No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
{{USFIV | {{Character Top USFIV | chara={{SUBPAGENAME}} }} | ||
{{ | |||
== Frame Data (At A Glance) == | == Frame Data (At A Glance) == |
Latest revision as of 13:09, 28 June 2025
Introduction
Juri is a sadistic agent working for Seth under S.I.N. Seth has installed the "Feng Shui Engine" into her left eye, which has enhanced her powers significantly. It is said that having watched her family murdered long ago is what has given Juri her lust for violence. But it is also driven by desires for revenge, as her family was murdered by Shadaloo, and joining S.I.N. is just a ploy to get closer to Shadaloo so she can take down Bison from within. Being hired to kill enemies of S.I.N. just happens to be a nice perk to go along with this mission.
Juri is a tricky character who excels in the three "M"s of the fighting game world - mobility, mixup, and mind games. While she can win matches using only a handful of her tricks, one of the many overlooked things about Juri is her fireball game. Her fireball, the Fuhajin, is unique in that you can hold the button to store the fireball after the initial kick. This one little tool may seem complex at first, but once you learn to utilize the Fuhajin, it makes Juri that much deadlier in manipulating the opponent to do what she wants without knowing it. Aside from that, she has a great control over the aerial space of the battle with her Pinwheel and Dive Kicks. Juri's greatest weakness is, unfortunately, a common one for many characters like herself - strong defenses will put an abrupt end to her assault in seconds, especially thanks to her low stamina. Her strengths must be played very carefully if she is to land the victory blow.
Pick if you like: | Avoid if you dislike: |
---|---|
|
|
Players to Watch
Ultra SFIV Changes
Frame Data Glossary - USFIV | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
|
Cancel |
Available options for canceling one move into another move.
|
Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.
|
Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).
|
On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.
|
Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
|
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
|
Juggle Info |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
|
Juri | |
---|---|
Vitals | |
HP | 950 |
Stun | 950 |
W-Ultra Scaling | 75% |
Ground Movement | |
Forward Walk Speed | 0.035 |
Backward Walk Speed | 0.03 |
Forward Dash Speed | 19 |
Back Dash Speed | 27 |
Forward Dash Distance | 1.41 |
Back Dash Distance | 1.20 |
Back Dash Invuln | 8 |
Back Dash Airborne | 10 |
Back Dash Ground Recovery | 9 |
Jumping | |
Jump Speed | 4+35 |
Jump Apex | 2.24 |
Forward Jump Distance | 1.70 |
Backward Jump Distance | 2.04 |
Throws | |
Forward Throw Range | 0.83 |
Back Throw Range | 0.83 |
Wake-up Timing | |
Face Up | 31 |
Face Down | 21 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 5 | 3 | 7 |
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 3 | 4 | 14 | -4 | -1 |
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp | 6 | 4 | 26 | -12 | - |
Close LK | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 3 | 5 | 3 | 6 |
Close MK | Close ![]() |
30*35 | 40*40 | 40*20 | HL | sp/su | 6 | 3(6)2 | 19 | -7 | -4 |
Close HK | Close ![]() |
40*70 | 125*75 | 60*20 | HL | sp/su*- | 11 | 2(2)2 | 20 | -4 | 1 |
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 5 | 3 | 7 |
Far MP | Far ![]() |
80 | 100 | 40 | HL | sp/su | 6 | 4 | 11 | -1 | 2 |
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 10 | 3 | 20 | -5 | -1 |
Far LK | Far ![]() |
40 | 50 | 20 | HL | ch/sp/su | 5 | 3 | 7 | 1 | 4 |
Far MK | Far ![]() |
30*70 | 30*70 | 20*40 | HL | - | 5 | 1*4 | 14 | -4 | -1 |
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 15 | 4 | 19 | -5 | -1 |
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 9 | 0 | 3 |
Crouch MP | Crouch ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 6 | 9 | -1 | 2 |
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | sp/su | 7 | 4 | 20 | -6 | -1 |
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 4 | 4 | 5 | 2 | 5 |
Crouch MK | Crouch ![]() |
60 | 100 | 40 | L | sp/su | 6 | 2 | 17 | -5 | -2 |
Crouch HK | Crouch ![]() |
90 | 100 | 60 | L | - | 8 | 2 | 25 | -9 | - |
Sekku | Overhead![]() ![]() |
70 | 70 | 40 | H | - | 20 | 2 | 17 | -2 | 2[1] |
Sekku [Ultra 1] | Overhead![]() ![]() |
70 | 70 | 40 | H | - | 20 | 2 | 16 | 0 | 6 |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 5 | 7 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 8 | 4 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 5 | 10 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 5 | 5 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 8 | 4 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 11 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
50 | 50 | 40 | H | sp | 5 | 6 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
90 | 100 | 60 | H | - | 7 | 4 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 6 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 5 | 6 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 6 | 6 | - | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Focus Attack (Level 2) | Level 2 Focus | 80 | 150 | 40 | HL | - | 18+11 | 2 | 35 | -15 | - |
Focus Attack (Level 3) | Level 3 Focus | 140 | 200 | 60 | - | - | 65 | 2 | 35 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+11 | 2 | 35 | -15 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | 60 | - | - | 65 | 2 | 35 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -15 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Karen Kick | Forward Throw | 130 | 140 | 40 | 0.832 | - | 3 | 2 | 20 | - | - |
Assatsu Kick | Back Throw | 120 | 160 | 40 | 0.832 | - | 3 | 2 | 20 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Fuhajin | Fuhajin | 30*50 | 50*50 | 10/20*30 | HL | -*su | 9 | 6(24)52 | 23 | 4 | - |
Fuhajin (Store) | Fuhajin (Store) | 50 | 50 | 10/20 | HL | - | 9 | 6 | 16 | -1 | - |
Fuhajin (Release) | Fuhajin (Release) ![]() |
50 | 50 | 0/30 | HL | su | 11 | 52 | 23 | 4 | 10 |
Fuhajin (Release) ![]() |
50 | 50 | 0/30 | HL | su | 11 | 52 | 23 | 4 | 10 | |
Fuhajin (Release) ![]() |
50 | 50 | 0/30 | HL | su | 11 | 52 | 23 | 4 | 10 | |
EX Fuhajin | Fuhajin ![]() ![]() ![]() |
50*50 | 50*50 | -250/0 | HL | su | 13 | 49 | 27 | 5 | - |
Fuhajin ![]() ![]() ![]() |
50*50 | 50*50 | -250/0 | HL | su | 15 | 49 | 25 | 7 | - | |
Fuhajin ![]() ![]() ![]() |
60*60 | 50*50 | -250/0 | HL | su | 13 | 49 | 27 | 5 | - | |
Shikusen | Dive Kick ![]() |
40 | 50 | 10/40 | HL | - | 14 | until ground | After landing 17 | -2 | - |
Dive Kick ![]() |
40 | 50 | 10/40 | HL | - | 14 | until ground | After landing 18 | -3 | - | |
Dive Kick ![]() |
40 | 50 | 10/40 | HL | - | 14 | until ground | After landing 19 | -4 | - | |
Second Impact | Second Impact | 20*20 | 20*20 | 0/20*20 | HL | - | 9 | 4(5)2 | After landing 28 | - | - |
Third Strike | Third Strike | 80 | 90 | 0/40 | HL | - | 21 | 2 | After landing 19 | - | - |
EX Shikusen | Dive Kick ![]() |
50 | 50 | -250/0 | HL | - | 14 | until ground(8) | After landing 14 | 3 | - |
EX Second Impact | EX Second Impact | 25*25 | 20*20 | 0 | HL | - | 9 | 4(5)2 | After landing 28 | - | - |
EX Third Strike | EX Third Strike | 60 | 50 | 0 | HL | - | 21 | 2 | After landing 18 | - | - |
Senpusha | Pinwheel Kick ![]() |
60*40 | 40*40 | 20/20*20 | HL | su*- | 7 | 3(1)4 | 4 + After landing 17 | -4 | 1 |
Pinwheel Kick ![]() |
45*25x3 | 40*30x3 | 20/15x4 | HL | su(x2)*-(x2) | 9 | 3(1)4(6) 3(1)3 |
5 + After landing 21 | -8 | - | |
Pinwheel Kick ![]() |
50*30x3 | 50*35x3 | 20/15x4 | HL | su(x2)*-(x2) | 14 | 3(1)4(6) 3(1)3 |
5 + After landing 24 | -11 | - | |
EX Senpusha | Pinwheel Kick ![]() |
30x6 | 30x5*35 | -250/0 | HL | su(x2)*-(x6) | 7 | 3(1)4(3) 3*3(1)3(4) 3*3(1)3 |
5 + After landing 27 | -15 | - |
Kasatushi | Counter | - | - | 10/- | - | - | 3 | 29 | 17 | - | - |
EX Kasatushi | Counter ![]() |
- | - | -250/- | - | - | 1 | 31 | 17 | - | - |
Kasatushi Followup | Counter Followup (Forward) | - | - | -/5 | - | - | - | - | Total 29 | - | - |
Counter Followup (Backward) | - | - | -/5 | - | - | - | - | Total 28 | - | - | |
Counter Followup (Upward) | - | - | -/5 | - | - | - | - | Total 54 | - | - | |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Fuharenjin | Super Combo ![]() |
60x5*70 | 0 | -1000/0 | HL | - | 1+8 | 65 | 53 | -25 | - |
Super Combo ![]() |
60x5*70 | 0 | -1000/0 | HL | - | 1+8 | 65 | 53 | -25 | - | |
Super Combo ![]() |
60x5*70 | 0 | -1000/0 | HL | - | 1+11 | 65 | 53 | -25 | - | |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Feng Shui Engine | Ultra Combo 1 | - | - | - | - | - | 0+1 | 900 | Total 6 | - | - |
Kaisen Dankairaku | Ultra Combo 2 | 15x8*360 | 0 | 0/0 | HL | - | 0+10 | 4(10)3(5) 3(1)3(1)3(1) 3(2)3(1)2 |
60 + After landing 33 | -103 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Sekku |
Overhead | f + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Karen Kick |
Forward Throw | f or ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Assatsu Kick |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Fuhajin |
Fireball | qcf + ![]() |
ex version requires no storing; Different 2 button combinations allow Ex.png version to fire in all three angles |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Fuhajin (Store) | Fireball (Store) | qcf + hold k | Stores a fireball; Continue holding k to continue storing fireball; Different kick buttons store differnt directional fireballs; |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Fuhajin (Release) | Fireball (Release) | release k | Throws stored fireball |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shikusen |
Dive Kick | (in air) ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Second Impact |
Dive Kick Followup (1) | k | Performed after Shikusen |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Third Strike |
Dive Kick Followup (2) | k | Performed after Second Impact |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Senpusha |
Pinwheel Kick | qcb + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Kasatushi |
Counter | qcb + ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Kasatushi Followup |
Counter Followup | ||
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Fuharenjin |
Super Combo | qcb ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Feng Shui Engine |
Ultra Combo I | qcf ![]() |
Changes ther properties of some moves and grants ability to chain together Normal Attacks |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Kaisen Dankairaku |
Ultra Combo II | qcf ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 5 | 11 | 3 | 7 | 11 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 3 | 4 | 14 | 20 | -4 | -1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | [Ultra 1] JP: 1 | ||||||
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp | 6 | 4 | 26 | 35 | -12 | - | 18 | - | 24F~ cancellable | Reset | Reset | - | - | - | - | - | 3~22F | [Ultra 1] JP: 1 | |||||
Close LK | Close ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 3 | 5 | 10 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
30*35 | 40*40 | 40*20 | HL | sp/su | 6 | 3(6)2 | 19 | 35 | -7 | -4 | 14 | 17 | [Ultra 1]: When chained into from MP startup is 8F | [1st hit]: Forces Stand | [1st hit]: Forces Stand | Reset | Reset | - | - | - | - | 1~7F, [Ultra 1]: 1~8F | - | [Ultra 1] JP: 0*1 | |||
Close HK | Close ![]() |
40*70 | 125*75 | 60*20 | HL | sp/su*- | 11 | 2(2)2 | 20 | 36 | -4 | 1 | 18 | 23 | +0 on hit vs. crouching opponents | Reset | Reset | - | - | - | - | - | - | [Ultra 1] JP: 1*0 | |||||
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 5 | 11 | 3 | 7 | 11 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
80 | 100 | 40 | HL | sp/su | 6 | 4 | 11 | 20 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | [Ultra 1] JP: 1 | ||||||
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 10 | 3 | 20 | 32 | -5 | -1 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
40 | 50 | 20 | HL | ch/sp/su | 5 | 3 | 7 | 14 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
30*70 | 30*70 | 20*40 | HL | - | 5 | 1*4 | 14 | 23 | -4 | -1 | 15 | 18 | [Ultra 1]: Can be counterhit 1~6F | Reset | Reset | - | - | - | - | - | - | [Ultra 1] JP: 0*1 | |||||
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 15 | 4 | 19 | 37 | -5 | -1 | 18 | 22 | Reset | Reset | - | - | - | - | - | 6~27F | [Ultra 1] JP: 1 | ||||||
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 9 | 14 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 6 | 9 | 20 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | sp/su | 7 | 4 | 20 | 30 | -6 | -1 | 18 | 23 | 8~10F cancelable, [Ultra 1]: 6~10F cancelable when chained into from standing HK | Forces Stand | Forces Stand | Reset | Reset | - | - | - | - | - | - | - | |||
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | ch/sp/su | 4 | 4 | 5 | 12 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
60 | 100 | 40 | L | sp/su | 6 | 2 | 17 | 24 | -5 | -2 | 14 | 17 | [Ultra 1]: Can be counter hit 1~4F | Reset | Reset | - | - | - | - | - | - | - | |||||
Crouch HK | Crouch ![]() |
90 | 100 | 60 | L | - | 8 | 2 | 25 | 34 | -9 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Sekku | Overhead![]() ![]() |
70 | 70 | 40 | H | - | 20 | 2 | 17 | 38 | -2 | 2[1] | 17 | 21[20] | [] refers to vs crouching | Reset | Reset | - | - | - | - | - | 12~25F | ||||||
Sekku [Ultra 1] | Overhead![]() ![]() |
70 | 70 | 40 | H | - | 20 | 2 | 16 | 37 | 0 | 6 | 18 | 24 | Reset | Reset | - | - | - | - | - | 12~25F | JP: 1 | ||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 5 | 7 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 8 | 4 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 5 | 10 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 5 | 5 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 8 | 4 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 11 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
50 | 50 | 40 | H | sp | 5 | 6 | - | 10 | - | - | Soft Knockdown | Soft Knockdown | - | - | - | Lower body: 1~4F | - | - | JI: 0 | ||||||||
Angled Jump HP | Angled Jump ![]() |
90 | 100 | 60 | H | - | 7 | 4 | - | 10 | - | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | Lower body: 1~6F | - | - | JP: 1 | ||||||
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 6 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 5 | 6 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 6 | 6 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~5F | - | - | - | ||||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 1.914 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 80 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 1.914 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 140 | 200 | 60 | - | - | 65 | 2 | 35 | 101 | - | - | - | - | Range: 1.914, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~64F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 1.914, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 1.914, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | 60 | - | - | 65 | 2 | 35 | 101 | - | - | - | - | Range: 1.914, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~65F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -15 | - | 22 | - | Range: 1.914, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Karen Kick | Forward Throw | 130 | 140 | 40 | 0.832 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Assatsu Kick | Back Throw | 120 | 160 | 40 | 0.832 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Fuhajin | Fuhajin | 30*50 | 50*50 | 10/20*30 | HL | -*su | 9 | 6(24)52 | 23 | 61 | 4 | - | - | - | 41~43F cancellable, hold button to store | X | [1st Hit]: Soft Knockdown | [1st Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||
Fuhajin (Store) | Fuhajin (Store) | 50 | 50 | 10/20 | HL | - | 9 | 6 | 16 | 30 | -1 | - | 21 | - | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1 | |||
Fuhajin (Release) | Fuhajin (Release) ![]() |
