Ultra Street Fighter IV/Abel: Difference between revisions

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{{TOClimit|2}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
 
{{USFIVHeader}}
{{USFIVCharacterHeader|Abel|Abel|
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.
|
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.}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=Keoma+Abel+USF4 Keoma] (BR), [http://www.youtube.com/results?search_query=801+Strider+Abel+USF4 801 Strider] (US), [http://www.youtube.com/results?search_query=Shiro+Abel+USF4 Shiro] (JP)
 
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Abel/Omega|Click for Omega SF4 version]]
 
== Ultra SFIV Changes ==
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Abel Abel SF4 Changelist]
 
== Character Specific Data ==
Abel{{USFIVCharacterData|1050|1050|75%|0.035|0.03|1.76|40 (4+36)|2.10|1.92|1.42[1.41]|16|0.75|25|8|10|7|0.91|0.91|31|21|Close HK (5~6f), Second Mid, Finish Mid, Wheel Kick, EX Wheel Kick|Crouch LK, Crouch HK, Second Low, Finish Low|Crouch HK, Tornado Throw, Falling Sky, EX Falling Sky|Finish Mid, Finish Low, Wheel Kick, EX Wheel Kick, Heartless, Soulless|21|30|65|0|-9|+6|-3|Close HP, Crouch HP (1st Hit), Change of Direction, Second Low|}}


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
Line 360: Line 342:
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}


==The Basics==
==Combos==
==Strategy==
==Matchups==
{{#vardefine:player|Abel}}<!--
--->{{#vardefine:spacing|-0.75em}}<!--
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Abel (Mirror)</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    = Abel
| icon        =Abel
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Adon</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Adon
| icon        =Adon
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Akuma/Gouki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Akuma
| icon        =Akuma
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Balrog/Boxer</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Balrog
| icon        =Balrog
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Blanka</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Blanka
| icon        =Blanka
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">C. Viper</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =C. Viper
| icon        =CViper
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cammy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cammy
| icon        =Cammy
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Chun-Li</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Chun-Li
| icon        =ChunLi
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cody</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cody
| icon        =Cody
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dan
| icon        =Dan
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Decapre</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Decapre
| icon        =Decapre
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dee Jay</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Deejay
| icon        =DeeJay
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dhalsim</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dhalsim
| icon        =Dhalsim
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dudley</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dudley
| icon        =Dudley
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">E. Honda</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =E. Honda
| icon        =EHonda
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">El Fuerte</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =El Fuerte
| icon        =ElFuerte
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Elena</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Elena
| icon        =Elena
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Evil Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Evil Ryu
| icon        =Evil_Ryu
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Fei Long</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Fei Long
| icon        =FeiLong
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gen</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gen
| icon        =Gen
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gouken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gouken
| icon        =Gouken
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guile</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guile
| icon        =Guile
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guy
| icon        =Guy
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hakan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hakan
| icon        =Hakan
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hugo</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hugo
| icon        =Hugo
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ibuki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ibuki
| icon        =Ibuki
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Juri</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Juri
| icon        =Juri
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ken
| icon        =Ken
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">M. Bison/Dictator</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =M. Bison
| icon        =MBison
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Makoto</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Makoto
| icon        =Makoto
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Oni</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Oni
| icon        =Oni
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Poison</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Poison
| icon        =Poison
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rolento</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rolento
| icon        =Rolento
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rose</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rose
| icon        =Rose
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rufus</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rufus
| icon        =Rufus
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ryu
| icon        =Ryu
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sagat</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sagat
| icon        =Sagat
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sakura</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sakura
| icon        =Sakura
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Seth</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Seth
| icon        =Seth
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">T. Hawk</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =T. Hawk
| icon        =THawk
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Vega/Claw</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Vega
| icon        =Vega
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yang</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yang
| icon        =Yang
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yun</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yun
| icon        =Yun
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Zangief</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Zangief
| icon        =Zangief
| favorability =
| data        =
}}</div>


==Frame Data==
==Frame Data==
Line 892: Line 425:
|}
|}


=====Notes=====


{{Navbox-USFIV}}
{{Navbox-USFIV}}
[[Category:Abel]]
[[Category:Ultra Street Fighter IV]]
[[Category:Ultra Street Fighter IV]]

Latest revision as of 11:18, 28 June 2025

Introduction

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.

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.

Pick if you like: Avoid if you dislike:


Players to Watch

Keoma (BR), 801 Strider (US), Shiro (JP)

Omega SF4 version

Ultra SFIV Changes

Abel SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




Abel
USFIV Abel Portrait.png
Vitals
HP 1050
Stun 1050
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.035
Backward Walk Speed 0.03
Forward Dash Speed 16
Back Dash Speed 25
Forward Dash Distance 1.42(1.41)
Back Dash Distance 0.75
Back Dash Invuln 8
Back Dash Airborne 10
Back Dash Ground Recovery 7
Jumping
Jump Speed 4+36
Jump Apex 1.76
Forward Jump Distance 2.10
Backward Jump Distance 1.92
Throws
Forward Throw Range 0.91
Back Throw Range 0.91
Wake-up Timing
Face Up 31
Face Down 21

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 Lp.png 25*15 30*20 20*20 HL ch/sp/su*su 4 3(8)3 11 -3 0
Close MP Close Mp.png 50*30 50*50 40*20 HL sp/su*su 5 3(8)2 14 -2 4
Close HP Close Hp.png 80*30 100*100 60*20 HL sp/su*su 4 3(8)2 20 -4 0
Close LK Close Lk.png 30 50 20 HL - 5 2 9 0 3
Close MK Close Mk.png 70 100 40 HL sp/su 7 2 16 -4 -1
Close HK Close Hk.png 100[70] 150[50] 60[20] HL[H] - 6 6 16 -4[+1] 0[+2]
Far LP Far Lp.png 30 50 20 HL ch/su 5 2 6 3 6
Far MP Far Mp.png 80 100 40 HL su 5 6 11 -3 0
Far HP Far Hp.png 130 200 60 HL - 12 3 17 -2 2
Far LK Far Lk.png 40 50 20 HL - 5 3 8 0 3
Far MK Far Mk.png 80 100 40 HL - 8 3 15 -4 -1
Far HK Far Hk.png 100 200 60 HL - 13 3 18 -3 1
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 5 2 6 3 6
Crouch MP Crouch Mp.png 70 100 40 HL sp/su 7 3 10 1 4
Crouch HP Crouch Hp.png 70*40 100*50 60*20 HL sp/su 8 2*2 22 -6 -
Crouch LK Crouch Lk.png 20 50 20 L ch/sp/su 5 3 7 1 4
Crouch MK Crouch Mk.png 70 100 40 HL sp/su 8 5 13 -4 -1
Crouch HK Crouch Hk.png 100 200 60 L sp/su 11 3 25 -10 -
Forward Kick Step Kick
Right.gif+Mk.png
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 Lp.png 50 50 20 H - 5 4 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 6 - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 5 4 - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 5 8 - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 4 6 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 5 4 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 5 8 - - -
Angled Jump MP Angled Jump Mp.png 80 100 40 H - 5 10 - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 5 8 - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 4 5 - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 5 6 - - -
Angled Jump HK Angled Jump Hk.png 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 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+12 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 -15 -
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 0.915 - 3 2 20 - -
Pincer Throw Back Throw 130 140 40 0.915 - 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 Lp.png 30 50 20/30 HL su 14 3 25 -3 2
Change of Direction Mp.png 35 50 20/30 HL su 16 3 25 -3 2
Change of Direction Hp.png 40 50 20/30 HL su 17 3 25 -3 2
EX Change of Direction Change of Direction Ex.png 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[-5]
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 Lk.png 120 200 30/40 H - 20 7 2+19 -10 -5
Wheel Kick Mk.png 140 200 30/40 H - 24 7 2+20 -11 -6
Wheel Kick Hk.png 160 200 30/40 H - 27 7 1+22 -12 -7
EX Wheel Kick Wheel Kick Ex.png 60*120 100*100 -250/0 H -- 17 7*3 2+19 -6 0
Marseilles Roll Marseilles Roll Lk.png - - 20/- - See Notes - - Total 27 - -
Marseilles Roll Mk.png - - 20/- - See Notes - - Total 30 - -
Marseilles Roll Hk.png - - 20/- - See Notes - - Total 32 - -
EX Marseilles Roll Marseilles Roll Ex.png - - -250/- - See Notes - - Total 32 - -
Falling Sky Falling Sky Lp.png 0*140 100 30/0*100 - - 5 2 31 - -
Falling Sky Mp.png 0*150 150 30/0*100 - - 6 4 31 - -
Falling Sky Hp.png 0*160 200 30/0*100 - - 9 6 31 - -
EX Falling Sky Falling Sky Ex.png 0*160 150 -250/0 - - 6 3 31 - -
Tornado Throw Tornado Throw Lp.png 160 100 30/80 1.33 - 5 2 51 - -
Tornado Throw Mp.png 180 150 30/80 1.13 - 5 2 45 - -
Tornado Throw Hp.png 200 200 30/80 0.93 - 5 2 39 - -
EX Tornado Throw Tornado Throw Ex.png 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 Lp.png 0*335 0 -1000/0 HL - 1+5 4 39 -32 -
Super Combo Mp.png 0*335 0 -1000/0 HL - 1+5 4 39 -32 -
Super Combo Hp.png 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 - 0+13 2 46 -30 -
Breathless Ultra Combo 2 431 0 0/0 2.92 - 0+10 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

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Forward Kick

Step Kick f + mk

~~ Uses and Strategies ~~

Step Kick is a great poke. It can be dash-cancelled on hit or block, leaving you +4 or +1 respectively. On hit you can combo into cl.HP, and on block you’re a grappler in your opponent’s face with plus frames.

Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Drop Throw

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Pincer Throw

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Change of Direction

Change of Direction qcf + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Second Mid

Second Mid f + p Perform after Change of Direction

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Second Low

Second Low f + k Perform after Change of Direction

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Finish Mid

Finish Mid f + P.png armorbreak Perform after Second Mid or Second Low

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Finish Low

Finish Low f + K.png armorbreak Perform after Second Mid or Second Low

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Wheel Kick

Wheel Kick qcb + K.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Marseilles Roll

Roll qcf + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Falling Sky

Falling Sky dp + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tornado Throw

Tornado Throw hcb + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Heartless

Super Combo qcf Qcf.png + P.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Soulless

Ultra Combo I qcf Qcf.png + 3p.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Breathless

Ultra Combo II qcf Qcf.png + 3k Hold 3k.png to delay; Cancel during delay with p

~~ Uses and Strategies ~~

(No uses/strategies)


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 Lp.png 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 Mp.png 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 Hp.png 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 Lk.png 30 50 20 HL - 5 2 9 15 0 3 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 70 100 40 HL sp/su 7 2 16 24 -4 -1 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 100[70] 150[50] 60[20] HL[H] - 6 6 16 27 -4[+1] 0[+2] 18 22[20] Active frames 1~4F cannot hit crouching, [] refers to active frames 5~6F [5~6F]: Forces stand [5~6F]: Forces stand Reset Reset - - - - - - -
Far LP Far Lp.png 30 50 20 HL ch/su 5 2 6 12 3 6 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 80 100 40 HL su 5 6 11 21 -3 0 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 130 200 60 HL - 12 3 17 31 -2 2 18 22 Reset Reset - - - - - - -
Far LK Far Lk.png 40 50 20 HL - 5 3 8 15 0 3 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 80 100 40 HL - 8 3 15 25 -4 -1 14 17 Cannot hit crouching Reset Reset - - - - - - -
Far HK Far Hk.png 100 200 60 HL - 13 3 18 33 -3 1 17 21 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 5 2 6 12 3 6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 70 100 40 HL sp/su 7 3 10 19 1 4 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 70*40 100*50 60*20 HL sp/su 8 2*2 22 33 -6 - 18 - [1st hit] Forces Stand, [2nd hit] Free Juggle [1st hit] Forces Stand, [2nd hit] Free Juggle [1st Hit] Reset, [2nd Hit] Free Juggle [1st Hit] Reset, [2nd Hit] Free Juggle - - - - - - -
Crouch LK Crouch Lk.png 20 50 20 L ch/sp/su 5 3 7 14 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 70 100 40 HL sp/su 8 5 13 25 -4 -1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 100 200 60 L sp/su 11 3 25 38 -10 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Forward Kick Step Kick
Right.gif+Mk.png
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 Lp.png 50 50 20 H - 5 4 - 8 - - Reset Reset - - - Lower Body: 1~8F - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 6 - 10 - - Reset Reset - - - Lower Body: 1~10F - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 5 4 - 8 - - Reset Reset - - - Lower Body: 1~8F - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 5 8 - 12 - - Reset Reset - - - Lower Body: 1~4F - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 4 6 - 9 - - Reset Reset - - - Lower Body: 1~9F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 5 4 - 8 - - Reset Reset - - - Lower Body: 1~8F - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 5 8 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Angled Jump MP Angled Jump Mp.png 80 100 40 H - 5 10 - 14 - - Reset Reset - - - Lower Body: 1~14F - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 5 8 - 12 - - Reset Reset - - - Lower Body: 1~12F - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 4 5 - 8 - - Reset Reset - - - Lower Body: 1~8F - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 5 6 - 10 - - Reset Reset - - - Lower Body: 1~4F - - -
Angled Jump HK Angled Jump Hk.png 110 200 60 H - 5 5 - 9 - - Reset Reset - - - Lower Body: 1~10F - - -
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 16 16 Range 1.94 - Crumple Soft Knockdown Soft Knockdown 1~11F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+12 2 35 66 -15 - 22 - Range 1.94 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - - - Range 1.94, Cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 57 -21 -21 16 16 Range 1.94, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block - Crumple Soft Knockdown Soft Knockdown 1~11F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+12 2 35 66 -15 - 22 - Range 1.94, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 65 2 35 101 - - - - Range 1.94, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 57 -15 - 22 - Range 1.94, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block 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 0.915 - 3 2 20 24 - - - - Opponent gets up 68F after throw recovers X Hard Knockdown - - - - - - - - - -
Pincer Throw Back Throw 130 140 40 0.915 - 3 2 20 24 - - - - Opponent gets up 57F after throw recovers 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
Change of Direction Change of Direction Lp.png 30 50 20/30 HL su 14 3 25 41 -3 2 25 30 25~26F can cancel into followup, 20 meter gained on block Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - -
Change of Direction Mp.png 35 50 20/30 HL su 16 3 25 43 -3 2 25 30 27~28F can cancel into followup, 20 meter gained on block Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - -
Change of Direction Hp.png 40 50 20/30 HL su 17 3 25 44 -3 2 25 30 28~29F can cancel into followup, 20 meter gained on block Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - -
EX Change of Direction Change of Direction Ex.png 40 50 -250/0 HL su 13 3 25 40 -3 2 25 30 24~25F can cancel into followup, Opponent gains 15 meter on hit, 10 on block Forces stand Forces stand Soft Knockdown Soft Knockdown 1~15f - - - - - -
Second Mid Second Mid 40 50 10/20 H - 15 4 28 46 -9 -4[-5] 23 27[28] [] refers to vs crouching, 30~31f can cancel into followup - - - - - - -
Second Low Second Low 50 50 20/30 L su 22 4 24 49 -5 5 23 33 38~39f can cancel into followup - - - - - - -
Finish Mid Finish Mid 100 50 10/30 H - 10 2 44 55 -35 - 11 - Opponent gets up 43F after throw recovers, builds 20 meter on block X Hard Knockdown Hard Knockdown - - - - - - -
Finish Low Finish Low 150 100 30/30 L - 17 2 53 71 -44 - 11 - Opponent gets up 70F after throw recovers, builds 20 meter on block X Hard Knockdown Hard Knockdown - - - - - - -
Wheel Kick Wheel Kick Lk.png 120 200 30/40 H - 20 7 2+19 47 -10 -5 18 23 X Forces stand Forces stand Soft Knockdown Soft Knockdown - - Lower body: 1~26F Lower body: 1~26F - 11F~ -
Wheel Kick Mk.png 140 200 30/40 H - 24 7 2+20 52 -11 -6 18 23 X Forces stand Forces stand Soft Knockdown Soft Knockdown - - Lower body: 1~30F Lower body: 1~30F - 14F~ -
Wheel Kick Hk.png 160 200 30/40 H - 27 7 1+22 56 -12 -7 18 23 X Forces stand Forces stand Soft Knockdown Soft Knockdown - - Lower body: 1~32F Lower body: 1~32F - 15F~ -
EX Wheel Kick Wheel Kick Ex.png 60*120 100*100 -250/0 H -- 17 7*3 2+19 47 -6 0 17 23 Opponent gains 20*10 meter on hit X Forces stand Forces stand Soft Knockdown Soft Knockdown - - Lower body: 1~26F All: 1~26F - 11F~ JP: 0*1
Marseilles Roll Marseilles Roll Lk.png - - 20/- - See Notes - - Total 27 27 - - - - 5~23F can pass through opponent, inputting super at any point during the move cause it to come out on the frame the move recovers, Distance traveled: 1.74 - - - - - - All: 5~23F All: 5~26F - - -
Marseilles Roll Mk.png - - 20/- - See Notes - - Total 30 30 - - - - 5~25F can pass through opponent, inputting super at any point during the move cause it to come out on the frame the move recovers, Distance traveled: 2.05 - - - - - - All: 5~25F All: 5~29F - - -
Marseilles Roll Hk.png - - 20/- - See Notes - - Total 32 32 - - - - 5~27F can pass through opponent, inputting super at any point during the move cause it to come out on the frame the move recovers, Distance traveled: 2.88 - - - - - - All: 5~27F All: 5~31F - - -
EX Marseilles Roll Marseilles Roll Ex.png - - -250/- - See Notes - - Total 32 32 - - - - 5~27F can pass through opponent, Distance traveled: 2.88 - - - - - - All: 1~32F All: 1~32F - - -
Falling Sky Falling Sky Lp.png 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 Mp.png 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 Hp.png 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.png 0*160 150 -250/0 - - 6 3 31 39 - - - - Cannot hit grounded opponents, opponent gets up 59F after throw recovers, Opponent gains 50 meter on hit - - [2nd Hit]: Hard Knockdown [2nd Hit]: Hard Knockdown - - All: 1~5F, Upper Body: 6~8F - - - -
Tornado Throw Tornado Throw Lp.png 160 100 30/80 1.33 - 5 2 51 57 - - - - Opponent gets up 51F after throw recovers X Hard Knockdown - - - - - - - 1~6F - -
Tornado Throw Mp.png 180 150 30/80 1.13 - 5 2 45 51 - - - - Opponent gets up 51F after throw recovers X Hard Knockdown - - - - - - - 1~6F - -
Tornado Throw Hp.png 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.png 200 150 -250/0 1.27 - 5 2 54 60 - - - - Opponent gets up 49F after throw recovers, Opponent gains 40 meter on hit 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 Lp.png 0*335 0 -1000/0 HL - 1+5 4 39 48 -32 - 11 - Opponent gains 20x6 meter on hit, 5 on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1F All: 2~6F - - - -
Super Combo Mp.png 0*335 0 -1000/0 HL - 1+5 4 39 48 -32 - 11 - Opponent gains 20x6 meter on hit, 5 on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1F - - 2~6F - -
Super Combo Hp.png 0*335 0 -1000/0 HL - 1+5 4 39 48 -32 - 11 - Opponent gains 20x6 meter on hit, 5 on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1F - All: 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 - 0+13 2 46 61 -30 - 18 - Opponent gets up 57F after throw recovers, Opponent gains 20x9 meter on hit, 5 on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4F Upper body: 5~14f All: 5~14F 5~14F - JP: 1
Breathless Ultra Combo 2 431 0 0/0 2.92 - 0+10 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, Opponent gains 2x5 meter on hit X Hard Knockdown - - - 1~3F or until button release All: 1F All: 6F after button release - 1~3F or until button release - -
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


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