Line 624: | Line 624: | ||
| Block Adv = +5 | | Block Adv = +5 | ||
| Property = | | Property = | ||
| description = | | description = *The best projectile in the game, bar none. Hard to avoid thanks to its huge size, and beats Dodge Attack attempts as the hitbox reaches all the way to the ground. | ||
*Very spammable thanks to its compact frame data. | |||
}} | }} | ||
{{AttackData-FFS | {{AttackData-FFS | ||
Line 640: | Line 641: | ||
| Block Adv = -1 | | Block Adv = -1 | ||
| Property = | | Property = | ||
| description = | | description = *Travels faster than the light version, but has worse frame data and less knockback on block making it less safe to use up close. | ||
}} | }} | ||
}} | }} |
Revision as of 04:15, 2 December 2024
Introduction
Pros | Cons |
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Move List
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 3 | 3 | 4 | 9 | +9 | +10 | Kara Cancel, Self Cancel |
c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
10 | 2 | Mid | 8 | 6 | 8 | 21 | +2 | +3 | Kara Cancel |
c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
18 | 4 | Mid | 10 | 9 | 10 | 28 | +5 | +4 | Kara Cancel |
c5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
20 | 4 | Mid | 6 | 13 | 9 | 27 | +2 | +1 | Kara Cancel |
Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 3 | 3 | 4 | 9 | +9 | +10 | Kara Cancel, Self Cancel | |
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f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 7 | 5+7 | 12 | 30 | -8 | -7 | Kara Cancel | |
OK anti-air, but 5D is generally better. This one is cancelable, though. |
f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 8 | 9 | 12 | 28 | +2 | +1 | / | |
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f5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
18 | 4 | Mid | 8 | 11 | 18 | 36 | -6 | -7 | / | |
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Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 3 | 4 | 4 | 10 | +8 | +9 | Kara Cancel, Self Cancel | |
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2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Low | 4 | 5 | 6 | 12 | +5 | +6 | Kara Cancel, Self Cancel | |
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2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 8 | 8 | 8 | 23 | +8 | +7 | Kara Cancel | |
Has more reach than 2A. Great poke, especially when cancelled into Hurricane Upper. |
2D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
14 | 4 | Low | 7 | 16 | 24 | 46 | +21 | -17 | Upper-Body Invuln 7-22F, Head Invuln 1-6F, 23-29F | |
A veritable swiss army knife of a move that does just about everything:
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Jumping Normals
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Overhead | 5 | ∞ | - | - | - | - | - | |
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jB
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal & Neutral Jump | 10 | 2 | Overhead | 5 | ∞ | - | - | - | - | - | |
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jC
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 18 | 4 | Overhead | 6 | 26 | - | - | - | - | - | |
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Neutral Jump | 18 | 4 | Overhead | 6 | 17 | - | - | - | - | - | |
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jD
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 20 | 4 | Overhead | 13 | 22 | - | - | - | - | - | |
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Neutral Jump | 20 | 4 | Overhead | 5 | 17 | - | - | - | - | - | |
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Universal Mechanics
Lane Blast
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Front Lane | 22 | 5 | Mid | 18 | 6 | 10 | 35 | KD (+87) | +3 | Cancel | |
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Back Lane | 22 | 5 | Mid | 12 | 7 | 18 | 36 | KD (+80) | -6 | Cancel, Lower-Body Invuln 12-26F | |
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Lane Attack
Joe's punch and kick lane attacks have the same frame data but different hitboxes.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
A/B | 20 | 2 | Overhead | 9 | - | 4 | - | - | - | - |
C/D | 20 | 4 | Overhead | 9 | - | 4 | - | - | - | - |
Dodge Attack
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
11 | 5 | Mid | 15 | 8 | 18 | 40 | Air Reset (+14) | -7 | Kara Cancel, Upper-Body Invuln 1-22F |
Throws
C Throw
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
26 | 3 | - | 1 | 1 | / | - | KD (+75) | / | - |
D Throw
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8~32 (4 x 2~8) | 0 | - | 1 | 1 | / | - | -21 | / | - | |
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Special Moves
Hurricane Upper (41236P)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 16 (4) | 3 | Mid | 20 | - | 29 | 48 | +4 | +5 | - | |
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C | 22 (5) | 6 | Mid | 23 | - | 31 | 53 | +10 | -1 | - | |
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Slash Kick (19K)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
B | 16 (4) | 3 | Mid | 22 | 16 | 17 | 54 | Air Reset | -15 | - |
D | 22 (5) | 6 | Mid | 25 | 17 | 19 | 60 | KD | -15 | - |
Tiger Kick (2369K)
Block advantage is from the second hit.
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|---|
B | 14 (3) | 3 | Mid | 15 | 7 (4) 8 (3) | 30 | 66 | KD | -28 | - |
D | 20 (5) | 6 | Mid | 21 | 11 (3) 6 (3) 3 | 32 | 78 | KD | -29 | - |
Bakuretsuken (Mash P)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 8xN (2xN) | 3 | Mid | 7 | 6+5+5 (5) 5 (5) 5+1... | 0 | 43+ | -1 | +6 | - | |
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C | 12xN + 14 (3xN + 3x3) | 6 | Mid | 6 | 5+4+4 (4) 4 (4) 4+4 (2+6) 3+8+4 | 29 | 90 | KD (uppercut) | -26 | - | |
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Super Move
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
48 (12) | 4 | Mid | 29 | 34 | 13 | 75 | KD | -5 | - |
Combos
- (2B) > c5A x 3~6 > f5A x 1~3 > 2D - 64 damage
c5A and f5A are plus enough to hold 6 between them for more hits.
- 2A x 1~4 > 2D - 33 damage
No harm in holding 3 between 2A's.
- 2C > 41236A
- 41236A (from a distance) > 19D - 35 damage