hard for their mistakes, give Abel a shot.


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 25*15 30*20 20*20 HL ch/sp/su*su 4 3(8)3 11 -3 0
Close MP Close Strong.gif 50*30 50*50 40*20 HL sp/su*su 5 3(8)2 14 -2 4
Close HP Close Fierce.gif 80*30 100*100 60*20 HL sp/su*su 4 3(8)2 20 -4 0
Close LK Close Short.gif 30 50 20 HL - 5 2 9 0 3
Close MK Close Forward.gif 70 100 40 HL sp/su 7 2 16 -4 -1
Close HK Close Roundhouse.gif 100[30] 150[50] 60[20] HL[H] - 6 6 16 -4 0
Far LP Far Jab.gif 30 50 20 HL ch/su 5 2 6 3 6
Far MP Far Strong.gif 80 100 40 HL su 5 6 11 -3 0
Far HP Far Fierce.gif 130 200 60 HL - 12 3 17 -2 2
Far LK Far Short.gif 40 50 20 HL - 5 3 8 0 3
Far MK Far Forward.gif 80 100 40 HL - 8 3 15 -4 -1
Far HK Far Roundhouse.gif 100 200 60 HL - 13 3 18 -3 1
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 5 2 6 3 6
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 7 3 10 1 4
Crouch HP Crouch Fierce.gif 70*40 100*50 60*20 HL sp/su 8 2*2 22 -6 -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 3 7 1 4
Crouch MK Crouch Forward.gif 70 100 40 HL sp/su 8 5 13 -4 -1
Crouch HK Crouch Roundhouse.gif 100 200 60 L sp/su 11 3 25 -10 -
Forward Kick Step Kick 80 100 40 HL See notes 7 2 16 0 3
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 - 5 4 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 6 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 5 4 - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 5 8 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 4 6 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 5 4 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 8 - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 5 10 - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 5 8 - - -
Angled Jump LK Angled Jump Short.gif 50 50 20 H - 4 5 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 5 6 - - -
Angled Jump HK Angled Jump Roundhouse.gif 110 200 60 H - 5 5 - - -
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 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+12 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Drop Throw Forward Throw 130 140 40 0.91 - 3 2 20 - -
Pincer Throw Back Throw 130 140 40 0.91 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Change of Direction Change of Direction Jab.gif 30 50 20/30 HL su 14 3 25 -3 2
Change of Direction Strong.gif 35 50 20/30 HL su 16 3 25 -3 2
Change of Direction Fierce.gif 40 50 20/30 HL su 17 3 25 -3 2
EX Change of Direction Change of Direction EX.gif 40 50 -250/0 HL su 13 3 25 -3 2
Second Mid Second Mid 40 50 10/20 H - 15 4 28 -9 -4
Second Low Second Low 50 50 20/30 L su 22 4 24 -5 5
Finish Mid Finish Mid 100 50 10/30 H - 10 2 44 -35 -
Finish Low Finish Low 150 100 30/30 L - 17 2 53 -44 -
Wheel Kick Wheel Kick Short.gif 120 200 30/40 H - 20 7 2+19 -10 -5
Wheel Kick Forward.gif 140 200 30/40 H - 24 7 2+20 -11 -6
Wheel Kick Roundhouse.gif 160 200 30/40 H - 27 7 1+22 -12 -7
EX Wheel Kick Wheel Kick EX.gif 60*120 100*100 -250/0 H -- 17 7*3 2+19 -6 0
Marseilles Roll Marseilles Roll Short.gif - - 20/- - - - - Total 27 - -
Marseilles Roll Forward.gif - - 20/- - - - - Total 30 - -
Marseilles Roll Roundhouse.gif - - 20/- - - - - Total 32 - -
EX Marseilles Roll Marseilles Roll EX.gif - - -250/- - - - - Total 32 - -
Falling Sky Falling Sky Jab.gif 0*140 100 30/0*100 - - 5 2 31 - -
Falling Sky Strong.gif 0*150 150 30/0*100 - - 6 4 31 - -
Falling Sky Fierce.gif 0*160 200 30/0*100 - - 9 6 31 - -
EX Falling Sky Falling Sky EX.gif 0*160 150 -250/0 - - 6 3 31 - -
Tornado Throw Tornado Throw Jab.gif 160 100 30/80 1.33 - 5 2 51 - -
Tornado Throw Strong.gif 180 150 30/80 1.13 - 5 2 45 - -
Tornado Throw Fierce.gif 200 200 30/80 0.93 - 5 2 39 - -
EX Tornado Throw Tornado Throw EX.gif 200 150 -250/0 1.27 - 5 2 54 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Heartless Super Combo Jab.gif 0*335 0 -1000/0 HL - 1+5 4 39 -32 -
Super Combo Strong.gif 0*335 0 -1000/0 HL - 1+5 4 39 -32 -
Super Combo Fierce.gif 0*335 0 -1000/0 HL - 1+5 4 39 -32 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Soulless Ultra Combo 1 45*416 0 0/0 HL - 1+13 2 46 -30 -
Breathless Ultra Combo 2 431 0 0/0 2.92 - 1+7 6 51 - -
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

(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 + p ex

(No uses/strategies)

{{{6}}}

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

File:No image.png f + p Perform after Change of Direction

(No uses/strategies)

{{{6}}}

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

File:No image.png f + k Perform after Change of Direction

(No uses/strategies)

{{{6}}}

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

File:No image.png f + p Perform after Second Mid or Second Low

(No uses/strategies)

{{{6}}}

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

File:No image.png f + k Perform after Second Mid or Second Low

(No uses/strategies)

{{{6}}}

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

File:No image.png qcb + k ex armorbreak

(No uses/strategies)

{{{6}}}

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

File:No image.png qcf + k ex

(No uses/strategies)

{{{6}}}

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

File:No image.png dp + p ex

(No uses/strategies)

{{{6}}}

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

File:No image.png hcb + p ex

(No uses/strategies)

{{{6}}}

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


Super Combo

  Name Nickname Command Notes
File:No image.png qcf qcf + p armorbreak

(No uses/strategies)

{{{6}}}

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


Ultra Combos

  Name Nickname Command Notes
File:No image.png qcf qcf + 3p armorbreak

(No uses/strategies)

{{{6}}}

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

File:No image.png qcf qcf + 3k Hold 3k to delay; Cancel during delay with p

(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 25*15 30*20 20*20 HL ch/sp/su*su 4 3(8)3 11 28 -3 0 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 50*30 50*50 40*20 HL sp/su*su 5 3(8)2 14 31 -2 4 14 20 Forces stand Forces stand Reset Reset - - - - - - -
Close HP Close Fierce.gif 80*30 100*100 60*20 HL sp/su*su 4 3(8)2 20 36 -4 0 18 22 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL - 5 2 9 15 0 3 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 70 100 40 HL sp/su 7 2 16 24 -4 -1 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 100[30] 150[50] 60[20] HL[H] - 6 6 16 27 -4 0 18 22 Active frames 1~4 cannot hit crouching opponents, [] refers to active frames 5~6 Forces stand Forces stand Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/su 5 2 6 12 3 6 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL su 5 6 11 21 -3 0 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 130 200 60 HL - 12 3 17 31 -2 2 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 5 3 8 15 0 3 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 80 100 40 HL - 8 3 15 25 -4 -1 14 17 Cannot hit crouching opponents Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 100 200 60 HL - 13 3 18 33 -3 1 17 21 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 5 2 6 12 3 6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 7 3 10 19 1 4 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 70*40 100*50 60*20 HL sp/su 8 2*2 22 33 -6 - 18 - [1st hit] forces stand, [2nd hit] floats opponent [1st hit] forces stand, [2nd hit] floats opponent Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 3 7 14 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 HL sp/su 8 5 13 25 -4 -1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 200 60 L sp/su 11 3 25 38 -10 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Forward Kick Step Kick 80 100 40 HL See notes 7 2 16 24 0 3 18 21 Dash cancellable 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 - 5 4 - 8 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 6 - 10 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 5 4 - 8 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 5 8 - 12 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 4 6 - 9 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 5 4 - 8 - - Reset Reset - - - - - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 8 - 12 - - Reset Reset - - - - - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 5 10 - 14 - - Reset Reset - - - - - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 5 8 - 12 - - Reset Reset - - - - - - -
Angled Jump LK Angled Jump Short.gif 50 50 20 H - 4 5 - 8 - - Reset Reset - - - - - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 5 6 - 10 - - Reset Reset - - - - - - -
Angled Jump HK Angled Jump Roundhouse.gif 110 200 60 H - 5 5 - 9 - - 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 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+12 2 35 66 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - 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
Drop Throw Forward Throw 130 140 40 0.91 - 3 2 20 24 - - Opponent gets up 68F after throw recovers X Hard Knockdown Hard Knockdown - - - - - - - - -
Pincer Throw Back Throw 130 140 40 0.91 - 3 2 20 24 - - Opponent gets up 57F after throw recovers X Hard Knockdown 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
Change of Direction Change of Direction Jab.gif 30 50 20/30 HL su 14 3 25 41 -3 2 25~26f can cancel into followup Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - -
Change of Direction Strong.gif 35 50 20/30 HL su 16 3 25 43 -3 2 27~28f can cancel into followup Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - -
Change of Direction Fierce.gif 40 50 20/30 HL su 17 3 25 44 -3 2 28~29f can cancel into followup Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - -
EX Change of Direction Change of Direction EX.gif 40 50 -250/0 HL su 13 3 25 40 -3 2 27~28 can cancel into followup Forces stand Forces stand Soft Knockdown Soft Knockdown 1~18f - - - - - -
Second Mid Second Mid 40 50 10/20 H - 15 4 28 46 -9 -4 -5 hit advantage vs crouching opponents, 30~31f can cancel into followup - - - - - - -
Second Low Second Low 50 50 20/30 L su 22 4 24 49 -5 5 38~39f can cancel into followup - - - - - - -
Finish Mid Finish Mid 100 50 10/30 H - 10 2 44 55 -35 - Opponent gets up 43F after throw recovers X Hard Knockdown Hard Knockdown - - - - - - -
Finish Low Finish Low 150 100 30/30 L - 17 2 53 71 -44 - Hard knockdown, armor break, Opponent gets up 70F after throw recovers X Hard Knockdown Hard Knockdown - - - - - - -
Wheel Kick Wheel Kick Short.gif 120 200 30/40 H - 20 7 2+19 47 -10 -5 Hits crouching Ryu on 25f X Forces stand Forces stand Soft Knockdown Soft Knockdown - - Lower body: 1~26f All: 1~26f - 11f~ -
Wheel Kick Forward.gif 140 200 30/40 H - 24 7 2+20 52 -11 -6 Hits crouching Ryu on 29f X Forces stand Forces stand Soft Knockdown Soft Knockdown - - Lower body: 1~26f All: 1~30f - 14f~ -
Wheel Kick Roundhouse.gif 160 200 30/40 H - 27 7 1+22 56 -12 -7 Hits crouching Ryu on 31f X Forces stand Forces stand Soft Knockdown Soft Knockdown - - Lower body: 1~26f All: 1~32f - 15f~ -
EX Wheel Kick Wheel Kick EX.gif 60*120 100*100 -250/0 H -- 17 7*3 2+19 47 -6 0 Hits crouching Ryu on 23f X Forces stand Forces stand Soft Knockdown Soft Knockdown - - Lower body: 1~26f All: 1~26f - 11f~ 2nd Hit JP: ?
Marseilles Roll Marseilles Roll Short.gif - - 20/- - - - - Total 27 27 - - 5~23f can pass through opponent - - - - - - All: 5~23f All: 5~26f - - -
Marseilles Roll Forward.gif - - 20/- - - - - Total 30 30 - - 5~25f can pass through opponent - - - - - - All: 5~25f All: 5~29f - - -
Marseilles Roll Roundhouse.gif - - 20/- - - - - Total 32 32 - - 5~27f can pass through opponent - - - - - - All: 5~27f All: 5~31f - - -
EX Marseilles Roll Marseilles Roll EX.gif - - -250/- - - - - Total 32 32 - - 5~27f can pass through opponent - - - - - - All: 1~32f - - - -
Falling Sky Falling Sky Jab.gif 0*140 100 30/0*100 - - 5 2 31 37 - - Cannot hit grounded opponents, opponent gets up 59F after throw recovers - - 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown - - - - - - -
Falling Sky Strong.gif 0*150 150 30/0*100 - - 6 4 31 40 - - Cannot hit grounded opponents, opponent gets up 59F after throw recovers - - 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown - - - - - - -
Falling Sky Fierce.gif 0*160 200 30/0*100 - - 9 6 31 45 - - Cannot hit grounded opponents, opponent gets up 59F after throw recovers - - 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown - - - - - - -
EX Falling Sky Falling Sky EX.gif 0*160 150 -250/0 - - 6 3 31 39 - - Cannot hit grounded opponents, opponent gets up 59F after throw recovers - - 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown - - All: 1~5f, Upper Body: 6~8f - - - -
Tornado Throw Tornado Throw Jab.gif 160 100 30/80 1.33 - 5 2 51 57 - - Opponent gets up 51F after throw recovers X Hard Knockdown - - - - - - - 1~6f - -
Tornado Throw Strong.gif 180 150 30/80 1.13 - 5 2 45 51 - - Opponent gets up 51F after throw recovers X Hard Knockdown - - - - - - - 1~6f - -
Tornado Throw Fierce.gif 200 200 30/80 0.93 - 5 2 39 45 - - Opponent gets up 51F after throw recovers X Hard Knockdown - - - - - - - 1~6f - -
EX Tornado Throw Tornado Throw EX.gif 200 150 -250/0 1.27 - 5 2 54 60 - - Opponent gets up 49F after throw recovers X Hard Knockdown - - - - - All: 1~6f - - - -
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
Heartless Super Combo Jab.gif 0*335 0 -1000/0 HL - 1+5 4 39 48 -32 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1f All: 2~6f - - - -
Super Combo Strong.gif 0*335 0 -1000/0 HL - 1+5 4 39 48 -32 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1f - - 2~6f - -
Super Combo Fierce.gif 0*335 0 -1000/0 HL - 1+5 4 39 48 -32 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1f - 2~6f - - -
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
Soulless Ultra Combo 1 45*416 0 0/0 HL - 1+13 2 46 61 -30 - Opponent gets up 57F after throw recovers X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4f Upper body: 5~14f All: 5~14 - - JP: ?
Breathless Ultra Combo 2 431 0 0/0 2.92 - 1+7 6 51 64 - - Can hold button to delay (up to 92F), active 7f after button release, can be cancelled with any Punch (20f recovery), Ground Throw range 1.0 X Hard Knockdown - - - 1~4f (or until button release, maximum 90f) All: 1f All: From button release for 7f - - - -
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: