Ultra Street Fighter IV/C. Viper: Difference between revisions

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TBW<br>
TBW<br>
<br>
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== Frame Data (Condensed) ==
{{USFIVMoveListCollapseHeader|&nbsp;}}
{| class="wikitable" cellspacing="0" width="900px" style="border: 1px solid #999; background: #F2F2F2;"
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|7|4|2|7|12|2|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|60|100|40|HL|sp/su|5|2|9|5|2|9|15|2|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|90|200|60|HL|sp/su|9|2|16|9|2|16|26|2|18|23|0|5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|20|50|20|HL|ch/sp/su|5|1|7|5|1|7|12|1|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|60|100|40|HL|sp/su|7|4|11|7|4|11|21|4|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|12|12|17|40|3|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|6|2|7|6|2|7|14|2|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|70|100|40|HL|su|7|2|12|7|2|12|20|2|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|100|200|60|HL|-|14|4|16|14|4|16|33|4|18|23|-2|3|Only +2 on hit vs. crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|sp/su|6|2|8|6|2|8|15|2|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|60|100|40|HL|-|8|3|11|8|3|11|21|3|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|100|200|60|HL|-|11|6|15|11|6|15|31|6|19|23|-2|2|Can be performed with Down/Forward + HK at any distance from the opponent, frame advantage is based on 2nd active frame||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|10|4|2|10|15|2|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|3|9|5|3|9|16|3|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|150|60|HL|sp/su|8|2|18|8|2|18|27|2|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|5|2|12|5|2|12|18|2|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|7|3|16|7|3|16|25|3|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|200|60|L|-|12|3|18|12|3|18|32|3|18|-|-3|-|Hard knockdown||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Viper Elbow|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|70|100|40|H|-|20|5|3 + After landing 8|20|5|11|35|5|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|6f~|-}}
{{USFIVFrameDataGlanceRow|Double Kick|Double Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|12|12|17|40|3|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|Feet: 1~11f|Feet: 1~11f|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|5|7|0|11|7|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|70|100|40|H|sp|7|6|-|7|6|0|12|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|90|200|60|H|sp|8|6|-|8|6|0|13|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|30|50|20|H|sp|6|5|-|6|5|0|10|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|70|100|40|H|-|9|5|-|9|5|0|13|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|90|200|60|H|-|7|7|-|7|7|0|13|7|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|7|6|0|12|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|70|100|40|H|sp|8|5|-|8|5|0|12|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|8|5|0|12|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|sp|7|7|-|7|7|0|13|7|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|7|4|0|10|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|90|200|60|H|sp|6|7|-|6|7|0|12|7|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+13|2|40|26|2|40|67|2|||-26|-26||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+14|2|40|32|2|40|73|2|||-20|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|68|2|40|68|2|40|109|2|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Ab Fitness|Forward Throw|f or n + lp + lk||Forward Throw|130|100|40|0.91|-|3|2|20|3|2|20|24|2|||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Temple Massage|Back Throw|b + lp + lk||Back Throw|120|160|60|0.91|-|3|2|20|3|2|20|24|2|||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Thunder Knuckle|Thunder Knuckle|qcb + p ex armorbreak|hp is anti-air, mp is a chest level straight atack, lp is a leg level straight attack; Startup can be canceled with 2p|Thunder Knuckle [[File:Jab.gif]]|100|200|20/30|HL|su|16|6|21|16|6|21|42|6|||-2|2|8~9f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|Upper body: 10~15f|Upper body: 10~21f|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Thunder Knuckle [[File:Strong.gif]]|120|150|20/30|HL|su|14|4|20|14|4|20|37|4|||-1|3 (? Ultra change)|7~8f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Thunder Knuckle [[File:Fierce.gif]]|70|150|30/40|HL|su|7|16|14+13|7|16|27|49|16|||-22|-|5~6f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6f Invincible|-|-|7f|10f~|JP: ?}}
{{USFIVFrameDataGlanceRow|EX Thunder Knuckle|EX Thunder Knuckle|EX Thunder Knuckle||Thunder Knuckle [[File:EX.gif]]|60*60|100*100|-250/0|HL|su|27|17|38|27|17|38|81|17|||-5|-|2nd hit can pass through opponent, 15~16f can cancel into Feint|X|||Crumple|Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Burning Kick|Burn Kick|qcb + k ex||Burn Kick [[File:Short.gif]]|100|100|20/30|HL|-|23|4|17|23|4|17|43|4|||-2|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-}}
{{USFIVFrameDataGlanceRow|||||Burn Kick [[File:Forward.gif]]|100|100|20/30|HL|-|25|3|17|25|3|17|44|3|||-1|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-}}
{{USFIVFrameDataGlanceRow|||||Burn Kick [[File:Roundhouse.gif]]|100|100|20/30|HL|-|27|2|17|27|2|17|45|2|||0|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-}}
{{USFIVFrameDataGlanceRow|EX Burning Kick|EX Burn Kick|EX Burning Kick||Burn Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|9|2*1*2(11)10|23|9|26|23|57|10|||-12|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8f|-|-|-|1f~|JP: ?}}
{{USFIVFrameDataGlanceRow|Air Burning Kick|Air Burn Kick|(in air) qcb + k ex||Air Burn Kick [[File:Short.gif]]|90|100|10/30|HL|-|21|8|After landing 12|21|8|12|40|8|||6|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Air Burn Kick [[File:Forward.gif]]|90|100|10/30|HL|-|19|8|After landing 12|19|8|12|38|8|||4|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Air Burn Kick [[File:Roundhouse.gif]]|90|100|10/30|HL|-|17|9|After landing 12|17|9|12|37|9|||2|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Air Burning Kick|EX Air Burn Kick|||Air Burn Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|6|2*1*2(10)8|After landing 15|6|23|15|43|8|||2|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Seismic Hammer|Seismo|dp + p ex|Statup can be canceled with 2p|Seismo|120|100|20/30|L|su|24|8|31|24|8|31|62|8|||-18|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Seismic Hammer|EX Siesmo|||Seismo [[File:EX.gif]]|100|100|-250/0|L|su|19|5|18|19|5|18|41|5|||-2|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|||-|-|All: 1~13f|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Feint|Feint|p p during startup of Thunder Knuckle or Seismic Hammer||Feint|-|-|0/0|HL|-|-|-|Total 6|0|0|6|6|-|||-|-|Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:11f EX:20f for Seismo Hammer- Non-EX:14f EX:13f||||||||-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|High Jump|High Jump|tap db or d or df then ub or u or uf||High Jump|-|-|-|-|See Notes|-|-|-|-|-|-|-|-||||-|1-3f Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Back version is 44f total in air, Neutral version is 48f total in air, 11f recovery upon landing on empty jump, can cancel midair to jump attack (3f landing recovery instead of 11f) or jump special (with landing recovery of special), cannot be used as a Reversal||||||||-|-|-|-|-|4~44f[4~48f]|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Emergency Combination|Super|qcb qcb + p||Super Combo [[File:Jab.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+13|1(33)1(19)2|59+56|14|56|115|184||||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|68f~|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Super Combo [[File:Strong.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+7|1(15)1(21)2|59+56|8|40|115|162||||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|46f~|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Super Combo [[File:Fierce.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|6|41|71|117||||-52|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|45f~|JP: ?}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Burst Time|Ultra I|qcf qcf + 3p armorbreak||Ultra Combo 1|60*89x3*114|0|0/0|HL|-|0+7|3(53)5(8)5(10)5(10)5|59+56|7|104|115|225||||-201|-|1st armor break, can juggle, hit advantage based on 1st hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|61f~|JP: ?}}
{{USFIVFrameDataGlanceRow|Burning Dance|Ultra II|(in air) qcb qcb + 3k armorbreak||Ultra Combo 2|410|0|0/0|HL|-|0+9|until ground|After landing 46|9|until ground|46|-||||-|-|20 recovery frames after landing|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10f|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
|-
|}
{{USFIVMoveListCollapseFooter}}




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TBW
TBW


==Frame Data==
==Frame Data==
{| cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
{| class="wikitable" cellspacing="0" width="2800px" style="border: 1px solid #999; background: #F2F2F2;"
|- 
{{USFIVFrameDataHeader}}
|  
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|7|4|2|7|12|2|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  | Block
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|60|100|40|HL|sp/su|5|2|9|5|2|9|15|2|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  |  
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|90|200|60|HL|sp/su|9|2|16|9|2|16|26|2|18|23|0|5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  |  
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|20|50|20|HL|ch/sp/su|5|1|7|5|1|7|12|1|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  | