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==Special Moves== | ==Special Moves== | ||
Reppu Zan | |||
qcf + P | |||
Reppu | Double Reppu | ||
qcf, qcf + P | |||
Kou Ryuu Ha | |||
f, d, df + P | |||
Kou Ryuu Ha Follow Up | |||
f, d, df + P | |||
Air Kou Ryuu Ha | |||
f, d, df + P in air | |||
Dragon Flight Drop | |||
hcb + HP when in air | |||
Nin Pou Hou Rin Kyaku | |||
qcb + K | |||
Kou Ryuu Ha | |||
Follow Up f, d, df + P | |||
==Super Moves== | ==Super Moves== | ||
Exploding Atomic Crash | |||
hcb, ub + HP | |||
Fireball Slug Trick | |||
qcb, qcb, qcb + HP+LK | |||
=Combos= | =Combos= | ||
=Frame Data= | =Frame Data= | ||
Far LP: 4f, +6 on standing block, +7 on crouch block, +6 on standing hit, +8 on crouching hit | |||
Far MP: 7f, +6 on standing block, +7 on crouching block, +6 on standing hit, +7 on crouching hit | |||
Far HP: 6f, -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit | |||
Standing LK: 6f, +6 on block, +5 on standing hit, +4 on crouching hit | |||
Far MK: 7f, +1 on standing block, +2 on crouch block, +4 on standing hit, +2 on crouching hit | |||
Far HK: 7f, -2 on standing block, +0 on crouch block, +3 on standing hit, +4 on crouching hit | |||
Close LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit | |||
Close MP: 5f, +2 on standing hit, +3 on crouching hit | |||
Close HP: 4f, +0 on standing block, +2 on crouch block, +1 on standing hit, -2 on crouching hit | |||
Close MK: 5f, +1 on standing block, +2 on crouch block, +4 on standing hit, +2 on crouching hit | |||
Close HK: 11f, +3 on standing block, +5 on crouch block, +8 on standing hit, +9 on crouching hit | |||
Close f/b+HK: 7f, -11 on standing block, -9 on crouch block, -6 on standing hit, -5 on crouching hit | |||
Crouching LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit | |||
Crouching MP: 7f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit | |||
Crouching HP: 9f, -3 on standing block, -1 on crouch block, +5 on hit | |||
Crouching LK: 4f, +7 on block, +6 on standing hit, +5 on crouching hit | |||
Crouching MK: 4f, +3 on block, +5 on standing hit, +3 on crouching hit | |||
Crouching HK: 6f, -2 on block | |||
Jumping LP: 5f | |||
Neutral Jumping LP: 5f | |||
Jumping MP: 4f | |||
Neutral Jumping MP: 5f | |||
Jumping HP: 5f | |||
Neutral Jumping HP: 5f | |||
Jumping LK: 7f | |||
Jumping MK: 4f | |||
Neutral Jumping MK: 7f | |||
Jumping HK: 4-5f | |||
Neutral Jumping HK: 6f | |||
Dashing LP: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +5 on crouching hit | |||
Dashing MP: 7f, +6 on standing block, +7 on crouch block, +6 on standing hit, +7 on crouching hit | |||
Dashing HP: 6f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit | |||
Dashing LK: 6f, +3 on block, +2 on standing hit, +1 on crouching hit | |||
Dashing MK: 7f, +0 on standing block, +1 on crouch block, +3 on standing hit, +1 on crouching hit | |||
Dashing HK: 11f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit | |||
Dashing d+LP: 4f, +2 on standing block, +3 on crouching block, +2 on standing hit, +1 on crouching hit | |||
Dashing d+MP: 7f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit | |||
Dashing d+HP: 9f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit | |||
Dashing d+LK: 4f, +4 on block, +3 on standing hit, +2 on crouching hit | |||
Dashing d+MK: 4f, +2 on block, +4 on standing hit, +2 on crouching hit | |||
Dashing d+HK: 6f, -2 on block | |||
ABC: 20f | |||
f+ABC: 20f | |||
b+ABC: 22f | |||
d+ABC: 32f | |||
qcf+LP: 10f, -16 or better on standing block, -15 or better on crouch block, -16 or better on standing hit, -15 or better on crouching hit | |||
qcf+MP: 12f, -13 or better on standing block, -12 or better on crouch block, -13 or better on standing hit, -12 or better on crouching hit | |||
qcf+HP: 16f, -10 or better on standing block, -9 or better on crouch block, -10 or better on standing hit, -9 or better on crouching hit | |||
qcfx2+LP: 30f, -12 or better on standing block, -11 or better on crouch block, -12 or better on standing hit, -11 or better on crouching hit | |||
qcfx2+MP: 30f, -10 or better on standing block, -9 or better on crouch block, -10 or better on standing hit, -9 or better on crouching hit | |||
qcfx2+HP: 33f, -7 or better on standing block, -6 or better on crouch block, -7 or better on standing hit, -6 or better on crouching hit | |||
dp+LP: 10f, -30 on standing block, -29 on crouch block | |||
dp+MP: 10f, -38 on standing block, -37 on crouch block | |||
dp+HP: 10f, -51 on standing block, -50 on crouch block | |||
dp+LP in air: 2f, -29 to -26 on block | |||
dp+MP in air: 2f, -41 to -38 on block | |||
dp+HP in air: 2f, -54 to -51 on block | |||
qcb+LK: 21-65f depending on distance, -9 or worse on standing block, -8 or worse on crouch block, -17 or worse on standing hit, -15 or worse on crouching hit | |||
qcb+MK: 21-65f depending on distance, -9 or worse on standing block, -8 or worse on crouch block, -17 or worse on standing hit, -15 or worse on crouching hit | |||
qcb+HK: 16-56f depending on distance, -9 or worse on standing block, -8 or worse on crouch block, -17 or worse on standing hit, -15 or worse on crouching hit | |||
d/f,d,d/b+HP in air: 1f | |||
qcf+LP w/ full meter: 10f, -5 or better on standing block, -4 or better on crouch block, -5 or better on standing hit, -4 or better on crouching hit | |||
qcf+MP w/ full meter: 12f, -3 or better on standing block, -2 or better on crouch block, -3 or better on standing hit, -2 or better on crouching hit | |||
qcf+HP w/ full meter: 15f, -2 or better on standing block, -1 or better on crouch block, -2 or better on standing hit, -1 or better on crouching hit | |||
qcfx2+LP w/ full meter: 14f, -8 or better on standing block, -7 or better on crouch block, -8 or better on standing hit, -7 or better on crouching hit | |||
qcfx2+MP w/ full meter: 18f, -7 or better on standing block, -6 or better on crouch block, -7 or better on standing hit, -6 or better on crouching hit | |||
qcfx2+HP w/ full meter: 22f, -6 or better on standing block, -5 or better on crouch block, -6 or better on standing hit, -5 or better on crouching hit | |||
hcb,u/b+HP: 56f, -26 on standing block, -24 on crouch block | |||
qcbx3+ABC: 30f, -13 or better on standing block, -12 or better on crouch block | |||
hcb,u/b+HP w/ full meter: 56f, -26 on standing block, -24 on crouch block | |||
qcbx3+ABC w/ full meter: 29f, +27 or better on standing block, +28 or better on crouch block | |||
=Strategies= | =Strategies= | ||
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[[World Heroes Perfect | |||
{{Template:World Heroes Perfect}} | |||
[[Category:World Heroes Perfect]] |
Latest revision as of 22:58, 25 June 2024
Introduction
Fuuma may end up #2, honestly - he has NO truly bad matchups as far as we can tell. We thought he was trash when starting out, because he does no real damage, but his strengths don't become apparent until you play a variety of matchups with him. He has the same double jump as Hanzou, plus a wall jump, so he mainly wants to fight you in the air. His DP is better than Hanzou's, as it hits behind him and thus can stop crossups. His ABC moves are feints, too slow to be useful as cancels but noticeable enough to actually fake people out. His EX isn't particularly good, but his supers sure are; the giant fireball does nice chip, and the dive can cross you up while you're blocking it. The final bit of goodness is his air-to-ground throw, performed with a shortened HCB motion (stop at d/b) and HP. This basically makes every single jump of his into a souped-up Akuma demon flip, which forces the opponent into a difficult guessing game - one they can't even DP out of, thanks to the double-jump!
Moves List
Normal Moves
Command Normals
Normal Throws
Special Moves
Reppu Zan qcf + P
Double Reppu qcf, qcf + P
Kou Ryuu Ha f, d, df + P Kou Ryuu Ha Follow Up f, d, df + P Air Kou Ryuu Ha f, d, df + P in air
Dragon Flight Drop hcb + HP when in air
Nin Pou Hou Rin Kyaku qcb + K
Kou Ryuu Ha Follow Up f, d, df + P
Super Moves
Exploding Atomic Crash hcb, ub + HP
Fireball Slug Trick qcb, qcb, qcb + HP+LK
Combos
Frame Data
Far LP: 4f, +6 on standing block, +7 on crouch block, +6 on standing hit, +8 on crouching hit
Far MP: 7f, +6 on standing block, +7 on crouching block, +6 on standing hit, +7 on crouching hit
Far HP: 6f, -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit
Standing LK: 6f, +6 on block, +5 on standing hit, +4 on crouching hit
Far MK: 7f, +1 on standing block, +2 on crouch block, +4 on standing hit, +2 on crouching hit
Far HK: 7f, -2 on standing block, +0 on crouch block, +3 on standing hit, +4 on crouching hit
Close LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit
Close MP: 5f, +2 on standing hit, +3 on crouching hit
Close HP: 4f, +0 on standing block, +2 on crouch block, +1 on standing hit, -2 on crouching hit
Close MK: 5f, +1 on standing block, +2 on crouch block, +4 on standing hit, +2 on crouching hit
Close HK: 11f, +3 on standing block, +5 on crouch block, +8 on standing hit, +9 on crouching hit
Close f/b+HK: 7f, -11 on standing block, -9 on crouch block, -6 on standing hit, -5 on crouching hit
Crouching LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Crouching MP: 7f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit
Crouching HP: 9f, -3 on standing block, -1 on crouch block, +5 on hit
Crouching LK: 4f, +7 on block, +6 on standing hit, +5 on crouching hit
Crouching MK: 4f, +3 on block, +5 on standing hit, +3 on crouching hit
Crouching HK: 6f, -2 on block
Jumping LP: 5f Neutral Jumping LP: 5f Jumping MP: 4f Neutral Jumping MP: 5f Jumping HP: 5f Neutral Jumping HP: 5f Jumping LK: 7f Jumping MK: 4f Neutral Jumping MK: 7f Jumping HK: 4-5f Neutral Jumping HK: 6f
Dashing LP: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +5 on crouching hit Dashing MP: 7f, +6 on standing block, +7 on crouch block, +6 on standing hit, +7 on crouching hit Dashing HP: 6f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit Dashing LK: 6f, +3 on block, +2 on standing hit, +1 on crouching hit Dashing MK: 7f, +0 on standing block, +1 on crouch block, +3 on standing hit, +1 on crouching hit Dashing HK: 11f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit Dashing d+LP: 4f, +2 on standing block, +3 on crouching block, +2 on standing hit, +1 on crouching hit Dashing d+MP: 7f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit Dashing d+HP: 9f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit Dashing d+LK: 4f, +4 on block, +3 on standing hit, +2 on crouching hit Dashing d+MK: 4f, +2 on block, +4 on standing hit, +2 on crouching hit Dashing d+HK: 6f, -2 on block
ABC: 20f f+ABC: 20f b+ABC: 22f d+ABC: 32f
qcf+LP: 10f, -16 or better on standing block, -15 or better on crouch block, -16 or better on standing hit, -15 or better on crouching hit qcf+MP: 12f, -13 or better on standing block, -12 or better on crouch block, -13 or better on standing hit, -12 or better on crouching hit qcf+HP: 16f, -10 or better on standing block, -9 or better on crouch block, -10 or better on standing hit, -9 or better on crouching hit
qcfx2+LP: 30f, -12 or better on standing block, -11 or better on crouch block, -12 or better on standing hit, -11 or better on crouching hit qcfx2+MP: 30f, -10 or better on standing block, -9 or better on crouch block, -10 or better on standing hit, -9 or better on crouching hit qcfx2+HP: 33f, -7 or better on standing block, -6 or better on crouch block, -7 or better on standing hit, -6 or better on crouching hit
dp+LP: 10f, -30 on standing block, -29 on crouch block dp+MP: 10f, -38 on standing block, -37 on crouch block dp+HP: 10f, -51 on standing block, -50 on crouch block
dp+LP in air: 2f, -29 to -26 on block dp+MP in air: 2f, -41 to -38 on block dp+HP in air: 2f, -54 to -51 on block
qcb+LK: 21-65f depending on distance, -9 or worse on standing block, -8 or worse on crouch block, -17 or worse on standing hit, -15 or worse on crouching hit qcb+MK: 21-65f depending on distance, -9 or worse on standing block, -8 or worse on crouch block, -17 or worse on standing hit, -15 or worse on crouching hit qcb+HK: 16-56f depending on distance, -9 or worse on standing block, -8 or worse on crouch block, -17 or worse on standing hit, -15 or worse on crouching hit
d/f,d,d/b+HP in air: 1f
qcf+LP w/ full meter: 10f, -5 or better on standing block, -4 or better on crouch block, -5 or better on standing hit, -4 or better on crouching hit qcf+MP w/ full meter: 12f, -3 or better on standing block, -2 or better on crouch block, -3 or better on standing hit, -2 or better on crouching hit qcf+HP w/ full meter: 15f, -2 or better on standing block, -1 or better on crouch block, -2 or better on standing hit, -1 or better on crouching hit
qcfx2+LP w/ full meter: 14f, -8 or better on standing block, -7 or better on crouch block, -8 or better on standing hit, -7 or better on crouching hit qcfx2+MP w/ full meter: 18f, -7 or better on standing block, -6 or better on crouch block, -7 or better on standing hit, -6 or better on crouching hit qcfx2+HP w/ full meter: 22f, -6 or better on standing block, -5 or better on crouch block, -6 or better on standing hit, -5 or better on crouching hit
hcb,u/b+HP: 56f, -26 on standing block, -24 on crouch block qcbx3+ABC: 30f, -13 or better on standing block, -12 or better on crouch block
hcb,u/b+HP w/ full meter: 56f, -26 on standing block, -24 on crouch block qcbx3+ABC w/ full meter: 29f, +27 or better on standing block, +28 or better on crouch block