(Created page with "{{OSFIVHeader}} {{USFIVCharacterHeader|Dan|Dan| | }} (Intro paragraph to describe overall gameplay) Image:USFIV-Header.png|thumb|center|150px|link=Ultra_Street_Fighter_IV...") |
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== Notable Changes from USF4 to Omega == | == Notable Changes from USF4 to Omega == | ||
* Movement Changes: | * General/Movement Changes: | ||
** '''Forward Dash''': 1f faster (19f > 18f) | |||
*** Can now be cancelled into normals (except after Focus Attack + Dash) | |||
** '''Throw''': slightly shorter range | |||
** '''Saikyoryu Defense''' - Pushes opponent away by inputting PPP while blocking | |||
* Normal Move Changes: | |||
** | ** | ||
* Command Normal Changes: | * Command Normal Changes: | ||
** | ** '''Kachiwari Chop''' (6MP) - new attack, Overhead | ||
*Taunt Changes: | |||
** '''Crouching Taunt''': Super cancellable, puts airborne opponents into juggle state | |||
** '''Jumping Taunt''': Puts opponent into free juggle state on hit | |||
* Special Move Changes: | * Special Move Changes: | ||
** | ** | ||
* Super/Ultra Changes: | * Super/Ultra Changes: | ||
** | ** | ||
* Moves with ending Input Buffer: | |||
** '''Close''' ; '''Far''' ; | |||
** | |||
== Character Specific Data == | == Character Specific Data == | ||
''' | '''Dan'''{{OmegaSFIVCharacterData|1000|900|0.040|0.030|4+'''36'''+4|2.0 Forward, 1.92 Back|18|1.46|26|1.40|18|20|1-8|0|9-24|0|-3|-5|+3|+1|}} | ||
== Frame Data == | == Frame Data == | ||
{{OmegaSFIVFrameDataTableHeader}} | {{OmegaSFIVFrameDataTableHeader}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{ | {{OSFIVFrameDataRow|'''5LP''' (Close)|cl. {{lp}}|3|2|5|4|7|25|50|M|Ch Sp Su|-|}} | ||
{{ | {{OSFIVFrameDataRow|'''5MP''' (Close)|cl. {{mp}}|5|2|17|2|8|75|100|M|Sp Su|-|}} | ||
{{ | {{OSFIVFrameDataRow|'''5HP''' (Close)|cl. {{hp}}|6|8|14|-4|1|85|150|M|Sp Su|Forces stand; can whiff at its max proximity range|}} | ||
{{ | {{OSFIVFrameDataRow|'''5LK''' (Close)|cl. {{lk}}|4|1|5|5|8|25|50|M|Sp Su|-|}} | ||
{{ | {{OSFIVFrameDataRow|'''5MK''' (Close)|cl. {{mk}}|6|2*2|14|-2|1|60*20|80*20|M|Sp Su|2 hits, both cancellable; 1st hit forces stand, 2nd hit can whiff on short crouch blocking characters|}} | ||
{{ | {{OSFIVFrameDataRow|'''5HK''' (Close)|cl. {{hk}}|8|2|14|2|6|75|150|M|Su|Has the AE2012 animation (4HK in USF4)|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{ | {{OSFIVFrameDataRow|'''5LP''' (Far)|far. {{lp}}|4|1|6|4|7|25|50|M|Ch Sp Su|Whiffs on short crouching characters|}} | ||
{{ | {{OSFIVFrameDataRow|'''5MP''' (Far)|far. {{mp}}|6|2|12|0|3|70|100|M|Sp Su|-|}} | ||
{{ | {{OSFIVFrameDataRow|'''5HP''' (Far)|far. {{hp}}|9|2|19|-3|1|110|200|M|-|-|}} | ||
{{ | {{OSFIVFrameDataRow|'''5LK''' (Far)|far. {{lk}}|5|2|9|0|3|35|50|M|Su|-|}} | ||
{{ | {{OSFIVFrameDataRow|'''5MK''' (Far)|far. {{mk}}|6|1*3|13|-2|1|30*70|50*100|M|Sp Su / -|2 hits, only 1st is cancellable; if 1st hit connects, 2nd hit can whiff on short crouch blocking characters|}} | ||
{{ | {{OSFIVFrameDataRow|'''5HK''' (Far)|far. {{hk}}|11|2|16|0|4|100|200|M|-|-|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{ | {{OSFIVFrameDataRow|'''2LP'''|{{Down}}{{lp}}|4|1|7|3|6|25|50|M|Ch Sp Su|-|}} | ||
{{ | {{OSFIVFrameDataRow|'''2MP'''|{{Down}}{{mp}}|5|2|10|2|5|60|100|M|Sp Su|-|}} | ||
{{ | {{OSFIVFrameDataRow|'''2HP'''|{{Down}}{{hp}}|6|4|18|-4|1|80|150|M|Sp Su|Forces stand; final 2 active frames hit directly above Dan|}} | ||
{{ | {{OSFIVFrameDataRow|'''2LK'''|{{Down}}{{lk}}|4|2|9|0|3|20|50|L|Ch Sp Su|-|}} | ||
{{ | {{OSFIVFrameDataRow|'''2MK'''|{{Down}}{{mk}}|7|2|12|0|3|65|100|L|Sp Su|-|}} | ||
{{ | {{OSFIVFrameDataRow|'''2HK'''|{{Down}}{{hk}}|10|2|22|-6|KD|100|150|L|-|KD Adv: +18|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{ | {{OSFIVFrameDataRow|Kachiwari Chop<br>(Overhead)|{{Right}}{{hp}}|17|2|23|-7|-3|80|100|H|-|-|}} | ||
{{OSFIVFrameDataRow|Crouching Taunt|{{Down}}{{hp}}{{hk}}|8|16|13|-17|-14|0|0|M|Su|Has juggle potential, puts airborne opponents into limited juggle state; can be used to stabilize Super juggles without additional scaling|}} | |||
{{OSFIVFrameDataRow|Saikyoryu Defense<br>(Pushblock)|Block + {{3p}}|-|-|18|-|-|-|-|-|-|Input during blockstun; activates after blockstop has finished; has 1 hit of armor until end of recovery; Dan slides backwards unless cornered, opponent's position is unaffected; can be used to get punishes on specific blockstrings that are otherwise safe|}} | |||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{ | {{OSFIVFrameDataRow|'''j.LP''' (angled)|{{Upright}}{{lp}}|4|7|-|-|-|45|50|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.MP''' (angled)|{{Upright}}{{mp}}|7|5|-|-|-|75|100|H|-|-|}} | |||
{{OSFIVFrameDataRow|'''j.HP''' (angled)|{{Upright}}{{hp}}|7|4|-|-|-|95|200|H|-|-|}} | |||
{{OSFIVFrameDataRow|'''j.LK''' (angled)|{{Upright}}{{lk}}|4|7|-|-|-|40|50|H|-|-|}} | |||
{{OSFIVFrameDataRow|'''j.MK''' (angled)|{{Upright}}{{mk}}|7|5|-|-|-|70|100|H|-|Crossup|}} | |||
{{OSFIVFrameDataRow2|'''j.HK''' (angled)|{{Upright}}{{hk}}|9|5|-|-|-|100|200|H|-|-|}} | |||
{{OSFIVFrameDataRow|'''j.LP''' (neutral)|{{Up}}{{lp}}|4|7|-|-|-|45|50|H|-|-|}} | |||
{{OSFIVFrameDataRow|'''j.MP''' (neutral)|{{Up}}{{mp}}|8|6|-|-|-|75[25]|100[50]|H|-|[refers to final 3 active frames]|}} | |||
{{OSFIVFrameDataRow|'''j.HP''' (neutral)|{{Up}}{{hp}}|9|4|-|-|-|90|200|H|-|KD vs. airborne opponents|}} | |||
{{OSFIVFrameDataRow|'''j.LK''' (neutral)|{{Up}}{{lk}}|4|8|-|-|-|40|50|H|-|-|}} | |||
{{OSFIVFrameDataRow|'''j.MK''' (neutral)|{{Up}}{{mk}}|7|5|-|-|-|75|100|H|-|-|}} | |||
{{OSFIVFrameDataRow2|'''j.HK''' (neutral)|{{Up}}{{hk}}|10|4|-|-|-|100|200|H|-|-|}} | |||
{{OSFIVFrameDataRow|Jumping Taunt|{{Up}}{{hp}}{{hk}}|14|until land|10 land|-6(0)|-4(2)|0|0|H|-|Active for entire jump duration; no longer makes jump floaty; puts airborne opponents into free juggle state; cannot hit some short crouching characters|}} | |||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow| | {{OSFIVFrameDataRow|Focus Attack Lv. 1|{{mp}}{{mk}}|10+11|2|35|-21|KD|80|150|M|Dash|KD Adv: +8; +26 after Forward Dash, +24 after Back Dash; Focus Dash is not cancellable into normals|}} | ||
{{OSFIVFrameDataRow| | {{OSFIVFrameDataRow|Focus Attack Lv. 2|{{mp}}{{mk}}|18+11|2|35|-15|crumple|80|150|M|Dash|Focus Dash is not cancellable into normals|}} | ||
{{OSFIVFrameDataRow|Focus Attack Lv. 3|{{mp}}{{mk}}|65|2|35|crumple|crumple|140|200|-|Dash|Unblockable|}} | |||
{{OSFIVFrameDataRow| | |||
{{ | |||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{ | {{OSFIVFrameDataRow|Gado Thrust<br>(Forward Throw)|{{lp}}{{lk}}|3|2|24|-|KD|160|200|T|-|KD Adv: +10|}} | ||
{{ | {{OSFIVFrameDataRow|Saikyo Haraigoshi<br>(Back Throw)|{{Left}}+{{lp}}{{lk}}|3|2|24|-|KD|160|200|T|-|KD Adv: +8|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{ | {{OSFIVFrameDataRow|LP Gadoken<br>(Fireball)|{{Qcf}}{{lp}}<br>236+LP|14|[8]|26|-2|4|50|50|M|Su|-|}} | ||
{{ | {{OSFIVFrameDataRow|MP Gadoken<br>(Fireball)|{{Qcf}}{{mp}}<br>236+MP|14|[10]|27|-3|3|50|50|M|Su|-|}} | ||
{{OSFIVFrameDataRow|HP Gadoken<br>(Fireball)|{{Qcf}}{{hp}}<br>236+HP|14|[15]|28|-4|2|50|50|M|Su|-|}} | |||
{{OSFIVFrameDataRow2|{{ex}} Gadoken<br>(Fireball)|{{Qcf}}{{2p}}<br>236+PP|14|[20]|26|3|6|40x2|50*30|M|FA|2 hits, useful in corner combos|}} | |||
{{OSFIVFrameDataRow|LP Koryuken<br>(Uppercut)|{{Dp}}{{lp}}<br>236+LP|4|13|15+11<br>land|-18|KD|130[50]|200[80]|M|Su*|'''1-2f full invuln, 3-16f lower body invuln, 3-4f throw invuln, ~31f airborne'''; Su/FA cancel on hit only (1st active frame), reduced damage/stun on later active frames; KD Adv: +40|}} | |||
{{OSFIVFrameDataRow| + Just Frame|{{Dp}}~{{lp}}<br>236~LP|7|5|19|-5|KD|80|100|M|Su|'''1-7f full invuln'''; shortest distance; must hit LP on the same frame as down+forward (cannot negative edge); can FADC on block; puts opponent into limited juggle state; KD Adv: +49|}} | |||
{{OSFIVFrameDataRow|MP Koryuken<br>(Uppercut)|{{Dp}}{{mp}}<br>236+MP|5|13|25+19<br>land|-36|KD|140[50]|200[80]|M|Su*|'''1-5f full invuln, 6-17f lower body invuln, ~31f airborne'''; Su/FA cancel on hit only (1st active frame), reduced damage/stun on later active frames; KD Adv: +22|}} | |||
{{OSFIVFrameDataRow| + Just Frame|{{Dp}}~{{mp}}<br>236~MP|9|5|20|-6|KD|80|100|M|Su|'''1-9f full invuln'''; medium distance; must hit MP on the same frame as down+forward (cannot negative edge); can FADC on block; puts opponent into limited juggle state; KD Adv: +48|}} | |||
{{OSFIVFrameDataRow|HP Koryuken<br>(Uppercut)|{{Dp}}{{hp}}<br>236+HP|7|13|28+19<br>land|-39|KD|150[50]|200[80]|M|Su*|'''1-7f full invuln, 8-19f lower body invuln, ~31f airborne'''; Su/FA cancel on hit only (1st active frame), reduced damage/stun on later active frames; KD Adv: +19|}} | |||
{{OSFIVFrameDataRow| + Just Frame|{{Dp}}~{{hp}}<br>236~HP|17|5|20|-6|KD|80|100|M|Su|'''1-17f full invuln'''; farthest distance; must hit HP on the same frame as down+forward (cannot negative edge); can FADC on block; puts opponent into limited juggle state; KD Adv: +48|}} | |||
{{OSFIVFrameDataRow2|{{ex}} Koryuken<br>(Uppercut)|{{Dp}}{{2p}}<br>623+PP|4|1*12|31+19<br>land|-41|KD|100*70|100*50|M|FA|'''1-16f full invuln, ~47f airborne'''; no Just Frame version (JF 623HP comes out if attempted with PPP); 2nd hit has juggle potential; KD Adv: +18|}} | |||
{{OSFIVFrameDataRow|LP Danretsuken<br>(Rapid Punches)|{{Qcb}}{{lp}}<br>214+LP|10|2<small>(2)</small>2<small>(3)</small>2|26|-9|KD|30x2*50|50x3|M|Su*|'''2-5f armor (1 hit)'''; Su/FA cancel on hit only; has juggle potential; most useful juggle after EX Danretsuken; KD Adv: +18|}} | |||
{{OSFIVFrameDataRow|MP Danretsuken<br>(Rapid Punches)|{{Qcb}}{{mp}}<br>214+MP|14|2<small>(2)</small>2<small>(3)</small><br>2<small>(21)</small>2|27|-10|KD|20x2*30*50|30x3*50|M|Su*|'''3-7f armor (1 hit)'''; Su/FA cancel on hit only; has juggle potential; on block, has interruptible 4f gap before final hit; KD Adv: +17|}} | |||
{{OSFIVFrameDataRow|HP Danretsuken<br>(Rapid Punches)|{{Qcb}}{{hp}}<br>214+HP|21|2<small>(2)</small>2<small>(3)</small><br>2<small>(19)</small>2|28|-11|KD|20x2*30*80|30x3*100|M|Su*|'''5-11f armor (1 hit)'''; Su/FA cancel on hit only; has juggle potential; on block, has interruptible 2f gap before final hit; KD Adv: +20|}} | |||
{{OSFIVFrameDataRow2|{{ex}} Danretsuken<br>(Rapid Punches)|{{Qcb}}{{2p}}<br>214+PP|14|2<small>(2)</small>*<br>[2<small>(3)</small>]x6*<br>2(13)2|26|-9|KD|90*50|90*100|M|FA*|'''1-9f armor (1 hit)'''; FA cancel on hit only; has juggle potential; puts opponent into limited juggle state; all hits are a true blockstring; KD Adv: +44|}} | |||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{ | {{OSFIVFrameDataRow|LK Dankukyaku<br>(Dan Kick)|{{Qcb}}{{lk}}<br>214+LK|17|7|11 land|-4(0)|KD|70|80|M|-|'''10-23f airborne; Armor Break'''; first 4 active frames cannot hit crouching opponents (0 vs. crouch block); can whiff over crouching opponents at close range; puts opponent into limited juggle state; KD Adv: +44|}} | ||
{{ | {{OSFIVFrameDataRow|MK Dankukyaku<br>(Dan Kick)|{{Qcb}}{{mk}}<br>214+MK|7|7<small>(6)</small>2|5+12<br>land|-5|KD|60x2|50*100|M|-|'''5-26f airborne; Armor Break'''; KD Adv: +32|}} | ||
{{ | {{OSFIVFrameDataRow|HK Dankukyaku<br>(Dan Kick)|{{Qcb}}{{hk}}<br>214+HK|10|3<small>(8)</small>2<small>(8)</small>4|1+15<br>land|-6|KD|50*30*100|50x2*100|M|-|'''7-35f airborne; Armor Break'''; can whiff on crouching opponents, especially in cancels; can hop over many fireballs during active frames; KD Adv: +31|}} | ||
{{ | {{OSFIVFrameDataRow2|{{ex}} Dankukyaku<br>(Dan Kick)|{{Qcb}}{{2k}}<br>214+KK|8|10|5+6<br>land|-9(0)|KD|40*<br>[40*100]|100*<br>[50x2]|M|-|'''4-22f airborne; Armor Break'''; transitions to [followup animation] on hit, much safer at longer range; has juggle potential; KD Adv: +11|}} | ||
{{OSFIVFrameDataRow|LK Air Dankukyaku<br>(Air Dan Kick)|Air {{Qcb}}{{lk}}<br>Air 214+LK|8|14|10 land|-7(2)|KD|60|100|M|-|If used early in jump, shortens jump arc; delays landing if used late; active frames end upon reaching ground; Height Restriction: 0.564 (4th jump frame); KD Adv: +38~50|}} | |||
{{OSFIVFrameDataRow|MK Air Dankukyaku<br>(Air Dan Kick)|Air {{Qcb}}{{mk}}<br>Air 214+MK|6|6<small>(6)</small>4|17 land|-16(-7)|KD|60x2|50*100|M|-|'''Armor Break'''; Height Restriction: 0.564 (4th jump frame); KD Adv: +18|}} | |||
{{OSFIVFrameDataRow|HK Air Dankukyaku<br>(Air Dan Kick)|Air {{Qcb}}{{hk}}<br>Air 214+HK|5|1<small>(9)</small>1<small>(10)</small>2|17 land|-6(-4)|KD|50x3|100x3|M|-|Puts opponent into limited juggle state, can followup near corner; Height Restriction: 0.564 (4th jump frame); KD Adv: +41~45|}} | |||
{{OSFIVFrameDataRow2|{{ex}} Air Dankukyaku<br>(Air Dan Kick)|Air {{Qcb}}{{2k}}<br>Air 214+KK|12|10|6 land|-2(5)|KD|40x2*100|100*50x2|M|-|'''Armor Break'''; angles forward like a divekick from any jump direction; active frames end upon reaching the ground; Height Restriction: 0.388 (3rd jump frame); if lowest possible active frame connects, opponent is popped up for a juggle and the followup hits do not occur; KD Adv: +18~67|}} | |||
{{OSFIVFrameDataRow|LK Saikyo Tenjinsai<br>(Command Throw)|{{360}}{{lk}}<br>360+LK|5|2|35|-|KD|170|150|T|-|Side switch, shortest range; KD Adv: +6|}} | |||
{{OSFIVFrameDataRow|MK Saikyo Tenjinsai<br>(Command Throw)|{{360}}{{mk}}<br>360+MK|7|2|34|-|KD|170|150|T|-|Side switch, medium range; KD Adv: +6|}} | |||
{{OSFIVFrameDataRow|HK Saikyo Tenjinsai<br>(Command Throw)|{{360}}{{hk}}<br>360+HK|9|2|34|-|KD|170|150|T|-|Side switch, longest meterless range; KD Adv: +6|}} | |||
{{OSFIVFrameDataRow2|{{ex}} Saikyo Tenjinsai<br>(Command Throw)|{{360}}{{2k}}<br>360+KK|5|2|35|-|KD|180|150|T|-|Side switch, longest range; KD Adv: +6|}} | |||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{ | {{OSFIVFrameDataRow|Hissho Buraiken<br>(Super)|{{Qcb}}{{Qcb}}{{P}}<br>214214+P|1+3|2<small>(7)</small>2<small>(11)</small>2<small>(7)</small>2<small>(7)</small><br>2<small>(8)</small>2<small>(8)</small>2<small>(5)</small>2<small>(11)</small><br>[2<small>(8)</small>]x6*2<small>(9)</small>2<small>(7)</small>2|18|1|KD|390|-|M|-|'''1-14f full invuln; Armor Break'''; 162f from beginning to end of active frames; has some juggle potential but will drop many hits; KD Adv: +76; Dmg Distribution: 15x18*120|}} | ||
{{ | {{OSFIVFrameDataRow2|Legendary Taunt<br>(Super)|{{Qcf}}{{Qcf}}{{Hp}}{{Hk}}<br>236236+HP+HK|1+0|-|397|-|-|-|-|-|Ultra|Can cancel into either Ultra before the final jump animation; essentially a 4-bar FADC into Ultra|}} | ||
{{ | |||
{{ | {{OSFIVFrameDataRow|Shisso Buraiken<br>(Ultra 1)|{{Qcb}}{{Qcb}}{{3p}}<br>214214+PPP|0+10|12|64|-55|KD|465|-|M|-|'''1-10f full invuln'''; does not break armor; attempting to buffer as a reversal from blockstun results in Pushblock unless input with negative edge; KD Adv: +1|}} | ||
{{OSFIVFrameDataRow|Haoh Gadoken<br>(Ultra 2)|{{Qcf}}{{Qcf}}{{3k}}<br>236236+KKK|0+15|22|120|-85|KD|368<br>[218]|-|M|-|'''1-8f full invuln'''; 6 hit projectile, has juggle potential, [less damage vs. airborne opponents]; KD Adv: +11; Dmg Distribution: 60x5*68 [Air: 30x5*68]|}} | |||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
|- | |- | ||
|} | |} | ||
== Combos == | == Combos == | ||
Line 137: | Line 182: | ||
{{Navbox- | {{Navbox-OSFIV}} | ||
[[Category:Ultra Street Fighter IV]] | [[Category:Ultra Street Fighter IV]] |
Latest revision as of 22:19, 17 December 2022

Dan
In a nutshell
(Intro paragraph to describe overall gameplay)
Notable Changes from USF4 to Omega
- General/Movement Changes:
- Forward Dash: 1f faster (19f > 18f)
- Can now be cancelled into normals (except after Focus Attack + Dash)
- Throw: slightly shorter range
- Saikyoryu Defense - Pushes opponent away by inputting PPP while blocking
- Forward Dash: 1f faster (19f > 18f)
- Normal Move Changes:
- Command Normal Changes:
- Kachiwari Chop (6MP) - new attack, Overhead
- Taunt Changes:
- Crouching Taunt: Super cancellable, puts airborne opponents into juggle state
- Jumping Taunt: Puts opponent into free juggle state on hit
- Special Move Changes:
- Super/Ultra Changes:
- Moves with ending Input Buffer:
- Close ; Far ;
Character Specific Data
Dan
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 900 | ||
WALKING | |||||
Forward Walk Speed: | 0.040 | Back Walk Speed: | 0.030 | ||
JUMPING | |||||
Jump Total Frames: | 4+36+4 | Jump Distance: | 2.0 Forward, 1.92 Back | ||
DASHING | |||||
Forward Dash Frames: | 18 | Forward Dash Distance: | 1.46 | ||
Back Dash Frames: | 26 | Back Dash Distance: | 1.40 | ||
FA + Forward Dash Frames: | 18 | FA + Back Dash Frames: | 20 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-24 | FA + Back Dash Airborne: | 0 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | -3 | Lv1 FA + Back Dash (Block): | -5 | ||
Lv2 FA + Forward Dash (Block): | +3 | Lv2 FA + Back Dash (Block): | +1 |
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP (Close) | cl. ![]() |
3 | 2 | 5 | 4 | 7 | 25 | 50 | M | Ch Sp Su | - |
5MP (Close) | cl. ![]() |
5 | 2 | 17 | 2 | 8 | 75 | 100 | M | Sp Su | - |
5HP (Close) | cl. ![]() |
6 | 8 | 14 | -4 | 1 | 85 | 150 | M | Sp Su | Forces stand; can whiff at its max proximity range |
5LK (Close) | cl. ![]() |
4 | 1 | 5 | 5 | 8 | 25 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
6 | 2*2 | 14 | -2 | 1 | 60*20 | 80*20 | M | Sp Su | 2 hits, both cancellable; 1st hit forces stand, 2nd hit can whiff on short crouch blocking characters |
5HK (Close) | cl. ![]() |
8 | 2 | 14 | 2 | 6 | 75 | 150 | M | Su | Has the AE2012 animation (4HK in USF4) |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP (Far) | far. ![]() |
4 | 1 | 6 | 4 | 7 | 25 | 50 | M | Ch Sp Su | Whiffs on short crouching characters |
5MP (Far) | far. ![]() |
6 | 2 | 12 | 0 | 3 | 70 | 100 | M | Sp Su | - |
5HP (Far) | far. ![]() |
9 | 2 | 19 | -3 | 1 | 110 | 200 | M | - | - |
5LK (Far) | far. ![]() |
5 | 2 | 9 | 0 | 3 | 35 | 50 | M | Su | - |
5MK (Far) | far. ![]() |
6 | 1*3 | 13 | -2 | 1 | 30*70 | 50*100 | M | Sp Su / - | 2 hits, only 1st is cancellable; if 1st hit connects, 2nd hit can whiff on short crouch blocking characters |
5HK (Far) | far. ![]() |
11 | 2 | 16 | 0 | 4 | 100 | 200 | M | - | - |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 | 1 | 7 | 3 | 6 | 25 | 50 | M | Ch Sp Su | - |
2MP | ![]() ![]() |
5 | 2 | 10 | 2 | 5 | 60 | 100 | M | Sp Su | - |
2HP | ![]() ![]() |
6 | 4 | 18 | -4 | 1 | 80 | 150 | M | Sp Su | Forces stand; final 2 active frames hit directly above Dan |
2LK | ![]() ![]() |
4 | 2 | 9 | 0 | 3 | 20 | 50 | L | Ch Sp Su | - |
2MK | ![]() ![]() |
7 | 2 | 12 | 0 | 3 | 65 | 100 | L | Sp Su | - |
2HK | ![]() ![]() |
10 | 2 | 22 | -6 | KD | 100 | 150 | L | - | KD Adv: +18 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Kachiwari Chop (Overhead) |
![]() ![]() |
17 | 2 | 23 | -7 | -3 | 80 | 100 | H | - | - |
Crouching Taunt | ![]() ![]() ![]() |
8 | 16 | 13 | -17 | -14 | 0 | 0 | M | Su | Has juggle potential, puts airborne opponents into limited juggle state; can be used to stabilize Super juggles without additional scaling |
Saikyoryu Defense (Pushblock) |
Block + ![]() |
- | - | 18 | - | - | - | - | - | - | Input during blockstun; activates after blockstop has finished; has 1 hit of armor until end of recovery; Dan slides backwards unless cornered, opponent's position is unaffected; can be used to get punishes on specific blockstrings that are otherwise safe |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
4 | 7 | - | - | - | 45 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
7 | 5 | - | - | - | 75 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
7 | 4 | - | - | - | 95 | 200 | H | - | - |
j.LK (angled) | ![]() ![]() |
4 | 7 | - | - | - | 40 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
7 | 5 | - | - | - | 70 | 100 | H | - | Crossup |
j.HK (angled) | ![]() ![]() |
9 | 5 | - | - | - | 100 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
4 | 7 | - | - | - | 45 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
8 | 6 | - | - | - | 75[25] | 100[50] | H | - | [refers to final 3 active frames] |
j.HP (neutral) | ![]() ![]() |
9 | 4 | - | - | - | 90 | 200 | H | - | KD vs. airborne opponents |
j.LK (neutral) | ![]() ![]() |
4 | 8 | - | - | - | 40 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
7 | 5 | - | - | - | 75 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
10 | 4 | - | - | - | 100 | 200 | H | - | - |
Jumping Taunt | ![]() ![]() ![]() |
14 | until land | 10 land | -6(0) | -4(2) | 0 | 0 | H | - | Active for entire jump duration; no longer makes jump floaty; puts airborne opponents into free juggle state; cannot hit some short crouching characters |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Focus Attack Lv. 1 | ![]() ![]() |
10+11 | 2 | 35 | -21 | KD | 80 | 150 | M | Dash | KD Adv: +8; +26 after Forward Dash, +24 after Back Dash; Focus Dash is not cancellable into normals |
Focus Attack Lv. 2 | ![]() ![]() |
18+11 | 2 | 35 | -15 | crumple | 80 | 150 | M | Dash | Focus Dash is not cancellable into normals |
Focus Attack Lv. 3 | ![]() ![]() |
65 | 2 | 35 | crumple | crumple | 140 | 200 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Gado Thrust (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 160 | 200 | T | - | KD Adv: +10 |
Saikyo Haraigoshi (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 160 | 200 | T | - | KD Adv: +8 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Gadoken (Fireball) |
![]() ![]() 236+LP |
14 | [8] | 26 | -2 | 4 | 50 | 50 | M | Su | - |
MP Gadoken (Fireball) |
![]() ![]() 236+MP |
14 | [10] | 27 | -3 | 3 | 50 | 50 | M | Su | - |
HP Gadoken (Fireball) |
![]() ![]() 236+HP |
14 | [15] | 28 | -4 | 2 | 50 | 50 | M | Su | - |
![]() (Fireball) |
![]() ![]() 236+PP |
14 | [20] | 26 | 3 | 6 | 40x2 | 50*30 | M | FA | 2 hits, useful in corner combos |
LP Koryuken (Uppercut) |
![]() ![]() 236+LP |
4 | 13 | 15+11 land |
-18 | KD | 130[50] | 200[80] | M | Su* | 1-2f full invuln, 3-16f lower body invuln, 3-4f throw invuln, ~31f airborne; Su/FA cancel on hit only (1st active frame), reduced damage/stun on later active frames; KD Adv: +40 |
+ Just Frame | ![]() ![]() 236~LP |
7 | 5 | 19 | -5 | KD | 80 | 100 | M | Su | 1-7f full invuln; shortest distance; must hit LP on the same frame as down+forward (cannot negative edge); can FADC on block; puts opponent into limited juggle state; KD Adv: +49 |
MP Koryuken (Uppercut) |
![]() ![]() 236+MP |
5 | 13 | 25+19 land |
-36 | KD | 140[50] | 200[80] | M | Su* | 1-5f full invuln, 6-17f lower body invuln, ~31f airborne; Su/FA cancel on hit only (1st active frame), reduced damage/stun on later active frames; KD Adv: +22 |
+ Just Frame | ![]() ![]() 236~MP |
9 | 5 | 20 | -6 | KD | 80 | 100 | M | Su | 1-9f full invuln; medium distance; must hit MP on the same frame as down+forward (cannot negative edge); can FADC on block; puts opponent into limited juggle state; KD Adv: +48 |
HP Koryuken (Uppercut) |
![]() ![]() 236+HP |
7 | 13 | 28+19 land |
-39 | KD | 150[50] | 200[80] | M | Su* | 1-7f full invuln, 8-19f lower body invuln, ~31f airborne; Su/FA cancel on hit only (1st active frame), reduced damage/stun on later active frames; KD Adv: +19 |
+ Just Frame | ![]() ![]() 236~HP |
17 | 5 | 20 | -6 | KD | 80 | 100 | M | Su | 1-17f full invuln; farthest distance; must hit HP on the same frame as down+forward (cannot negative edge); can FADC on block; puts opponent into limited juggle state; KD Adv: +48 |
![]() (Uppercut) |
![]() ![]() 623+PP |
4 | 1*12 | 31+19 land |
-41 | KD | 100*70 | 100*50 | M | FA | 1-16f full invuln, ~47f airborne; no Just Frame version (JF 623HP comes out if attempted with PPP); 2nd hit has juggle potential; KD Adv: +18 |
LP Danretsuken (Rapid Punches) |
![]() ![]() 214+LP |
10 | 2(2)2(3)2 | 26 | -9 | KD | 30x2*50 | 50x3 | M | Su* | 2-5f armor (1 hit); Su/FA cancel on hit only; has juggle potential; most useful juggle after EX Danretsuken; KD Adv: +18 |
MP Danretsuken (Rapid Punches) |
![]() ![]() 214+MP |
14 | 2(2)2(3) 2(21)2 |
27 | -10 | KD | 20x2*30*50 | 30x3*50 | M | Su* | 3-7f armor (1 hit); Su/FA cancel on hit only; has juggle potential; on block, has interruptible 4f gap before final hit; KD Adv: +17 |
HP Danretsuken (Rapid Punches) |
![]() ![]() 214+HP |
21 | 2(2)2(3) 2(19)2 |
28 | -11 | KD | 20x2*30*80 | 30x3*100 | M | Su* | 5-11f armor (1 hit); Su/FA cancel on hit only; has juggle potential; on block, has interruptible 2f gap before final hit; KD Adv: +20 |
![]() (Rapid Punches) |
![]() ![]() 214+PP |
14 | 2(2)* [2(3)]x6* 2(13)2 |
26 | -9 | KD | 90*50 | 90*100 | M | FA* | 1-9f armor (1 hit); FA cancel on hit only; has juggle potential; puts opponent into limited juggle state; all hits are a true blockstring; KD Adv: +44 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LK Dankukyaku (Dan Kick) |
![]() ![]() 214+LK |
17 | 7 | 11 land | -4(0) | KD | 70 | 80 | M | - | 10-23f airborne; Armor Break; first 4 active frames cannot hit crouching opponents (0 vs. crouch block); can whiff over crouching opponents at close range; puts opponent into limited juggle state; KD Adv: +44 |
MK Dankukyaku (Dan Kick) |
![]() ![]() 214+MK |
7 | 7(6)2 | 5+12 land |
-5 | KD | 60x2 | 50*100 | M | - | 5-26f airborne; Armor Break; KD Adv: +32 |
HK Dankukyaku (Dan Kick) |
![]() ![]() 214+HK |
10 | 3(8)2(8)4 | 1+15 land |
-6 | KD | 50*30*100 | 50x2*100 | M | - | 7-35f airborne; Armor Break; can whiff on crouching opponents, especially in cancels; can hop over many fireballs during active frames; KD Adv: +31 |
![]() (Dan Kick) |
![]() ![]() 214+KK |
8 | 10 | 5+6 land |
-9(0) | KD | 40* [40*100] |
100* [50x2] |
M | - | 4-22f airborne; Armor Break; transitions to [followup animation] on hit, much safer at longer range; has juggle potential; KD Adv: +11 |
LK Air Dankukyaku (Air Dan Kick) |
Air ![]() ![]() Air 214+LK |
8 | 14 | 10 land | -7(2) | KD | 60 | 100 | M | - | If used early in jump, shortens jump arc; delays landing if used late; active frames end upon reaching ground; Height Restriction: 0.564 (4th jump frame); KD Adv: +38~50 |
MK Air Dankukyaku (Air Dan Kick) |
Air ![]() ![]() Air 214+MK |
6 | 6(6)4 | 17 land | -16(-7) | KD | 60x2 | 50*100 | M | - | Armor Break; Height Restriction: 0.564 (4th jump frame); KD Adv: +18 |
HK Air Dankukyaku (Air Dan Kick) |
Air ![]() ![]() Air 214+HK |
5 | 1(9)1(10)2 | 17 land | -6(-4) | KD | 50x3 | 100x3 | M | - | Puts opponent into limited juggle state, can followup near corner; Height Restriction: 0.564 (4th jump frame); KD Adv: +41~45 |
![]() (Air Dan Kick) |
Air ![]() ![]() Air 214+KK |
12 | 10 | 6 land | -2(5) | KD | 40x2*100 | 100*50x2 | M | - | Armor Break; angles forward like a divekick from any jump direction; active frames end upon reaching the ground; Height Restriction: 0.388 (3rd jump frame); if lowest possible active frame connects, opponent is popped up for a juggle and the followup hits do not occur; KD Adv: +18~67 |
LK Saikyo Tenjinsai (Command Throw) |
![]() ![]() 360+LK |
5 | 2 | 35 | - | KD | 170 | 150 | T | - | Side switch, shortest range; KD Adv: +6 |
MK Saikyo Tenjinsai (Command Throw) |
![]() ![]() 360+MK |
7 | 2 | 34 | - | KD | 170 | 150 | T | - | Side switch, medium range; KD Adv: +6 |
HK Saikyo Tenjinsai (Command Throw) |
![]() ![]() 360+HK |
9 | 2 | 34 | - | KD | 170 | 150 | T | - | Side switch, longest meterless range; KD Adv: +6 |
![]() (Command Throw) |
![]() ![]() 360+KK |
5 | 2 | 35 | - | KD | 180 | 150 | T | - | Side switch, longest range; KD Adv: +6 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Hissho Buraiken (Super) |
![]() ![]() ![]() 214214+P |
1+3 | 2(7)2(11)2(7)2(7) 2(8)2(8)2(5)2(11) [2(8)]x6*2(9)2(7)2 |
18 | 1 | KD | 390 | - | M | - | 1-14f full invuln; Armor Break; 162f from beginning to end of active frames; has some juggle potential but will drop many hits; KD Adv: +76; Dmg Distribution: 15x18*120 |
Legendary Taunt (Super) |
![]() ![]() ![]() ![]() 236236+HP+HK |
1+0 | - | 397 | - | - | - | - | - | Ultra | Can cancel into either Ultra before the final jump animation; essentially a 4-bar FADC into Ultra |
Shisso Buraiken (Ultra 1) |
![]() ![]() ![]() 214214+PPP |
0+10 | 12 | 64 | -55 | KD | 465 | - | M | - | 1-10f full invuln; does not break armor; attempting to buffer as a reversal from blockstun results in Pushblock unless input with negative edge; KD Adv: +1 |
Haoh Gadoken (Ultra 2) |
![]() ![]() ![]() 236236+KKK |
0+15 | 22 | 120 | -85 | KD | 368 [218] |
- | M | - | 1-8f full invuln; 6 hit projectile, has juggle potential, [less damage vs. airborne opponents]; KD Adv: +11; Dmg Distribution: 60x5*68 [Air: 30x5*68] |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Confirms:
- Dmg/St --
Punishes:
- Dmg/St --
Counterhit Confirms:
Ultra Setups:
Useful Info
Reversals:
Anti-Airs:
Anti-Focus:
Anti-Projectile:
Juggles:
Miscellaneous: