Fireball3k (talk | contribs) |
m (Made notation consistent across all of Akuma's moves, added Ashura Senkuu to quick movelist, and fixed Divekick input. You guys should decide if you want to use shorthand notation in the move cells (i.e. qcf + P).) |
||
Line 44: | Line 44: | ||
*{{qcb}} + {{lk}} / {{hk}} ({{airok}}) | *{{qcb}} + {{lk}} / {{hk}} ({{airok}}) | ||
;Tenma Kyuujin Kyaku (Divekick) | ;Tenma Kyuujin Kyaku (Divekick) | ||
*{{ | *{{qcf}} + {{lk}} / {{hk}} ({{aironly}}) | ||
;Jigoku Guruma (Command Throw) | ;Jigoku Guruma (Command Throw) | ||
*{{hcb}} + {{hk}} (close) | *{{hcb}} + {{hk}} (close) | ||
;Ashura Senkuu (Teleport) | |||
*{{dp}} or {{rdp}} + {{lp}} + {{hp}} or {{lk}} +{{hk}} | |||
}} | }} | ||
|content2= | |content2= | ||
Line 90: | Line 92: | ||
|name= Light Punch | |name= Light Punch | ||
|linkname= 5LP | |linkname= 5LP | ||
|input= 5LP / | |input= 5LP // {{lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 114: | Line 116: | ||
|name= Medium Punch | |name= Medium Punch | ||
|linkname= 5MP | |linkname= 5MP | ||
|input= 5MP / | |input= 5MP // {{mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 136: | Line 138: | ||
|name= Heavy Punch | |name= Heavy Punch | ||
|linkname= 5HP | |linkname= 5HP | ||
|input= 5HP / | |input= 5HP // {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 158: | Line 160: | ||
|name= Light Kick | |name= Light Kick | ||
|linkname= 5LK | |linkname= 5LK | ||
|input= 5LK / | |input= 5LK // {{lk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 181: | Line 183: | ||
|name= Heavy Kick | |name= Heavy Kick | ||
|linkname= 5HK | |linkname= 5HK | ||
|input= 5MK / | |input= 5MK // {{mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 203: | Line 205: | ||
|name= Heavy Kick | |name= Heavy Kick | ||
|linkname= 5HK | |linkname= 5HK | ||
|input= 5HK / | |input= 5HK // {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 225: | Line 227: | ||
|name= Crouching Light Punch | |name= Crouching Light Punch | ||
|linkname= 2LP | |linkname= 2LP | ||
|input= 2LP / | |input= 2LP // {{d}} + {{lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 247: | Line 249: | ||
|name= Crouching Medium Punch | |name= Crouching Medium Punch | ||
|linkname= 2MP | |linkname= 2MP | ||
|input= 2MP / | |input= 2MP // {{d}} + {{mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 269: | Line 271: | ||
|name= Crouching Heavy Punch | |name= Crouching Heavy Punch | ||
|linkname= 2HP | |linkname= 2HP | ||
|input= 2HP / | |input= 2HP // {{d}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 291: | Line 293: | ||
|name= Crouching Light Kick | |name= Crouching Light Kick | ||
|linkname= 2LP | |linkname= 2LP | ||
|input= | |input= 2LK // {{d}} + {{lk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 313: | Line 315: | ||
|name= Crouching Medium Kick | |name= Crouching Medium Kick | ||
|linkname= 2LP | |linkname= 2LP | ||
|input= | |input= 2MK // {{d}} + {{mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 336: | Line 338: | ||
|name= Crouching Heavy Kick | |name= Crouching Heavy Kick | ||
|linkname= 2HK | |linkname= 2HK | ||
|input= 2HK / | |input= 2HK // {{d}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 359: | Line 361: | ||
|name= Air Light Punch | |name= Air Light Punch | ||
|linkname= j.LP | |linkname= j.LP | ||
|input= | |input= j.LP // Jump + {{lp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 383: | Line 385: | ||
|name= Air Medium Punch | |name= Air Medium Punch | ||
|linkname= j.mp | |linkname= j.mp | ||
|input= Jump+{{mp}} | |input= j.MP // Jump + {{mp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 405: | Line 407: | ||
|name= Air Heavy Punch | |name= Air Heavy Punch | ||
|linkname= j.HP | |linkname= j.HP | ||
|input= Jump+{{hp}} | |input= j.HP // Jump + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 427: | Line 429: | ||
|name= Air Light Kick | |name= Air Light Kick | ||
|linkname= j.HK | |linkname= j.HK | ||
|input= Jump+{{lk}} | |input= j.LK // Jump + {{lk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 449: | Line 451: | ||
|name= Air Medium Kick | |name= Air Medium Kick | ||
|linkname= j.MK | |linkname= j.MK | ||
|input= Jump+{{mk}} | |input= j.MK // Jump + {{mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 471: | Line 473: | ||
|name= Air Heavy Kick | |name= Air Heavy Kick | ||
|linkname= j.HK | |linkname= j.HK | ||
|input= Jump+{{hk}} | |input= j.HK // Jump + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 517: | Line 519: | ||
|name= Forward Heavy Kick | |name= Forward Heavy Kick | ||
|linkname= 6HK | |linkname= 6HK | ||
|input= 6HK /{{f}}+{{hk}} | |input= 6HK // {{f}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 540: | Line 542: | ||
|name= Air Up Medium Kick | |name= Air Up Medium Kick | ||
|linkname= j.8MK | |linkname= j.8MK | ||
|input= j.8MK / | |input= j.8MK // Jump + {{u}} + {{mk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 564: | Line 566: | ||
|name= Air Up Heavy Kick | |name= Air Up Heavy Kick | ||
|linkname= j.8HK | |linkname= j.8HK | ||
|input= j.8HK / | |input= j.8HK // Jump + {{u}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 588: | Line 590: | ||
|name= Launcher | |name= Launcher | ||
|linkname= Launcher | |linkname= Launcher | ||
|input= | |input= 3HP // {{df}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 613: | Line 615: | ||
|name= Gohadoken | |name= Gohadoken | ||
|linkname= Gohadouken | |linkname= Gohadouken | ||
|input= 236 + P // QCF+P // {{qcf}}+{{p}} | |input= 236 + P // QCF+P // {{qcf}} + {{p}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 637: | Line 639: | ||
|name= Zankuu Hadoken | |name= Zankuu Hadoken | ||
|linkname= Zankuu Hadoken | |linkname= Zankuu Hadoken | ||
|input= 236 + P // QCF+P // {{qcf}}+{{p}} | |input= 236 + P // QCF+P // {{qcf}} + {{p}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 662: | Line 664: | ||
|name= Goshoryuken | |name= Goshoryuken | ||
|linkname= Goshoryuken | |linkname= Goshoryuken | ||
|input= 623 + P // F,D,DF+P // {{dp}}+{{p}} | |input= 623 + P // F,D,DF+P // {{dp}} + {{p}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 687: | Line 689: | ||
|name= Tatsumaki Zankuu Kyaku | |name= Tatsumaki Zankuu Kyaku | ||
|linkname= Tatsumaki Zankuu Kyaku | |linkname= Tatsumaki Zankuu Kyaku | ||
|input= 214 + K // {{ | |input= 214 + K // {{qcb}} + {{k}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 709: | Line 711: | ||
|name= Tenma Kuujin Kyaku | |name= Tenma Kuujin Kyaku | ||
|linkname= Divekick | |linkname= Divekick | ||
|input= | |input= 236 + K // {{qcf}} + {{k}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 731: | Line 733: | ||
|name= Jigoku Guruma | |name= Jigoku Guruma | ||
|linkname= Jigoku Guruma (command throw) | |linkname= Jigoku Guruma (command throw) | ||
|input= 63214 + HK // {{hcb}}+{{hk}} | |input= 63214 + HK // {{hcb}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 758: | Line 760: | ||
|name= Messatsu Gou Shouryuu | |name= Messatsu Gou Shouryuu | ||
|linkname= | |linkname= | ||
|input= 236 + PP // {{qcf}}+{{lp}}+{{hp}} | |input= 236 + PP // {{qcf}} + {{lp}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 786: | Line 788: | ||
|name= Messatsu Gou Hadou | |name= Messatsu Gou Hadou | ||
|linkname= | |linkname= | ||
|input= 214 + PP // {{qcb}}+{{lp}}+{{hp}} | |input= 214 + PP // {{qcb}} + {{lp}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 811: | Line 813: | ||
|name= Messatsu Gou Rasen | |name= Messatsu Gou Rasen | ||
|linkname= | |linkname= | ||
|input= 214 + KK // {{qcb}}+{{lk}}+{{hk}} | |input= 214 + KK // {{qcb}} + {{lk}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 836: | Line 838: | ||
|name= Tenma Gou Zankuu | |name= Tenma Gou Zankuu | ||
|linkname= | |linkname= | ||
|input= 236 + PP // {{qcb}}+{{lp}}+{{hp}} | |input= 236 + PP // {{qcb}} + {{lp}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 959: | Line 961: | ||
|name= Ashura Warp | |name= Ashura Warp | ||
|linkname= | |linkname= | ||
|input= 241 + PP/KK or 623 + PP/KK // {{dp}} or {{rdp}} + {{lp}}+{{hp}} or {{lk}} + {{hk}} | |input= 241 + PP/KK or 623 + PP/KK // {{dp}} or {{rdp}} + {{lp}} + {{hp}} or {{lk}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 |
Revision as of 20:51, 2 November 2021
Introduction
Mastering the Dark Hado wasn't enough for him- Akuma now seeks the mightiest opponent on the battlefield of Marvel vs Capcom 2! Generally, Akuma's considered a lower-middle tier character in this game, but don't write him off. Like many of his other appearances, Akuma is a character of extremes. On one hand, Akuma has a very capable offense. He's got a kit of good shoto normals, as well as useful special moves and supers, a number of which are air-enabled. To balance this offensive flexibility out, however, his defensive ability is pretty bad. He has close to the worst vitality in Marvel vs Capcom 2, so it is very important that you not get hit. He's not as easy to kill as, say, Phoenix is in Marvel vs. Capcom 3, but he's gonna die if you get caught in a combo. He still has special moves like a teleport and a divekick he can use to stay slippery, but he really needs to get into the opponent's face and stay there to be effective. Thankfully, you can bring in assists to help with covering his weak points, so if he sounds appealing, he may make a good addition to your team.
TODO: Add frame data, as well as missing sprites
Gameplay
Akuma is a brutal offensive presence who can use his variety of powerful specials to keep the opponent guessing. His main weaknesses are his dangerously low stamina and his lack of range outside fireballs and beams.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Gohadoken (Fireball)
+
- Zankuu Hadoken (Air fireball)
+
/
(
)
- Goshoryuken (Dragon Punch)
+
/
(
)
- Tatsumaki Zankuu Kyaku (Hurricane Kick)
+
/
(
)
- Tenma Kyuujin Kyaku (Divekick)
+
/
(
)
- Jigoku Guruma (Command Throw)
+
(close)
- Ashura Senkuu (Teleport)
or
+
+
or
+
- Messatsu Gou Shouryuu (Shoryuken super)
+
+
- Messatsu Gou Rasen (Hurricane kick super)
+
+
- Tenma Gou Zankuu (Air fireballs)
+
+
(Mashable)
- Messatsu Gou Hadou (Beam super)
+
+
- Shun Goku Satsu (Raging Demon)
,
,
,
- Type α - Projectile Type
- Assist:
Gohadoken
- Counter:
Gohadoken
- Combination: Messatsu Gou Hadou
- Type β - Anti-air Type
- Assist:
Goshoryuken
- Counter:
Goshoryuken
- Combination: Messatsu Gou Shouryuu
- Type γ - Expansion Type
- Assist:
Tatsumaki Zankuu Kyaku
- Counter:
Tatsumaki Zankuu Kyaku
- Combination: Messatsu Gou Rasen
Moves List
Normal Moves
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 5 | 4 | 4 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick punch, low range and damage with good speed |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 4 | 8 | 15 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 6 | 9 | 17 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
None | Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 7 | 11 | 7 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
HL | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 10 | 9 | 8 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 10 | 9 | 8 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 5 | 5 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick low move, good up close |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 5 | 9 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 5 | 13 | 12 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 5 | 7 | 5 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 6 | 7 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Air Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 8 | 11 | 1 | High | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Quick air normal |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 6 | 10 | 1 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Chain, Special, Super | - | - | - | |
text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 9 | 7 | 5 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Helpful for building meter- usable several times in a super jump |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 8 | 11 | 1 | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 10 | 8 | 10 | High |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 8 | 7 | 9 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4+6 | 27 | 17 | 9 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Template:Overhead | None | - | - | - | |
A slow karate chop that works as an overhead. Blockable on reaction and unable to cancel into anything else afterward, so be sure you'll hit before you throw this one. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 19 | 17 | 5 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Useful for putting your opponent in position for his air fireball super during an air combo. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 5 | 17 | 5 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
Useful for putting your opponent in position for his air fireball super during an air combo. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12 | 13 | 7 | 10 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Special, Super | - | - | - | |
Flows from j.8MK pretty well. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 5 | 13 | 12 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Template:Launcher | Super Jump, Chain, Special, Super | - | - | - | |
text |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 (both versions) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Super | - | - | - | |
text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 (both versions) | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Super | - | - | - | |
text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
19 (light) / 16 + 4 + 4 (heavy, 3 hits) | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Super | - | - | - | |
text |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
6 x 3 (light) / 5 + 5 + 5 + 4 + 4 (heavy) | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Super | - | - | - | |
Like most of his other appearances, this move pops the opponent up for some minor juggles. Can lead into his air fireball super if it hits. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
12 (light) / 18 (heavy, all hits) | - | - | - | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
None | - | - | - | |
Akuma drops like a brick when you use this, so it can be useful for dodging stuff. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16 | - | - | - | N/A | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
Command throw. Doesn't have a whiff animation. Because it shares part of the motion with your Tatsumaki Zankuu Kyaku, it can be used as an option select up close. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
41 max | - | - | - | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | No | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45-51 if all hits connect | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Slow startup, but great range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Really good corner carry on the last hit- sends them flying |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45-46 (varies) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
- | - | - | - | |
Useful as a combo ender- you can land it after a Tatsu or after an air combo, for example |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
70 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Grab, Level 3 | - | - | - | - | |
Slow to come out, but does very nice damage if you hit. |
Variable Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
24 (total) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
23 (total) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen. |
Taunt
Other
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
0 (no hitbox) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Full invincible during startup and movement. |