Fighting Layer/Allen Snider: Difference between revisions

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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==
=== Normal Moves ===
==== Standing Normals ====
==== Standing Normals ====
{{MoveData
{{MoveData

Revision as of 15:43, 11 November 2024

FTL Allen Art.png
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

Crouching Light Punch
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
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
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
D.png + Lk.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Apparently called the "Go Away Kick".


Crouching Medium Kick
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
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
U.png + Lp.png
Damage Startup Active Recovery
? ? ? ?
Guard Cancel Adv. Hit Adv. Guard
HL ?? ? ?

Standard jump jab.


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

Jumping straight punch


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

Another jumping straight punch.


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

Standard jump kick.


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

Another standard jumping kick.


Jumping Heavy Kick
U.png + 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
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
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

"Uryaaa!" Kick
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
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
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
P.png + K.png (When knocked down)
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).


Fist of Justice
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
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

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.


Added Rushing Assault 1
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
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
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
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.


Game Navigation

General
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Characters
Allen Snider
Blair Dame
Cappricio
Clemence Kleiber
Exodus
George Jensent
Hong Gillson
Janis Luciani
Jigjid Bartol
Joe Fendi
Lan Yinghua
Preston Ajax
Shang Fenghuang
Sessyu Tsukikage
Tetsuo Kato
Boss Characters
Vold Ignitio
Knight
Shark
Falcon
Tiger