Ultra Street Fighter IV/Dudley: Difference between revisions

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{{USFIV Char Subnav|chara=Dudley}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
{{TOClimit|2}}
 
{{USFIVHeader}}
{{USFIVCharacterHeader|Dudley|Dudley|
Dudley grew up in the life of luxury, but his family's fortune was lost by his father's poor business decisions.  Thus, Dudley spent a lot of time in the professional boxing circuit, and managed to work his fortunes back up.  Now, Dudley is back to living a life of luxury and has everything he's ever wanted... except for one thing: his father's prize sports car.  The search for the car has led Dudley into the world of Street Fighting and, given his past, Dudley is all too happy to partake in the fights with various opponents, all of whom he has extreme respect for.
|
Someone once described Dudley as "Zangief, but with combos." And that is exactly what he is. Dudley has to work to get inside his opponent's space, but once he does, that is where Dudely truly shines. Because everything can lead into a comboed EX Machine Gun Punch, whether it's a low hitting Crouching Light Kick or the quick Overhead of Towards Hard Kick, the pressure Dudley can sustain on an opponent is nigh overwhelming, and a dizzy is almost guaranteed after two mix-ups, making Dudley truly a terror once he gets in. However, making sure you land those combos will take a lot of practice time in Training Mode, so get good at your links!}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=Smug+Dudley+USF4 Smug] (US)
 
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Dudley/Omega|Click for Omega SF4 version]]
 
 
== Ultra SFIV Changes ==
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Dudley Dudley SF4 Changelist]
 
== Character Specific Data ==
Dudley{{USFIVCharacterData|1050|1050|75%|0.05|0.04|1.44|40 (4+36)|1.57|1.22|1.35|19|1.14|25|7|11|7|0.92|0.92|31|21|Dart Shot|Crouch LK, Crouch MK, Crouch HK|Crouch MK, Dart Shot (vs. Air), EX Short Swing Blow (3rd Hit), Thunder Bolt, EX Thunder Bolt|Ducking Straight, Corkscrew Cross|21|29|65|-3|-9|+3|-3|Stand HP, Step Straight, Dart Shot, Target Combo 5 (Last Hit), Target Combo 7 (Last 2 Hits), Target Combo 8 (Last 2 Hits), Ducking Straight, Ducking Upper, LK/MK/HK Short Swing Blow|}}
 


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
Line 522: Line 501:


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

Latest revision as of 12:25, 28 June 2025

Introduction

Dudley grew up in the life of luxury, but his family's fortune was lost by his father's poor business decisions. Thus, Dudley spent a lot of time in the professional boxing circuit, and managed to work his fortunes back up. Now, Dudley is back to living a life of luxury and has everything he's ever wanted... except for one thing: his father's prize sports car. The search for the car has led Dudley into the world of Street Fighting and, given his past, Dudley is all too happy to partake in the fights with various opponents, all of whom he has extreme respect for.

Someone once described Dudley as "Zangief, but with combos." And that is exactly what he is. Dudley has to work to get inside his opponent's space, but once he does, that is where Dudely truly shines. Because everything can lead into a comboed EX Machine Gun Punch, whether it's a low hitting Crouching Light Kick or the quick Overhead of Towards Hard Kick, the pressure Dudley can sustain on an opponent is nigh overwhelming, and a dizzy is almost guaranteed after two mix-ups, making Dudley truly a terror once he gets in. However, making sure you land those combos will take a lot of practice time in Training Mode, so get good at your links!

Pick if you like: Avoid if you dislike:


Players to Watch

Smug (US)


Ultra SFIV Changes

Dudley 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)




Dudley
USFIV Dudley Portrait.png
Vitals
HP 1000
Stun 1050
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.05
Backward Walk Speed 0.04
Forward Dash Speed 19
Back Dash Speed 25
Forward Dash Distance 1.35
Back Dash Distance 1.14
Back Dash Invuln 7
Back Dash Airborne 11
Back Dash Ground Recovery 7
Jumping
Jump Speed 4+36
Jump Apex 1.44
Forward Jump Distance 1.57
Backward Jump Distance 1.22
Throws
Forward Throw Range 0.92
Back Throw Range 0.92
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
Stand LP Stand Lp.png 20 50 20 HL ch/sp/su 3 2 6 3 6
Stand MP Stand Mp.png 60 100 40 HL sp/su 4 2 9 3 6
Stand HP Stand Hp.png 130 200 60 HL su 6 6 16 -4 0
Stand LK Stand Lk.png 40 50 20 HL sp/su 5 2 10 -1 2
Stand MK Stand Mk.png 65 100 40 HL - 6 5 10 -1 2
Stand HK Stand Hk.png 80 160 60 HL sp/su 4 3 15 0 2
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 2 7 2 5
Crouch MP Crouch Mp.png 60 100 40 HL sp/su 5 2 11 1 4
Crouch HP Crouch Hp.png 120 200 60 HL - 8 4 15 -1 4
Crouch LK Crouch Lk.png 30 50 20 L sp/su 4 4 6 1 4
Crouch MK Crouch Mk.png 70 100 40 L - 7 6 15 -7 -
Crouch HK Crouch Hk.png 100 120 60 L - 14 4 22 -8 -
Slipping LP Right.gif+Lp.png 25 50 20 HL sp/su 5 2 10 -1 2
Stomach Blow Right.gif+Mp.png 80 100 40 HL - 7 4 10 0 3
Kidney Blow Right.gif+Mk.png 100 100 40 HL - 8 2 9 3 5[6]
Step Straight Right.gif+Hp.png 130 200 60 HL su 13 7 13 -2 2
Dart Shot Right.gif+Hk.png 80 100 60 H su 15 4 15 -1 4
Target Combo 1 Right.gif+Lp.png > Mp.png 40 50 40 HL sp/su 4 2 14 -2 1
Target Combo 2 Down.gif+Lk.png > Mk.png 40 50 40 HL sp/su 4 3 13 -2 1
Target Combo 3 Right.gif+Hk.png > Mk.png 40 50 40 HL - 4 4 13 -3 0
Target Combo 4 Lp.png > Mp.png 40 50 40 HL - 4 2 11 1 4
Target Combo 4 Lp.png > Mp.png > Mk.png 30 50 40 HL sp/su 4 3 13 -2 1
Target Combo 5 Mp.png or Right.gif+Mk.png > Mk.png 40 50 40 HL - 4 3 13 -2 1
Target Combo 5 Mp.png or Right.gif+Mk.png > Mk.png > Hp.png 40 50 60 HL su 4 3 17 -2 3
Target Combo 6 Down.gif+Lk.png > Down.gif+Mp.png 40 50 40 HL - 4 2 16 -4 1
Target Combo 6 Down.gif+Lk.png > Down.gif+Mp.png > Down.gif+Hp.png 40*47 50*50 50*70 HL - 4 1*3 16 -1 4
Target Combo 7 Mk.png > Hk.png 50 50 60 HL - 4 3 16 1 3
Target Combo 7 Mk.png > Hk.png > Hp.png 20*20 50*50 50*70 HL su 4 1*3 16 -1 4
Target Combo 8 Lk.png > Mk.png 40 50 40 HL - 4 3 13 -2 4
Target Combo 8 Lk.png > Mk.png > Mp.png 30 50 40 HL - 4 2 12 1 3
Target Combo 8 Lk.png > Mk.png > Mp.png > Hp.png 20*20 50*50 50*90 HL su 4 1*3 16 -1 4
Victory Rose Victory Rose 1 0 0 HL su 24 55 37 - 13
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 40 50 20 H - 4 5 - - -
Neutral Jump MP Neutral Jump Mp.png 70 100 40 H - 5 5 - - -
Neutral Jump HP Angled Jump Hp.png 120 200 60 H - 6 4 - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 4 10 - - -
Neutral Jump MK Neutral Jump Mk.png 60 100 40 H - 5 8 - - -
Neutral Jump HK Neutral Jump Hk.png 90 200 60 H - 11 5 - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 4 8 - - -
Angled Jump MP Angled Jump Mp.png 70 100 40 H - 5 5 - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 6 4 - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 4 16 - - -
Angled Jump MK Angled Jump Mk.png 60 100 40 H - 5 12 - - -
Angled Jump HK Angled Jump Hk.png 110 200 60 H - 9 10 - - -
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 -20 -20
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 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 -20 -20
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 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
Kidney Crusher Forward Throw 140 160 40 0.92 - 3 2 20 - -
Dynamite Throw Back Throw 140 100 40 0.92 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Jet Upper Jet Upper Lp.png 120[80] 150[100] 30/40 HL su 5 7 17+9 -12 -
Jet Upper Mp.png 140[100] 170[100] 30/40 HL su 5 14 17+12 -22 -
Jet Upper Hp.png 100*60[70] 150*50 30/20x2 HL su 3 2*18 18+12 -32 -
EX Jet Upper Jet Upper Ex.png 100*80 150*50 -250/0 HL su 4 2*18 20+12 -29 -
Machine Gun Blow Machinegun Blow Lp.png 20x2*50 25x2*50 10/10x3 HL - 9 2(5)2(10)4 20 -2 2
Machinegun Blow Mp.png 20x3*60 25x3*75 15/10x4 HL - 16 2(5)2(5)
2(10)4
21 -4 1
Machinegun Blow Hp.png 20x5*30 25x5*75 20/10x6 HL - 18 2(5)2(5)
2(5)2(5)
2(6)4
22 -5 0
EX Machine Gun Blow Machinegun Blow Ex.png 15x6*30 20x6*30 -250/0 HL - 18 2(5)2(5)
2(5)2(5)
2(6)4(7)4
20 -8 -
Cross Counter Cross Counter Lp.png Damage Absorbed + 60 100 10/30 - - 3 69 21 - -
Cross Counter Mp.png Damage Absorbed + 60 100 10/30 - - 3 49 21 - -
Cross Counter Hp.png Damage Absorbed + 60 100 10/30 - - 3 29 21 - -
EX Cross Counter Cross Counter Ex.png Damage Absorbed + 50*50*50 50*100x2 -250/0 - - 3 29 21 - -
LK Swing Blow Short Swing Blow Lk.png 120 200 20/30 HL su 18 3 20 -2 2
Short Swing Blow Mk.png 140 200 20/30 HL su 21 3 22 -4 2
Short Swing Blow Hk.png 160 200 20/30 HL su 24 3 22 -4 2
EX Swing Blow Short Swing Blow Ex.png 50x3 50x2*100 -25 HL su 20 2(6)3(12)2 29 -2 -
Duck Duck Lk.png - - 10/- - su - - Total 20 - -
Duck Mk.png - - 10/- - su - - Total 21 - -
Duck Hk.png - - 10/- - su - - Total 25 - -
EX Duck Duck Ex.png - - -250/0 - su - - Total 17 - -
Ducking Straight Ducking Straight 100 200 5/40 HL su 5 3 23 -5 2
Ducking Upper Ducking Upper 60*60 150*50 5/30*20 HL su 3 1*2 25 -6 2
Thunder Bolt Thunder Bolt Lp.png 40*60 100*100 20/20x2 HL su 38 3*2 41 -22 -
Thunder Bolt Mp.png 50*70 100*100 20/20x2 HL su 38 3*2 41 -22 -
Thunder Bolt Hp.png 60*80 100*100 20/20x2 HL su 38 3*2 41 -22 -
EX Thunder Bolt Thunder Bolt Ex.png 20x4*90 30x4*100 -250/0 HL su 34 2x4*1 41 -21 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Rocket Upper Super Combo 50*30*40*
30*40*
15x10*50
0 -1000/0 HL - 1+2 3*5(22)
3*9(39)
3*3*{2*1}x5
21+17 -35 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Rolling Thunder Ultra Combo 1 45x5*15x6
*185
0 0/0 HL - 0+8 3(8)3(10)
3(8)3(10)
3(12)1*3
35 -17 -
Corkscrew Blow Ultra Combo 2 54x6[440] 0 0/0 HL - 0+8 24 48 -27 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Normals

  Name Nickname Command Notes
File:No image.png

Stand LP

Stand Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MP

Stand Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HP

Stand Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand LK

Stand Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MK

Stand Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HK

Stand Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Toward Normals

  Name Nickname Command Notes
File:No image.png

Slipping Jab

Toward Jab f + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stomach Blow

Toward Strong f + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Step Straight

Toward Fierce f + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kidney Blow

Toward Forward f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Dart Shot

Overhead f + 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

Diagonal Jump Fierce ub / Uf.png + 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

Target Combo 1

Target Combo 1 f + Lp.png ---.png mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 2

Target Combo 2 d + Lk.png ---.png mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 3

Target Combo 3 f + Hk.png ---.png mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 4

Target Combo 4 lp ---.png mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 4

Target Combo 4 lp ---.png Mp.png ---.png mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 5

Target Combo 5 mp or F.png + Mk.png ---.png mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 5

Target Combo 5 mp or F.png + Mk.png ---.png Mk.png ---.png hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 6

Target Combo 6 d + Lk.png ---.png D.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 6

Target Combo 6 d + Lk.png ---.png D.png + Mp.png ---.png D.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 7

Target Combo 7 mk ---.png hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 7

Target Combo 7 mk ---.png Hk.png ---.png hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 8

Target Combo 8 lk ---.png mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 8

Target Combo 8 lk ---.png Mk.png ---.png mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 8

Target Combo 8 lk ---.png Mk.png ---.png Mp.png ---.png hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Victory Rose

Victory Rose d + Hp.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)

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

Kidney Crusher

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

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Dynamite Throw

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Jet Upper

Jet Upper dp + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Machine Gun Blow

Machine Gun Blow hcf + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Cross Counter

Cross Counter hcb + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Short Swing Blow

Short Swing Blow hcb + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Duck

Ducking hcf + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Ducking Straight

Ducking Straight p armorbreak Perform after Duck

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Ducking Upper

Ducking Upper k Perform after Duck

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Thunder Bolt

Thunder Bolt d (charge) U.png + K.png ex Can be Ex.png Focus Canceled on whiff

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Rocket Upper

Super Combo qcf Qcf.png + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Rolling Thunder

Ultra Combo I qcf Qcf.png + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Corkscrew Cross

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

~~ 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
Stand LP Stand Lp.png 20 50 20 HL ch/sp/su 3 2 6 10 3 6 11 14 Reset Reset - - - - - - -
Stand MP Stand Mp.png 60 100 40 HL sp/su 4 2 9 14 3 6 14 17 Reset Reset - - - - - - -
Stand HP Stand Hp.png 130 200 60 HL su 6 6 16 27 -4 0 18 22 Reset Reset - - - - - - -
Stand LK Stand Lk.png 40 50 20 HL sp/su 5 2 10 16 -1 2 11 14 Reset Reset - - - - - - -
Stand MK Stand Mk.png 65 100 40 HL - 6 5 10 20 -1 2 14 17 Forces stand Forces stand Reset Reset - - - - - - -
Stand HK Stand Hk.png 80 160 60 HL sp/su 4 3 15 21 0 2 18 20 [Counter-hit] +7 hit advantage, last active frame cannot be special or super canceled Forces stand Forces stand Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 2 7 11 2 5 11 14 Cannot chain into Towards LP Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 60 100 40 HL sp/su 5 2 11 17 1 4 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 120 200 60 HL - 8 4 15 26 -1 4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 30 50 20 L sp/su 4 4 6 13 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 70 100 40 L - 7 6 15 27 -7 - 14 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Crouch HK Crouch Hk.png 100 120 60 L - 14 4 22 39 -8 - 18 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
Slipping LP Right.gif+Lp.png 25 50 20 HL sp/su 5 2 10 16 -1 2 11 14 Reset Reset - - - - - - -
Stomach Blow Right.gif+Mp.png 80 100 40 HL - 7 4 10 20 0 3 14 17 Reset Reset - - - - - - -
Kidney Blow Right.gif+Mk.png 100 100 40 HL - 8 2 9 18 3 5[6] 14 16[17] [] refers to vs crouching Reset Reset - - - - - - -
Step Straight Right.gif+Hp.png 130 200 60 HL su 13 7 13 32 -2 2 18 22 Soft Knockdown Soft Knockdown - - - - - - -
Dart Shot Right.gif+Hk.png 80 100 60 H su 15 4 15 33 -1 4 18 23 [Counter-hit] No additional frame advantage Hard Knockdown Hard Knockdown - - - - - - JP: 1
Target Combo 1 Right.gif+Lp.png > Mp.png 40 50 40 HL sp/su 4 2 14 19 -2 1 14 17 Reset Reset - - - - - - -
Target Combo 2 Down.gif+Lk.png > Mk.png 40 50 40 HL sp/su 4 3 13 19 -2 1 14 17 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 3 Right.gif+Hk.png > Mk.png 40 50 40 HL - 4 4 13 20 -3 0 14 17 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 4 Lp.png > Mp.png 40 50 40 HL - 4 2 11 16 1 4 14 17 Reset Reset - - - - - - -
Target Combo 4 Lp.png > Mp.png > Mk.png 30 50 40 HL sp/su 4 3 13 19 -2 1 14 17 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 5 Mp.png or Right.gif+Mk.png > Mk.png 40 50 40 HL - 4 3 13 19 -2 1 14 17 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 5 Mp.png or Right.gif+Mk.png > Mk.png > Hp.png 40 50 60 HL su 4 3 17 23 -2 3 18 23 Reset Reset - - - - - - -
Target Combo 6 Down.gif+Lk.png > Down.gif+Mp.png 40 50 40 HL - 4 2 16 21 -4 1 14 19 Reset Reset - - - - - - -
Target Combo 6 Down.gif+Lk.png > Down.gif+Mp.png > Down.gif+Hp.png 40*47 50*50 50*70 HL - 4 1*3 16 23 -1 4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 7 Mk.png > Hk.png 50 50 60 HL - 4 3 16 22 1 3 20 22 Reset Reset - - - - - - -
Target Combo 7 Mk.png > Hk.png > Hp.png 20*20 50*50 50*70 HL su 4 1*3 16 23 -1 4 18 23 Reset Reset - - - - - - -
Target Combo 8 Lk.png > Mk.png 40 50 40 HL - 4 3 13 19 -2 4 14 20 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 8 Lk.png > Mk.png > Mp.png 30 50 40 HL - 4 2 12 17 1 3 15 17 Reset Reset - - - - - - -
Target Combo 8 Lk.png > Mk.png > Mp.png > Hp.png 20*20 50*50 50*90 HL su 4 1*3 16 23 -1 4 19 24 Reset Reset - - - - - - -
Victory Rose Victory Rose 1 0 0 HL su 24 55 37 60 - 13 Strike hitbox Reset Reset - - - - - - JP: 1
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 40 50 20 H - 4 5 - 8 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Mp.png 70 100 40 H - 5 5 - 9 - - Reset Reset - - - - - - -
Neutral Jump HP Angled Jump Hp.png 120 200 60 H - 6 4 - 9 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 4 10 - 13 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Mk.png 60 100 40 H - 5 8 - 12 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Hk.png 90 200 60 H - 11 5 - 15 - - Soft Knockdown Soft Knockdown - - - - - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 4 8 - 11 - - Reset Reset - - - - - - -
Angled Jump MP Angled Jump Mp.png 70 100 40 H - 5 5 - 9 - - Reset Reset - - - - - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 6 4 - 9 - - Reset Reset - - - - - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 4 16 - 19 - - Reset Reset - - - - - - -
Angled Jump MK Angled Jump Mk.png 60 100 40 H - 5 12 - 16 - - Reset Reset - - - - - - -
Angled Jump HK Angled Jump Hk.png 110 200 60 H - 9 10 - 18 - - Soft Knockdown Soft 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
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -20 -20 17 17 Range: 2.1 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.1 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - - - Range: 2.1, 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 -20 -20 17 17 Range: 2.1, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 65 -15 - 22 - Range: 2.1, 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: 2.1, 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: 2.1, 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
Kidney Crusher Forward Throw 140 160 40 0.92 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Dynamite Throw Back Throw 140 100 40 0.92 - 3 2 20 24 - - 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
Jet Upper Jet Upper Lp.png 120[80] 150[100] 30/40 HL su 5 7 17+9 37 -12 - 21 - [] refers to active frames 3~7 - - - - 1~7F 7F~ -
Jet Upper Mp.png 140[100] 170[100] 30/40 HL su 5 14 17+12 47 -22 - 21 - [] refers to active frames 3~14 - - - - 1~7F 7F~ -
Jet Upper Hp.png 100*60[70] 150*50 30/20x2 HL su 3 2*18 18+12 68 -32 - 16 - [] refers to 2nd hit active frames 2~18 - - - - 1~6F 6F~ 2nd Hit JP: 1
EX Jet Upper Jet Upper Ex.png 100*80 150*50 -250/0 HL su 4 2*18 20+12 71 -29 - 21 - opponent gains 20*10 meter on hit - All: 1~5F - - - 6F~ 2nd Hit JP: 1
Machine Gun Blow Machinegun Blow Lp.png 20x2*50 25x2*50 10/10x3 HL - 9 2(5)2(10)4 20 51 -2 2 22 26 Builds 8x3 meter on block Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - JP: 1*2*3
Machinegun Blow Mp.png 20x3*60 25x3*75 15/10x4 HL - 16 2(5)2(5)
2(10)4
21 66 -4 1 21 26 Builds 8x4 meter on block Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - JP: 1*2*3*4
Machinegun Blow Hp.png 20x5*30 25x5*75 20/10x6 HL - 18 2(5)2(5)
2(5)2(5)
2(6)4
22 79 -5 0 21 26 Builds 8x5 meter on block Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - JP: 1~6 sequentially
EX Machine Gun Blow Machinegun Blow Ex.png 15x6*30 20x6*30 -250/0 HL - 18 2(5)2(5)
2(5)2(5)
2(6)4(7)4
20 88 -8 - 16 - Opponent gains 5x7 meter on hit, 4x7 on block [1st~6th Hit]: Forces stand, [7th Hit]: Soft Knockdown [1st~6th Hit]: Forces stand, [7th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1*2*3*4*5*6*7
Cross Counter Cross Counter Lp.png Damage Absorbed + 60 100 10/30 - - 3 69 21 92 - - - - Loses to natural Armor Breakers - - - - - - -
Cross Counter Mp.png Damage Absorbed + 60 100 10/30 - - 3 49 21 72 - - - - Loses to natural Armor Breakers - - - - - - -
Cross Counter Hp.png Damage Absorbed + 60 100 10/30 - - 3 29 21 52 - - - - Loses to natural Armor Breakers - - - - - - -
EX Cross Counter Cross Counter Ex.png Damage Absorbed + 50*50*50 50*100x2 -250/0 - - 3 29 21 52 - - - - Loses to natural Armor Breakers, opponent gains 15x3 meter on hit - - - - - - -
LK Swing Blow Short Swing Blow Lk.png 120 200 20/30 HL su 18 3 20 40 -2 2 21 25 Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~20F - -
Short Swing Blow Mk.png 140 200 20/30 HL su 21 3 22 45 -4 2 21 27 Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~23F - -
Short Swing Blow Hk.png 160 200 20/30 HL su 24 3 22 48 -4 2 21 27 Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~26F - -
EX Swing Blow Short Swing Blow Ex.png 50x3 50x2*100 -25 HL su 20 2(6)3(12)2 29 73 -2 - 29 - 1~23F unthrowable, 1st & 2nd hit forces stand, opponent gains 5x5 meter on hit, 4x5 on block [1st~2nd Hit]: Forces stand, [3rd Hit]: Free Juggle, Hard Knockdown [1st~2nd Hit]: Forces stand, [3rd Hit]: Free Juggle, Hard Knockdown [1st~2nd Hit]: Forces stand, [3rd Hit]: Free Juggle, Hard Knockdown [1st~2nd Hit]: Forces stand, [3rd Hit]: Free Juggle, Hard Knockdown - - - - 1~21F - JS: 1*1*0
Duck Duck Lk.png - - 10/- - su - - Total 20 20 - - - - 14F can cancel into followup, distance traveled: 1.26 - - - - - - - All: 1~13F - - -
Duck Mk.png - - 10/- - su - - Total 21 21 - - - - 15F can cancel into followup, distance traveled: 1.53 - - - - - - - All: 1~14F - - -
Duck Hk.png - - 10/- - su - - Total 25 25 - - - - 18F can cancel into followup, distance traveled: 1.89 - - - - - - - All: 1~17F - - -
EX Duck Duck Ex.png - - -250/0 - su - - Total 17 17 - - - - 4F can cancel into followup, distance traveled 1.7 - - - - - - - All: 1~15F - - -
Ducking Straight Ducking Straight 100 200 5/40 HL su 5 3 23 30 -5 2 21 28 [EX Version]: opponent gains 20 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 1, JI: 0
Ducking Upper Ducking Upper 60*60 150*50 5/30*20 HL su 3 1*2 25 30 -6 2 21 29 [EX Version]: opponent gains 15*10 on hit Forces stand Forces stand Soft Knockdown Soft Knockdown - - Upper body: 1~5F Upper body: 1~5F - - JP: 1*2, JI: 0*2
Thunder Bolt Thunder Bolt Lp.png 40*60 100*100 20/20x2 HL su 38 3*2 41 83 -22 - 21 - Charge 55f, causes 20x2 chip damage, super cancelable 6~7F of grounded recovery Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - All: 1~9F - - 10~42F JP: 0*1
Thunder Bolt Mp.png 50*70 100*100 20/20x2 HL su 38 3*2 41 83 -22 - 21 - Charge 55f, causes 20*25 chip damage, super cancelable 6~7F of grounded recovery Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - All: 1~9F - - 10~42f JP: 0*1
Thunder Bolt Hp.png 60*80 100*100 20/20x2 HL su 38 3*2 41 83 -22 - 21 - Charge 55f, causes 25x2 chip damage, super cancelable 6~7F of grounded recovery Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - All: 1~9F - - 10~42f JP: 0*1
EX Thunder Bolt Thunder Bolt Ex.png 20x4*90 30x4*100 -250/0 HL su 34 2x4*1 41 83 -21 - 21 - Tracks opponent, charge 55F, causes 10x4*20 chip damage, cancelable 6~7F of grounded recovery, opponent gains 20x5 meter on hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - - - 10~42F JP: 0*1*2*3*4
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
Rocket Upper Super Combo 50*30*40*
30*40*
15x10*50
0 -1000/0 HL - 1+2 3*5(22)
3*9(39)
3*3*{2*1}x5
21+17 140 -35 - 4 - Opponent gains 10x16 meter on hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - - - 4~25F, 33~67F, 84F~ JP: 5x3*6~18 sequentially
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
Rolling Thunder Ultra Combo 1 45x5*15x6
*185
0 0/0 HL - 0+8 3(8)3(10)
3(8)3(10)
3(12)1*3
35 109 -17 - 21 - 1st hit can't hit airborne, opponent gains 10x11*20 meter on hit [7th Hit]: Hard Knockdown [7th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - All: 10F - - JP: 0*1*2*3*4*5
Corkscrew Blow Ultra Combo 2 54x6[440] 0 0/0 HL - 0+8 24 48 79 -27 - - - If 1st Hit connects on ground, goes into animation, [] refers to animation, opponent gains 10x7 meter on hit X [1st Hit]: Hard Knockdown [1st Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - - - - JP: 6x6
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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