50 | 50 | 0/30 | HL | su | 11 | 52 | 23 | 33 | 4 | 10 | - | - | 13~15F cancellable | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | 1~2F JP: 1, 3F~ JP: 2 | ||||
Fuhajin (Release) ![]() |
50 | 50 | 0/30 | HL | su | 11 | 52 | 23 | 33 | 4 | 10 | - | - | 13~15F cancellable, cannot hit crouching opponents | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 4~16F | JP: 2 | |||||
Fuhajin (Release) ![]() |
50 | 50 | 0/30 | HL | su | 11 | 52 | 23 | 33 | 4 | 10 | - | - | 13~15F cancellable, cannot hit crouching | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 4~15F | JP: 2 | |||||
EX Fuhajin | Fuhajin ![]() ![]() ![]() |
50*50 | 50*50 | -250/0 | HL | su | 13 | 49 | 27 | 39 | 5 | - | - | - | 16~18F cancellable, opponent gains 10x2 meter on hit | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1*2 | ||
Fuhajin ![]() ![]() ![]() |
50*50 | 50*50 | -250/0 | HL | su | 15 | 49 | 25 | 39 | 7 | - | - | - | 18~20F cancellable, opponent gains 10x2 meter on hit | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 4~16F | JP: 1*2 | |||
Fuhajin ![]() ![]() ![]() |
60*60 | 50*50 | -250/0 | HL | su | 13 | 49 | 27 | 39 | 5 | - | - | - | 17~19F cancellable, cannot hit crouching, opponent gains 10x2 meter on hit | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 4~15F | JP: 1*2 | |||
Shikusen | Dive Kick ![]() |
40 | 50 | 10/40 | HL | - | 14 | until ground | After landing 17 | - | -2 | - | - | - | Frame advantage is based on lowest possible hit, height restriction: 0.5 | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||
Dive Kick ![]() |
40 | 50 | 10/40 | HL | - | 14 | until ground | After landing 18 | - | -3 | - | - | - | Frame advantage is based on lowest possible hit, height restriction: 0.5 | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
Dive Kick ![]() |
40 | 50 | 10/40 | HL | - | 14 | until ground | After landing 19 | - | -4 | - | - | - | Frame advantage is based on lowest possible hit, height restriction: 0.5 | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
Second Impact | Second Impact | 20*20 | 20*20 | 0/20*20 | HL | - | 9 | 4(5)2 | After landing 28 | - | - | - | - | - | On standing hit: Soft Knockdown | On standing hit: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 2*3 | ||||
Third Strike | Third Strike | 80 | 90 | 0/40 | HL | - | 21 | 2 | After landing 19 | - | - | - | - | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 3 | ||||
EX Shikusen | Dive Kick ![]() |
50 | 50 | -250/0 | HL | - | 14 | until ground(8) | After landing 14 | - | 3 | - | - | - | Frame advantage based on lowest possible height, Height restriction: 0.4, opponent gains 20 meter on hit | X | [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce | [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce | [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce | [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce | - | - | - | - | - | - | |||
EX Second Impact | EX Second Impact | 25*25 | 20*20 | 0 | HL | - | 9 | 4(5)2 | After landing 28 | - | - | - | - | - | Height restriction: 0.4, opponent gains 10x2 meter on hit | On standing hit: Soft Knockdown | On standing hit: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 2*3, JI: 0*0 | |||
EX Third Strike | EX Third Strike | 60 | 50 | 0 | HL | - | 21 | 2 | After landing 18 | - | - | - | - | - | Height restriction: 0.4, opponent gains 20 meter on hit | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 4, JI: 0*0 | |||
Senpusha | Pinwheel Kick ![]() |
60*40 | 40*40 | 20/20*20 | HL | su*- | 7 | 3(1)4 | 4 + After landing 17 | 35 | -4 | 1 | 21 | 26 | 2nd hit cannot hit crouching | Forces Stand | Forces Stand | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 9F~ | JP: 0*1 | |||
Pinwheel Kick ![]() |
45*25x3 | 40*30x3 | 20/15x4 | HL | su(x2)*-(x2) | 9 | 3(1)4(6) 3(1)3 |
5 + After landing 21 | 55 | -8 | - | 21 | - | [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown | [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 11F~ | - | |||||
Pinwheel Kick ![]() |
50*30x3 | 50*35x3 | 20/15x4 | HL | su(x2)*-(x2) | 14 | 3(1)4(6) 3(1)3 |
5 + After landing 24 | 63 | -11 | - | 21 | - | Back facing hits cannot hit grounded, builds 10x4 meter on block | [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown | [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 16F~ | 4th hit JS: 99 | ||||
EX Senpusha | Pinwheel Kick ![]() |
30x6 | 30x5*35 | -250/0 | HL | su(x2)*-(x6) | 7 | 3(1)4(3) 3*3(1)3(4) 3*3(1)3 |
5 + After landing 27 | 73 | -15 | - | 20 | - | 3rd & 6th Hit hit backwards, 2nd, 5th, and 8th Hit hit front and back, rear hits do 20 stun, all hits except final hit pull the opponent in on hit or block, opponent gains 10x8 meter on hit | [1st~7th Hit]: Forces Stand, [8th Hit]: Soft Knockdown | [1st~7th Hit]: Forces Stand, [8th Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~7F, [Ultra 1] All: 1~8F | Lower body: 9F~ | All: 7~46F | 7~8F | 8F~ | Forward facing hits: JP: 0~5 sequentially, Backwards hits all JP: 1 | |||
Kasatushi | Counter | - | - | 10/- | - | - | 3 | 29 | 17 | 48 | - | - | - | - | 3~31F triggers when hit with strike or projectile, loses to natural Armor Breakers | - | - | - | - | 3~31F | - | - | - | - | - | - | |||
EX Kasatushi | Counter ![]() |
- | - | -250/- | - | - | 1 | 31 | 17 | 48 | - | - | - | - | 1~31F triggers when hit with strike or projectile, can input forward cancel until 6F, can input backward cancel until 4F, upward version triggers with no input, loses to natural Armor Breakers | - | - | - | - | 3~31F | - | - | - | - | - | - | |||
Kasatushi Followup | Counter Followup (Forward) | - | - | -/5 | - | - | - | - | Total 29 | 29 | - | - | - | - | 3~18F can pass through opponent, 21F~ cancellable | - | - | - | - | - | - | All: 1~20F | All: 1~20F | - | - | - | |||
Counter Followup (Backward) | - | - | -/5 | - | - | - | - | Total 28 | 28 | - | - | - | - | 16F~ cancellable | - | - | - | - | - | - | All: 1~17F | All: 1~17F | - | - | - | ||||
Counter Followup (Upward) | - | - | -/5 | - | - | - | - | Total 54 | 54 | - | - | - | - | 9F~ cancellable, 10 grounded recovery frames if not cancelled | - | - | - | - | - | - | All: 1~20F | All: 1~20F | - | 8F~ | - | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Fuharenjin | Super Combo ![]() |
60x5*70 | 0 | -1000/0 | HL | - | 1+8 | 65 | 53 | 152 | -25 | - | - | - | Active frames refer to duration of 1 projectile, projectiles release on frames 8F, 18F, 28F, 40F, 68F, 98F | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~8F | - | - | - | 9~30F, 56~72F, 86~104F | JP: 1~6 sequentially | ||
Super Combo ![]() |
60x5*70 | 0 | -1000/0 | HL | - | 1+8 | 65 | 53 | 152 | -25 | - | - | - | Active frames refer to duration of 1 projectile, projectiles release on frames 8F, 18F, 28F, 40F, 68F, 98F | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~6F | - | - | - | 9~30F, 56~72F, 86~104F | JP: 1~6 sequentially | ||||
Super Combo ![]() |
60x5*70 | 0 | -1000/0 | HL | - | 1+11 | 65 | 53 | 155 | -25 | - | - | - | Active frames refer to duration of 1 projectile, projectiles release on frames 11F, 21F, 31F, 43F, 61F, 101F, opponent gains 10x6 meter on hit | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~11F | - | - | - | 9~30F, 56~72F, 86~104F | JP: 1~6 sequentially | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Feng Shui Engine | Ultra Combo 1 | - | - | - | - | - | 0+1 | 900 | Total 6 | 7 | - | - | - | - | Allows chaining of Normal Moves and changes properties of some moves, Forward dash distance increased, super meter gained reduced to 33% while active, deals 0 stun damage while active, lasts 900F at full Ultra (15s) | - | - | - | - | - | All: 1~2F | - | - | - | - | - | |||
Kaisen Dankairaku | Ultra Combo 2 | 15x8*360 | 0 | 0/0 | HL | - | 0+10 | 4(10)3(5) 3(1)3(1)3(1) 3(2)3(1)2 |
60 + After landing 33 | 147 | -103 | - | - | - | 1st Hit triggers animation, guard advantage based on 2nd hit, opponent gains 20x8 meter on hit | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~13F | - | - | - | 32F~ | JP: 1~8 sequentially | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |