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A Street Fighter EX character now in a new game | A Street Fighter EX character now in a new game | ||
==Move List== | ==Move List== | ||
==== Standing Normals ==== | ==== Standing Normals ==== | ||
{{MoveData | {{MoveData |
Revision as of 15:43, 11 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
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. |