Marvel vs Capcom/Shadow Lady: Difference between revisions

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{{MVC1 Character Subnav|name=Shadow Lady}}
[[File:mvc1shadowlady.gif|right]]
[[File:mvc1shadowlady.gif|right]]
{{TOClimit|3}}


= Introduction =
==Introduction==


= Basic Tips =
'''How to Select Shadow Lady'''
 
Highlight Morrigan and draw a "78".  Enter [[File:Up.gif]], [[File:Right.gif]]×2, [[File:Down.gif]]×4, [[File:Left.gif]]×2, [[File:Up.gif]]×4, [[File:Right.gif]]×2, [[File:Left.gif]]×2, [[File:Down.gif]]×2, [[File:Right.gif]]×2, [[File:Down.gif]]×2, [[File:Left.gif]]×2, [[File:Up.gif]]×2, [[File:Right.gif]]×2, [[File:Up.gif]]×2, [[File:Left.gif]]×2, [[File:Down.gif]]×5.
 
Needs updated pros/cons.
{{ ProConTable
| pros =  
* Much more unique compared to other palette swap characters
* Good normals and specials for combos
* Nice Hypers Combos for zoning game
* Excellent aerial Lv3 Hyper Combo
* Triple jump
| cons =  
* Low stamina, albeit not lower than Chun-Li
* More dependent on meter
* Hyper combos can be evaded easily and are more unsafe than Chun-Li
}}


= Move List =
= Move List =
==Normals==
===Ground Normals===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.LP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.LP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.MP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.MP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.HP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.HP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.LK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.MK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.MK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.HK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.HK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground, Launcher
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.LP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.LP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.MP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.MP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.HP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.HP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.LK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.MK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.MK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.HK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.HK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===Air Normals===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.LP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.LP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.MP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.MP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.HP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.HP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.LK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Special Moves
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.MK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.MK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Lightning K - K (rapidly)
===== <span class="invisible-header"></span> =====
                                                                     
<font style="visibility:hidden" size="0">j.HK</font>
        Chipping off decent damage is what this move does best. Also
{{MoveData
   a good combo ender mainly because of the ease with which you can link
|image=
   it from almost ANY move and secondarily because it gives the most number
|subtitle=
  of hits.
|caption=
                                                                     
|name=j.HK
Splits K - F,DF,D,DB,B+K
|data=
                                                                     
{{AttackData-Marvel vs Capcom
        One of the many reasons people should think thrice before throwing
|Damage=
   a fireball. The LK version can also be used as an instrument for confusing
|Guard=
   those who block all day. A good strategy would be to hit him with a
|Startup=
   double D+LK/D+MK and connect with this move. It won't register as a
|Active=
   combo, you're guaranteed at least one hit if you don't do it often.
|Recovery=
   Added note: the lower the K strength used, the higher the jump before
|Total=
   striking while the higher the K strength used, the farther the move
|Hit Adv=
   will go.
|Block Adv=
                                                                     
|Property=Ground
Electric Shock - F,D,DF+P
|description=
                                                                     
}}
        Don't think Shoryuken with this move simply because of the directional
}}
   motion with which you execute it. This is a very different move and
 
   is not any better than the shoto's version. Not high in priority at
==Command Normals==
   all and hard to connect because of its very limited range so use it
===== <span class="invisible-header"></span> =====
   for defense against dashers and nothing else.
<font style="visibility:hidden" size="0">Wall Jump</font>
                                                                     
{{MoveData
Drill - D,DF,F+P
|image=
                                                                     
|subtitle=
        Reaches across the screen, I think, and chips so well while keeping
|caption=
   you on the safe side during recovery that you should ALWAYS use this
|name=Wall Jump
   move as a combo ender either when your combo is blocked or when you
|data=
   end up too far for a launcher.
{{AttackData-Marvel vs Capcom
                                                                     
|Damage=
Rainbow Missiles - D,DF,F+K
|Guard=
                                                                     
|Startup=
        One of the many reasons people should think thrice before even
|Active=
   trying to jump. Practice making this move second nature whenever an
|Recovery=
   opponent jumps for any reason at all. It's homing, so you're guaranteed
|Total=
   at least a nice chip.
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">Air Dash</font>
{{MoveData
|image=
|subtitle=Air 66 + PPP
|caption=
|name=Air Dash
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">Yousou Kyaku</font>
{{MoveData
|image=
|subtitle=Air 2MK
|caption=
|name=Yousou Kyaku
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">Kaku Kyaku Raku</font>
{{MoveData
|image=
|subtitle=3HK
|caption=
|name=Kaku Kyaku Raku
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
 
==Throws==
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">Normal Throw</font>
{{MoveData
|image=
|subtitle=4/6 + MP/HP
|caption=
|name=Normal Throw
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
 
==Special Moves==
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Lightning Kick
| input    = Mash K
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-Marvel vs Capcom
  | version    = Mash K
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery   =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property   = Ground/air
  | description =
}}
}}
 
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Splits Kick
| input    = HCB + K
| subtitle =
| image    =
| caption  =
| linkname = HCB
| data  =
{{AttackData-Marvel vs Capcom
  | version    = HCB + LK
  | subtitle   = LK Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery   =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property   = Ground/air
  | description =
  }}
{{AttackData-Marvel vs Capcom
  | header      = no
  | version    = HCB + MK
  | subtitle    = MK Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property   = Ground/air
  | description =
}}
{{AttackData-Marvel vs Capcom
  | header      = no
  | version    = HCB + HK
  | subtitle   = HK Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery   =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property   = Ground/air
  | description =
}}
}}
 
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Electric Shock
| input    = DP + P
| subtitle =
| image    =
| caption  =
| linkname = DP
| data  =
{{AttackData-Marvel vs Capcom
  | version    = DP + LP
  | subtitle    = LP Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description =
  }}
{{AttackData-Marvel vs Capcom
  | header      = no
  | version    = DP + MP
  | subtitle    = MP Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery   =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property   = Ground/air
  | description =
}}
{{AttackData-Marvel vs Capcom
  | header      = no
  | version     = DP + HP
  | subtitle    = HP Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery   =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property   = Ground/air
  | description =
}}
}}
 
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Drill
| input    = QCF + P
| subtitle =
| image    =
| caption  =
| linkname = QCF
| data  =
{{AttackData-Marvel vs Capcom
  | version    = QCF + LP
  | subtitle   = LP Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery   =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property   = Ground/air
  | description = A Kikoken with a Rushing Drill instead of a fireball.
  }}
{{AttackData-Marvel vs Capcom
  | header      = no
  | version    = QCF + MP
  | subtitle    = MP Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description =
}}
{{AttackData-Marvel vs Capcom
  | header      = no
  | version    = QCF + HP
  | subtitle    = HP Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description =
}}
}}
 
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Rainbow Missiles
| input    = QCF + K
| subtitle =
| image    =
| caption  =
| linkname = QCF
| data  =
{{AttackData-Marvel vs Capcom
  | version    = QCF + LK
  | subtitle    = LK Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery   =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property   = Ground/air
  | description = Use it we you are too far away from your opponent.
  }}
{{AttackData-Marvel vs Capcom
  | header      = no
  | version    = QCF + MK
  | subtitle    = MK Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description =
}}
{{AttackData-Marvel vs Capcom
  | header      = no
  | version    = QCF + HK
  | subtitle    = HK Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property   = Ground/air
  | description =
}}
}}


==Hyper Combos==
==Hyper Combos==
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Big Bang Laser
| input    = QCF + PP
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description = Like a Shinkuu Hadouken. Mash P for more hits.
}}
}}
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Galaxy Missile
| input    = QCF + KK
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description = An upgraded version of the Rainbow Missiles.
}}
}}
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Galaxy Missile
| input    = [4]~646 + KK
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description = Doesn't combo but can be a nice surprise attack as an Aerial Shun Goku Satsu.
}}
}}
= Strategy =
==Basic Tips==
Launchers: HK
AC Finisher: HP, HK, Lightning Legs
Magic Series: Hunter Series across all moves


1) Big Bang Laser - D,DF,F+2P
==Advanced==
==Team Setups==


Shadow Lady summons all her chi and pours it all out on her opponent
  in the form of a beam of pure energy. It does a minimum of 20+ hits
  (as far as I've seen) and that can be increased to 30+ if you mash the
  buttons while she's at it (that I'm not sure of). You can also do this
  in mid-air. See anyone who can't move for the moment? DO IT NOW!!!
                                                                     
2) Galaxy Missile - D,DF,F+2K
                                                                     
        As the Rainbow Missile can chip well, so can its super version. Use
  this move mainly as a combo ender though it WON't combo. Utilizing its
  chipping prowess whenever the opponent's in a corner is also acceptable.
  Not the best super to finish what a ramming helper started but at least
  it's the easiest to execute when you're a mile away from a jumping
  opponent
                                                                     
3) Final Mission - Hold B...F,B,F+2K
  (must be charged at level 3)
                                                                     
        WOW! Definitely one of the coolest moves in town! I said cool
  because, in case you haven't seen it yet, it's a move wherein Shadow
  Lady kicks the opponent once (with a launcher), the whole scene comes
  to a pause, like Akuma's Shun Goku Satsu, a multitude of hits reveal
  themselves on the screen, and when everything's back to normal your
  opponent finds his life bar cut to half---yeah! On the down side, besides
  eating up ALL three super bars, it's very hard to connect with this
  super even on average players. Don't use this super even if your opponent
  is wide open because there's always that chance you might miss so if I
  were you, I'd do a team work super and make him/her pay for his/her
  mistake.
= Combos =
= Combos =
1. cr. JP, cr. SK, cr. FK, Drill<br>
{| border="1em" cellpadding="3" cellspacing="0"
2. JP, SK, FK, Dril<br>
| align="center"|'''Combo'''
3. c. SK , c. RK , Lightning Kick (otg)<br>
| align="center"|'''Damage'''
4. j. RK  , Lightning Kick<br>
| align="center"|'''Notes'''
5. Corner d.s. JP , s. SP , s. FP , Drill<br>
|-
6. j. FP , d.s. JP , s. RK SJ s.j. JP , s.j. SK , s.j. SP , s.j. FK , Lightning Legs, s.j. FP or RK<br>
|cr.LP, cr.LK, cr.MK, Drill
7. jump towards corner: j. d + FK , j. d + FK , j. d + FK , FP, RK or Lightning Legs<br>
|
8. j. RK , s. RK , SJ , s.j. JP , s.j. SK , s.j. d + FK , s.j. d + FK , Lightning Legs<br>
|
|-
|s.LP, s.LK, s.MK, Drill
|
|
|-
|c.LK, c.HK, Lightning Kick (OTG)
|
|
|-
|j.HK, Lightning Kick
|
|
|-
|d.s.LP, s.MP, s.HP , Drill
|
|Corner only
|-
|j.HP, d.s.LP, s.HK, s.j.LP, s.j.LK, s.j.MP, s.j.MK, Lightning Legs, s.j.HP or HK
|
|
|-
|(jump towards corner) j.d.MK, j.d.MK, j.d.MK, s.HP, s.HK or Lightning Legs
|
|Corner only
|-
|j.HK, s.HK, s.j.LP, s.j.LK, s.j.d.MK , s.j.d.MK, Lightning Legs
|
|
|-
|}
 
{{Navbox-MVC1}}
[[Category:Marvel_vs_Capcom]]
[[Category:Marvel_vs_Capcom]]

Latest revision as of 01:40, 1 July 2024

Mvc1shadowlady.gif

Introduction

How to Select Shadow Lady

Highlight Morrigan and draw a "78". Enter Up.gif, Right.gif×2, Down.gif×4, Left.gif×2, Up.gif×4, Right.gif×2, Left.gif×2, Down.gif×2, Right.gif×2, Down.gif×2, Left.gif×2, Up.gif×2, Right.gif×2, Up.gif×2, Left.gif×2, Down.gif×5.

Needs updated pros/cons.

Strengths Weaknesses
  • Much more unique compared to other palette swap characters
  • Good normals and specials for combos
  • Nice Hypers Combos for zoning game
  • Excellent aerial Lv3 Hyper Combo
  • Triple jump
  • Low stamina, albeit not lower than Chun-Li
  • More dependent on meter
  • Hyper combos can be evaded easily and are more unsafe than Chun-Li

Move List

Normals

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Command Normals

Wall Jump

Wall Jump
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Air Dash

Air Dash
Air 66 + PPP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Yousou Kyaku

Yousou Kyaku
Air 2MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Kaku Kyaku Raku

Kaku Kyaku Raku
3HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Throws

Normal Throw

Normal Throw
4/6 + MP/HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Special Moves

Lightning Kick
Mash K
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
Mash K - - - - - - - - - Ground/air
Splits Kick
HCB + K
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
HCB + LK
LK Version
- - - - - - - - - Ground/air
HCB + MK
MK Version
- - - - - - - - - Ground/air
HCB + HK
HK Version
- - - - - - - - - Ground/air
Electric Shock
DP + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
DP + LP
LP Version
- - - - - - - - - Ground/air
DP + MP
MP Version
- - - - - - - - - Ground/air
DP + HP
HP Version
- - - - - - - - - Ground/air
Drill
QCF + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + LP
LP Version
- - - - - - - - - Ground/air

A Kikoken with a Rushing Drill instead of a fireball.

QCF + MP
MP Version
- - - - - - - - - Ground/air
QCF + HP
HP Version
- - - - - - - - - Ground/air
Rainbow Missiles
QCF + K
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + LK
LK Version
- - - - - - - - - Ground/air

Use it we you are too far away from your opponent.

QCF + MK
MK Version
- - - - - - - - - Ground/air
QCF + HK
HK Version
- - - - - - - - - Ground/air

Hyper Combos

Big Bang Laser
QCF + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

Like a Shinkuu Hadouken. Mash P for more hits.

Galaxy Missile
QCF + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

An upgraded version of the Rainbow Missiles.

Galaxy Missile
[4]~646 + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

Doesn't combo but can be a nice surprise attack as an Aerial Shun Goku Satsu.

Strategy

Basic Tips

Launchers: HK

AC Finisher: HP, HK, Lightning Legs

Magic Series: Hunter Series across all moves

Advanced

Team Setups

Combos

Combo Damage Notes
cr.LP, cr.LK, cr.MK, Drill
s.LP, s.LK, s.MK, Drill
c.LK, c.HK, Lightning Kick (OTG)
j.HK, Lightning Kick
d.s.LP, s.MP, s.HP , Drill Corner only
j.HP, d.s.LP, s.HK, s.j.LP, s.j.LK, s.j.MP, s.j.MK, Lightning Legs, s.j.HP or HK
(jump towards corner) j.d.MK, j.d.MK, j.d.MK, s.HP, s.HK or Lightning Legs Corner only
j.HK, s.HK, s.j.LP, s.j.LK, s.j.d.MK , s.j.d.MK, Lightning Legs

Game Navigation

General
Controls
Notation
HUD
Assists
System
FAQ
Capcom Characters
Captain Commando
Chun Li
Jin
Lilith
Mega Man
Morrigan
Roll
Ryu
Shadow Lady
Strider
Zangief
Marvel Characters
Captain America
Gambit
Gold War Machine
Hulk
Hyper Venom
Orange Hulk
Spider Man
Venom
War Machine
Wolverine