Fighting Layer/Allen Snider: Difference between revisions

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(Revamped and translated this page as a test for a larger overhaul of the entire Fighting Layer wiki that I'm planning. Information based on Google Translated Japanese atwiki.)
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=Introduction=
==Introduction==
A Street Fighter EX character now in a new game
A Street Fighter EX character now in a new game
=Move List=
==Move List==
=== Normal Moves ===
==== Standing Normals ====
{{MoveData
|image= FTL_Allen_5LP_01.png
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5LP // {{lp}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Just a standard quick punch. Allen doesn't have an Easy Combination like the rest of the cast so this is all you get from this button.
}}
}}<br>


==Throws==
{{MoveData
うりゃーキック 6+中K<br>
|image= FTL_Allen_5MP_01.png
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5MP // {{mp}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  A bigger hitbox than one would expect from a medium button, apparently.
}}
}}<br>


==Special Moves==
{{MoveData
ソウルフォース 236+P<br>
|image= FTL_Allen_5HP_01.png
ライジングドラゴン 623+P<br>
|caption=
ジャスティスフィスト 421+P<br>
|name= Heavy Punch
ボルティングキック改 63214+K<br>
|linkname= 5HP
==Super Moves==
|input= 5HP // {{hp}}
ファイヤーフォース 236236+P<br>
|data=
トリプルブレイク 236236+K<br>
{{AttackData-FTL
ラッシングレイド (3ゲージ所持時)214214+PP(パンチボタン2つ同時押し)<br>
|Damage= ?
ラッシングアサルト (3ゲージ所持時)214214+KK(キックボタン2つ同時押し)<br>
|Startup= ?
ラッシングアサルト追加 236+P・421+P・6+P<br>
|Active= ?
アレンギャラクシー (ラッシングアサルト追加全段ヒット後)2364+K<br>
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  A hook punch. Not often used??
}}
}}<br>


=The Basics=
{{MoveData
|image= FTL_Allen_5LK_01.png
|caption=  
|name= Light Kick
|linkname= 5LK
|input= 5LK // {{lk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  A good poking kick. Often done outside of the range of a "bolting kick", whatever that is.
}}
}}<br>


==Combos==
{{MoveData
|image= FTL_Allen_5MK_01.png
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5MK // {{mk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  A surprise kick. Good for baits and combos.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_5HK_01.png
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5HK // {{hk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  A high kick that has a tight link(??) to Standing Medium Kick afterwards. [ED note: how do I make a link here??]
}}
}}<br>
 
==== Crouching Normals ====
{{MoveData
|image= FTL_Allen_2LP_01.png
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= 2LP // {{d}} + {{lp}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Good for interrupting pressure or "warding off threats"
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_2MP_01.png
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2MP // {{d}} + {{mp}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Standing Crouch Medium Punch. Can link into itself or a Medium Kick??
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_2HP_01.png
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2HP // {{d}} + {{hp}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Probably a decent anti-air, and similar to a Sagat move. Apparently useless.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_2LK_01.png
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= 2LK // {{d}} + {{lk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Apparently called the "Go Away Kick".
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_2MK_01.png
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2MK // {{d}} + {{mk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Apparently called the "Mukoike Kick". Good in combos.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_2HK_01.png
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2HK // {{d}} + {{hk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Standard sweep. Neither here nor there.
}}
}}<br>
 
==== Vertical Jump Normals ====
{{MoveData
|image= FTL_Allen_8LP_01.png
|caption=
|name= Jumping Light Punch
|linkname= 8LP
|input= Jump+LP // Jump + {{lp}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Standard jump jab.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_8MP_01.png
|caption=
|name= Jumping Medium Punch
|linkname= 8MP
|input= Jump +MP // Jump + {{mp}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Jumping straight punch
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_8HP_01.png
|caption=
|name= Jumping Heavy Punch
|linkname= 8HP
|input= Jump +HP // Jump  + {{hp}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Another jumping straight punch.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_8LK_01.png
|caption=
|name= Jumping Light Kick
|linkname= 8LK
|input= Jump +LK // Jump + {{lk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Standard jump kick.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_8MK_01.png
|caption=
|name= Jumping Medium Kick
|linkname= 8MK
|input= Jump +MK // Jump  + {{mk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Another standard jumping kick.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_8HK_01.png
|caption=
|name= Jumping Heavy Kick
|linkname= 8HK
|input= Jump +HK // Jump + {{hk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Yet another standard jump kick.
}}
}}<br>
 
==== Diagonal Jump Normals ====
Except for the ones below, all Vertical and Diagonal jump normals are the same.<br>
 
{{MoveData
|image= FTL_Allen_9MK_01.png
|caption=
|name= Diagonal Jumping Medium Kick
|linkname= 9MK
|input= 9MK // {{uf}} + {{mk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  A flying kick that's just as useful as its vertical jump cousin.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_9HK_01.png
|caption=
|name= Diagonal Jumping Heavy Kick
|linkname= 9HK
|input= 9HK // {{uf}} + {{hk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Similar to Neutral jump HK, but stronger in the "diagonal upward direction".
}}
}}<br>
 
====Command Normals====
{{MoveData
|image= FTL_Allen_6MK_01.png
|caption=
|name= Forward Medium Kick
|linkname= 6MK
|input= 6MK // {{f}} + {{mk}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  A low-jumping spin kick that Allen has instead of a Kick throw. Allows the player to close distance while avoiding low-hitting attacks like sweeps.
}}
}}<br>
 
===Universal Mechanics===
{{MoveData
|image= FTL_Allen_46MP_01.png
|caption=
|name= Punch Throw
|linkname= 4/6MP
|input= 4/6MP // {{b}} or {{f}} + {{mp}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Standard three-hit punch throw. <describe move here>.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_stand_PK_01.png
|caption= Jumping Knuckle
|name= Hard Attack
|linkname= 5P+5K
|input= 5P+5K // {{p}} + {{k}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Standard holdable Hard Attack. Allen jumps and lands with a punch. Very reactable startup, especaially if charged. Allen can get good combos off it when it does hit. Charging increases how long Allen stays in the air before landing.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_reversal_PK_01.png
|caption=
|name= Hard Reversal
|linkname= kd.P+K
|input= kd.P+K // {{p}} + {{k}} (When knocked down)
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Standard Hard Reversal???.
}}
}}<br>
 
===Special Moves===
{{MoveData
|image= FTL_Allen_236P_01.png
|caption=
|name= Soul Force
|linkname= 236P
|input= 236P // {{qcf}} + {{p}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  A Hadouken-like projectile. Not many characters have good ranged options in Fighting Layer, so the low damage is compensated with general usability. Can be a near-gapless ender to most blockstrings. Can also be used in combos. [ED note: how to have different data for each version of special??]
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_623P_01.png
|caption=
|name= Rising Dragon
|linkname= 623P
|input= 623P // {{dp}}+ {{p}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  A Shoryuken-esque DP. Light and Medium aren't invincible, but their large hitboxes still make them good anti-airs. The Heavy version is invincible, and hits three times. However, if the opponent isn't close to the ground the third hitbox won't connect, leaving Allen wide open (JP wiki vague here).
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_421P_01.png
|caption=
|name= Fist of Justice
|linkname= 421P
|input= 421P // {{rdp}}+{{p}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description=  Allen's original technique where he delivers a powerful charge punch and finishes off with a shock kick, striking a decisive pose. It is most powerful if it hits at the beginning, but the power decreases in the latter half. It is the most powerful of Allen's combo parts, but it also has a large gap, so even if you hit it, you may be counterattacked if you don't super cancel it. It seems like it could be used for a surprise attack because of its speed, but if you can block it, you can super cancel it, so if it doesn't hit, you can't cancel it and you're bound to get hit with a full combo, so it's best to think of it as a combo.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_63214K_01.png
|caption=
|name= Bolting Kick Improved
|linkname= 63214K
|input= 63214K // {{hcb}}+{{k}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description= Allen's original technique in which he grabs the opponent, kicks them up, and then flies with them while delivering countless kicks. The throwing distance is very narrow, and you have to be almost in close contact to grab the opponent, but it is powerful and supports just-hits, so it is a powerful throw technique that both damages and recovers gauge. It should be a strong guard break for Allen, who is not so good at hard attacks.
}}
}}<br>
 
==Barrage Blows==
{{MoveData
|image= FTL_Allen_236236P_01.png
|caption=
|name= Fire Force
|linkname= 236236P
|input= 236236P // {{qcf}}{{qcf}}+{{p}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description= Allen's super projectile. Its low damage as a super is compensated by the fact that it is plus on block. This allows Allen to force the opponent to block before going for his strike/throw mix-ups.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_236236K_01.png
|caption=
|name= Triple Break
|linkname= 236236K
|input= 236236K // {{qcf}}{{qcf}}+{{k}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description= Allen's super DP. Minus on block but rewarding on hit. Can be juggled after. In the midscreen, only a Justice Fist is possible, but a loop combo is possible at the edges of the stage.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_214214PP_01.png
|caption=
|name= Rushing Raid
|linkname= 214214PP
|input= 214214PP // {{qcb}}{{qcb}}+{{p}}{{p}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description= One of two Barrage Blows in the game that takes all three bars of super meter to use. Allen charges up, then delivers a four hit combo. It doesn't do as much as its meter cost would imply. Fully outclassed by Rushing Assault.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_214214KK_01.png
|caption=
|name= Rushing Assault
|linkname= 214214KK
|input= 214214KK // {{qcb}}{{qcb}}+{{k}}{{k}}
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description= The only other Barrage Blow in the game to use all 3 bars of meter. This one is actually worth the investment, if your execution is up to par. This super, by itself, only uses one bar (though you need 3 to activate it), and then only does the startup frames of Rushing Raid. To actually do damage, the player has to go through the rekka sequence detailed below.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_ra_236P_01.png
|caption=
|name= Added Rushing Assault 1
|linkname= ra.236P
|input= 236P // {{qcf}}+{{p}} after Rushing Assault
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description= Does the first two Rushing Raid hits during a Rushing Assault. Leads into the next rekka hit. Takes one bar of meter.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_ra_421P_01.png
|caption=
|name= Added Rushing Assault 2
|linkname= ra.421P
|input= 421P // {{rdp}}+{{p}} after Added Rushing Assault 1
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description= Does the third Rushing Raid hit during a Rushing Assault. Leads into the next rekka hit. Takes one bar of meter.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_ra_6P_01.png
|caption=
|name= Added Rushing Assault 3
|linkname= ra.6P
|input= 6P // {{f}}+{{p}} after Added Rushing Assault 2
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description= Does the final Rushing Raid hit during a Rushing Assault. This is where the combo normally ends, but there is one final rekka extension done after this one. Takes one bar of meter.
}}
}}<br>
 
{{MoveData
|image= FTL_Allen_ra_2364K_01.png
|caption=
|name= Allen Galaxy
|linkname= ra.2364K
|input= 2364K // {{qcf}}{{b}}+{{k}} after Added Rushing Assault 3
|data=
{{AttackData-FTL
|Damage= ?
|Startup= ?
|Active= ?
|Recovery= ?
|Guard= HL
|Cancel= ??
|Adv. Hit= ?
|Adv. Guard= ?
|description= The final hit of Rushing Assault. The massive damage is balanced only by the complexity of the input. Basically the only reason to go for Rushing Assault in any context, but still makes it better than Rushing Raid.
}}
}}<br>
 
==The Basics==
===Combos===


しゃがみ中K>ソウルフォース>ファイヤーフォース<br>
しゃがみ中K>ソウルフォース>ファイヤーフォース<br>
Line 71: Line 784:
もっとも、殆どの場合はループコンボを決めたら大体勝負はついているかもしれないが・・・。
もっとも、殆どの場合はループコンボを決めたら大体勝負はついているかもしれないが・・・。


=Advanced Strategies=
==Advanced Strategies==


[[Category:Fighting Layer]]
[[Category:Fighting Layer]]

Revision as of 12:57, 4 October 2024

Introduction

A Street Fighter EX character now in a new game

Move List

Normal Moves

Standing Normals

Light Punch
5LP // Lp.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Just a standard quick punch. Allen doesn't have an Easy Combination like the rest of the cast so this is all you get from this button.


Medium Punch
5MP // Mp.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

A bigger hitbox than one would expect from a medium button, apparently.


Heavy Punch
5HP // Hp.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

A hook punch. Not often used??


Light Kick
5LK // Lk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

A good poking kick. Often done outside of the range of a "bolting kick", whatever that is.


Medium Kick
5MK // Mk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

A surprise kick. Good for baits and combos.


Heavy Kick
5HK // Hk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

A high kick that has a tight link(??) to Standing Medium Kick afterwards. [ED note: how do I make a link here??]


Crouching Normals

Crouching Light Punch
2LP // D.png + Lp.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Good for interrupting pressure or "warding off threats"


Crouching Medium Punch
2MP // D.png + Mp.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Standing Crouch Medium Punch. Can link into itself or a Medium Kick??


Crouching Heavy Punch
2HP // D.png + Hp.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Probably a decent anti-air, and similar to a Sagat move. Apparently useless.


Crouching Light Kick
2LK // D.png + Lk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Apparently called the "Go Away Kick".


Crouching Medium Kick
2MK // D.png + Mk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Apparently called the "Mukoike Kick". Good in combos.


Crouching Heavy Kick
2HK // D.png + Hk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Standard sweep. Neither here nor there.


Vertical Jump Normals

Jumping Light Punch
Jump+LP // Jump + Lp.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Standard jump jab.


Jumping Medium Punch
Jump +MP // Jump + Mp.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Jumping straight punch


Jumping Heavy Punch
Jump +HP // Jump + Hp.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Another jumping straight punch.


Jumping Light Kick
Jump +LK // Jump + Lk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Standard jump kick.


Jumping Medium Kick
Jump +MK // Jump + Mk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Another standard jumping kick.


Jumping Heavy Kick
Jump +HK // Jump + Hk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Yet another standard jump kick.


Diagonal Jump Normals

Except for the ones below, all Vertical and Diagonal jump normals are the same.

Diagonal Jumping Medium Kick
9MK // Uf.png + Mk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

A flying kick that's just as useful as its vertical jump cousin.


Diagonal Jumping Heavy Kick
9HK // Uf.png + Hk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Similar to Neutral jump HK, but stronger in the "diagonal upward direction".


Command Normals

Forward Medium Kick
6MK // F.png + Mk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

A low-jumping spin kick that Allen has instead of a Kick throw. Allows the player to close distance while avoiding low-hitting attacks like sweeps.


Universal Mechanics

Punch Throw
4/6MP // B.png or F.png + Mp.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Standard three-hit punch throw. <describe move here>.


Hard Attack
5P+5K // P.png + K.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Standard holdable Hard Attack. Allen jumps and lands with a punch. Very reactable startup, especaially if charged. Allen can get good combos off it when it does hit. Charging increases how long Allen stays in the air before landing.


Hard Reversal
kd.P+K // P.png + K.png (When knocked down)
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Standard Hard Reversal???.


Special Moves

Soul Force
236P // Qcf.png + P.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

A Hadouken-like projectile. Not many characters have good ranged options in Fighting Layer, so the low damage is compensated with general usability. Can be a near-gapless ender to most blockstrings. Can also be used in combos. [ED note: how to have different data for each version of special??]


Rising Dragon
623P // Dp.png+ P.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

A Shoryuken-esque DP. Light and Medium aren't invincible, but their large hitboxes still make them good anti-airs. The Heavy version is invincible, and hits three times. However, if the opponent isn't close to the ground the third hitbox won't connect, leaving Allen wide open (JP wiki vague here).


Fist of Justice
421P // Rdp.png+P.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Allen's original technique where he delivers a powerful charge punch and finishes off with a shock kick, striking a decisive pose. It is most powerful if it hits at the beginning, but the power decreases in the latter half. It is the most powerful of Allen's combo parts, but it also has a large gap, so even if you hit it, you may be counterattacked if you don't super cancel it. It seems like it could be used for a surprise attack because of its speed, but if you can block it, you can super cancel it, so if it doesn't hit, you can't cancel it and you're bound to get hit with a full combo, so it's best to think of it as a combo.


Bolting Kick Improved
63214K // Hcb.png+K.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Allen's original technique in which he grabs the opponent, kicks them up, and then flies with them while delivering countless kicks. The throwing distance is very narrow, and you have to be almost in close contact to grab the opponent, but it is powerful and supports just-hits, so it is a powerful throw technique that both damages and recovers gauge. It should be a strong guard break for Allen, who is not so good at hard attacks.


Barrage Blows

Fire Force
236236P // Qcf.pngQcf.png+P.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Allen's super projectile. Its low damage as a super is compensated by the fact that it is plus on block. This allows Allen to force the opponent to block before going for his strike/throw mix-ups.


Triple Break
236236K // Qcf.pngQcf.png+K.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Allen's super DP. Minus on block but rewarding on hit. Can be juggled after. In the midscreen, only a Justice Fist is possible, but a loop combo is possible at the edges of the stage.


Rushing Raid
214214PP // Qcb.pngQcb.png+P.pngP.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

One of two Barrage Blows in the game that takes all three bars of super meter to use. Allen charges up, then delivers a four hit combo. It doesn't do as much as its meter cost would imply. Fully outclassed by Rushing Assault.


Rushing Assault
214214KK // Qcb.pngQcb.png+K.pngK.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

The only other Barrage Blow in the game to use all 3 bars of meter. This one is actually worth the investment, if your execution is up to par. This super, by itself, only uses one bar (though you need 3 to activate it), and then only does the startup frames of Rushing Raid. To actually do damage, the player has to go through the rekka sequence detailed below.


Added Rushing Assault 1
236P // Qcf.png+P.png after Rushing Assault
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Does the first two Rushing Raid hits during a Rushing Assault. Leads into the next rekka hit. Takes one bar of meter.


Added Rushing Assault 2
421P // Rdp.png+P.png after Added Rushing Assault 1
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Does the third Rushing Raid hit during a Rushing Assault. Leads into the next rekka hit. Takes one bar of meter.


Added Rushing Assault 3
6P // F.png+P.png after Added Rushing Assault 2
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Does the final Rushing Raid hit during a Rushing Assault. This is where the combo normally ends, but there is one final rekka extension done after this one. Takes one bar of meter.


Allen Galaxy
2364K // Qcf.pngB.png+K.png after Added Rushing Assault 3
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

The final hit of Rushing Assault. The massive damage is balanced only by the complexity of the input. Basically the only reason to go for Rushing Assault in any context, but still makes it better than Rushing Raid.


The Basics

Combos

しゃがみ中K>ソウルフォース>ファイヤーフォース
全ての基本、ソウルフォースまで決め打ちで、ガードされても安定。

しゃがみ中P>しゃがみ中K>ソウルフォース>ファイヤーフォース
操作に慣れてきたら中Pからの中足への目押しコンボをマスターしていきたい。 ガードされている状況でも、刻む事で別技への連携へシフトする等、戦術面で有利になる。

しゃがみ中P>しゃがみ中K>ソウルフォース>ラッシングアサルト>アレンギャラクシー
ソウルフォースに繋ぐ無難な構成から叩きだせる最大火力コンボ。 3ゲージまるまる使ってしまうが、ヒット確認かつ画面の中央端問わずに決められるという事で 狙っていける状況は多々存在するはず。唯一懸念材料があるとすれば ギャラクシーの追加コマンドを確実に成功させられるかという部分だけか。

立ち中K>大ジャスティスフィスト>トリプルブレイク>各種追撃
こちらはガードされたりしたら怖い分、威力は抜群という性能になっている。 トリプルブレイク後の追撃に関しては後述。 なお、コマンドミス以外でそんな状況は無いと思うが、大ジャスティスフィストで止めてしまった場合 画面中央なら問題無いが、画面端では何かしらのバレッジブロウにスーパーキャンセルしない限り 確定反撃をもらうのでそのあたりは注意する事。


しゃがみ中P>立ち中K>大ジャスティスフィスト>トリプルブレイク>各種追撃
一瞬出るのが遅いように見える立ち中Kだが、しゃがみ中Pから目押しで繋がってくれる。 中足より立ちの方が421コマンドを入力しやすいと思うが、入力が問題無いならば 中足を使っても特に不利益は発生しない。 追撃部分は後述していく。

■トリプルブレイク後の追撃 トリプルブレイクヒット後は当然追い討ちが入るわけだが。 画面中央と端では基本的にリターンが大きく変わる。 なるべく端でフルセット決めていきたい限り。

大ジャスティスフィスト 画面中央の時はとりあえずこれ、ジャスティスフィストヒットから さらにトリプルブレイクへ行くのがベストだが、中央からだと厳しい。

立ち中K>大ジャスティスフィスト>トリプルブレイク
画面端で延々お手玉するのに一番簡単なループコンボ。 立ち中Kとジャスティスフィストの部分でゲージが少し回収できるので お手玉してるうちに少し回復してゲージが完全に尽きるまでセット数を増やせる。

立ち中K>大ライジングドラゴン
ゲージが尽きたらこれで。 ジャスティスフィストは一応小で出せば画面端でも確定反撃はもらわないが ほぼ密着で仕切りなおしとなるので、こちらで対処したい。 もっとも、殆どの場合はループコンボを決めたら大体勝負はついているかもしれないが・・・。

Advanced Strategies