m (corrected the infobox) |
No edit summary |
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Line 23: | Line 23: | ||
|name= Light Punch | |name= Light Punch | ||
|linkname= 5LP | |linkname= 5LP | ||
|input= | |input={{lp}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 43: | Line 43: | ||
|name= Medium Punch | |name= Medium Punch | ||
|linkname= 5MP | |linkname= 5MP | ||
|input= | |input={{mp}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 63: | Line 63: | ||
|name= Heavy Punch | |name= Heavy Punch | ||
|linkname= 5HP | |linkname= 5HP | ||
|input= | |input={{hp}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 83: | Line 83: | ||
|name= Light Kick | |name= Light Kick | ||
|linkname= 5LK | |linkname= 5LK | ||
|input= | |input={{lk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 103: | Line 103: | ||
|name= Medium Kick | |name= Medium Kick | ||
|linkname= 5MK | |linkname= 5MK | ||
|input= | |input={{mk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 123: | Line 123: | ||
|name= Heavy Kick | |name= Heavy Kick | ||
|linkname= 5HK | |linkname= 5HK | ||
|input= | |input={{hk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 144: | Line 144: | ||
|name= Crouching Light Punch | |name= Crouching Light Punch | ||
|linkname= 2LP | |linkname= 2LP | ||
|input= | |input={{d}} + {{lp}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 164: | Line 164: | ||
|name= Crouching Medium Punch | |name= Crouching Medium Punch | ||
|linkname= 2MP | |linkname= 2MP | ||
|input= | |input={{d}} + {{mp}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 184: | Line 184: | ||
|name= Crouching Heavy Punch | |name= Crouching Heavy Punch | ||
|linkname= 2HP | |linkname= 2HP | ||
|input= | |input={{d}} + {{hp}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 204: | Line 204: | ||
|name= Crouching Light Kick | |name= Crouching Light Kick | ||
|linkname= 2LK | |linkname= 2LK | ||
|input= | |input={{d}} + {{lk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 224: | Line 224: | ||
|name= Crouching Medium Kick | |name= Crouching Medium Kick | ||
|linkname= 2MK | |linkname= 2MK | ||
|input= | |input={{d}} + {{mk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 244: | Line 244: | ||
|name= Crouching Heavy Kick | |name= Crouching Heavy Kick | ||
|linkname= 2HK | |linkname= 2HK | ||
|input= | |input={{d}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 265: | Line 265: | ||
|name= Jumping Light Punch | |name= Jumping Light Punch | ||
|linkname= 8LP | |linkname= 8LP | ||
|input= | |input=Jump + {{lp}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 285: | Line 285: | ||
|name= Jumping Medium Punch | |name= Jumping Medium Punch | ||
|linkname= 8MP | |linkname= 8MP | ||
|input= | |input=Jump + {{mp}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 305: | Line 305: | ||
|name= Jumping Heavy Punch | |name= Jumping Heavy Punch | ||
|linkname= 8HP | |linkname= 8HP | ||
|input= | |input=Jump + {{hp}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 325: | Line 325: | ||
|name= Jumping Light Kick | |name= Jumping Light Kick | ||
|linkname= 8LK | |linkname= 8LK | ||
|input= | |input=Jump + {{lk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 345: | Line 345: | ||
|name= Jumping Medium Kick | |name= Jumping Medium Kick | ||
|linkname= 8MK | |linkname= 8MK | ||
|input= | |input=Jump + {{mk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 365: | Line 365: | ||
|name= Jumping Heavy Kick | |name= Jumping Heavy Kick | ||
|linkname= 8HK | |linkname= 8HK | ||
|input= | |input=Jump + {{hk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 388: | Line 388: | ||
|name= Diagonal Jumping Medium Kick | |name= Diagonal Jumping Medium Kick | ||
|linkname= 9MK | |linkname= 9MK | ||
|input= | |input={{uf}} + {{mk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 408: | Line 408: | ||
|name= Diagonal Jumping Heavy Kick | |name= Diagonal Jumping Heavy Kick | ||
|linkname= 9HK | |linkname= 9HK | ||
|input= | |input={{uf}} + {{hk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 429: | Line 429: | ||
|name= Forward Medium Kick | |name= Forward Medium Kick | ||
|linkname= 6MK | |linkname= 6MK | ||
|input= | |input={{f}} + {{mk}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 450: | Line 450: | ||
|name= Punch Throw | |name= Punch Throw | ||
|linkname= 4/6MP | |linkname= 4/6MP | ||
|input= | |input={{b}} or {{f}} + {{mp}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 470: | Line 470: | ||
|name= Hard Attack | |name= Hard Attack | ||
|linkname= 5P+5K | |linkname= 5P+5K | ||
|input= | |input={{p}} + {{k}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 490: | Line 490: | ||
|name= Hard Reversal | |name= Hard Reversal | ||
|linkname= kd.P+K | |linkname= kd.P+K | ||
|input= | |input={{p}} + {{k}} (When knocked down) | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 511: | Line 511: | ||
|name= Soul Force | |name= Soul Force | ||
|linkname= 236P | |linkname= 236P | ||
|input= | |input={{qcf}} + {{p}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 531: | Line 531: | ||
|name= Rising Dragon | |name= Rising Dragon | ||
|linkname= 623P | |linkname= 623P | ||
|input= | |input={{dp}}+ {{p}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 551: | Line 551: | ||
|name= Fist of Justice | |name= Fist of Justice | ||
|linkname= 421P | |linkname= 421P | ||
|input= | |input={{rdp}}+{{p}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 571: | Line 571: | ||
|name= Bolting Kick Improved | |name= Bolting Kick Improved | ||
|linkname= 63214K | |linkname= 63214K | ||
|input= | |input={{hcb}}+{{k}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 592: | Line 592: | ||
|name= Fire Force | |name= Fire Force | ||
|linkname= 236236P | |linkname= 236236P | ||
|input= | |input={{qcf}}{{qcf}}+{{p}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 612: | Line 612: | ||
|name= Triple Break | |name= Triple Break | ||
|linkname= 236236K | |linkname= 236236K | ||
|input= | |input={{qcf}}{{qcf}}+{{k}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 632: | Line 632: | ||
|name= Rushing Raid | |name= Rushing Raid | ||
|linkname= 214214PP | |linkname= 214214PP | ||
|input= | |input={{qcb}}{{qcb}}+{{p}}{{p}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 652: | Line 652: | ||
|name= Rushing Assault | |name= Rushing Assault | ||
|linkname= 214214KK | |linkname= 214214KK | ||
|input= | |input={{qcb}}{{qcb}}+{{k}}{{k}} | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 672: | Line 672: | ||
|name= Added Rushing Assault 1 | |name= Added Rushing Assault 1 | ||
|linkname= ra.236P | |linkname= ra.236P | ||
|input= | |input={{qcf}}+{{p}} after Rushing Assault | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 692: | Line 692: | ||
|name= Added Rushing Assault 2 | |name= Added Rushing Assault 2 | ||
|linkname= ra.421P | |linkname= ra.421P | ||
|input= | |input={{rdp}}+{{p}} after Added Rushing Assault 1 | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 712: | Line 712: | ||
|name= Added Rushing Assault 3 | |name= Added Rushing Assault 3 | ||
|linkname= ra.6P | |linkname= ra.6P | ||
|input= | |input={{f}}+{{p}} after Added Rushing Assault 2 | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL | ||
Line 732: | Line 732: | ||
|name= Allen Galaxy | |name= Allen Galaxy | ||
|linkname= ra.2364K | |linkname= ra.2364K | ||
|input= | |input={{qcf}}{{b}}+{{k}} after Added Rushing Assault 3 | ||
|data= | |data= | ||
{{AttackData-FTL | {{AttackData-FTL |
Revision as of 17:23, 6 November 2024
Vitals | |
---|---|
Life Points | ?? |
Ground Movement | |
Forward Dash duration/distance | ?? |
Back Dash duration/distance | ?? |
Jumping | |
Back Jump duration | ?? |
Neutral Jump duration | ?? |
Forward Jump duration | ?? |
Back Super Jump duration | ?? |
Neutral Super Jump duration | ?? |
Forward Super Jump duration | ?? |
Wake up | |
Wake up duration | ?? |
Introduction
A Street Fighter EX character now in a new game
Move List
Normal Moves
Standing Normals
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. |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
A bigger hitbox than one would expect from a medium button, apparently. |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
A hook punch. Not often used?? |
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. |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
A surprise kick. Good for baits and combos. |
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
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Good for interrupting pressure or "warding off threats" |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Standing Crouch Medium Punch. Can link into itself or a Medium Kick?? |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Probably a decent anti-air, and similar to a Sagat move. Apparently useless. |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Apparently called the "Go Away Kick". |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Apparently called the "Mukoike Kick". Good in combos. |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Standard sweep. Neither here nor there. |
Vertical Jump Normals
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Standard jump jab. |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Jumping straight punch |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Another jumping straight punch. |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Standard jump kick. |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Another standard jumping kick. |
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.
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
A flying kick that's just as useful as its vertical jump cousin. |
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
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
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Standard three-hit punch throw. <describe move here>. |
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. |
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
? | ? | ? | ? | ||
Guard | Cancel | Adv. Hit | Adv. Guard | ||
HL | ?? | ? | ? | ||
Standard Hard Reversal???. |
Special Moves
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??] |
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). |
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. |
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
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |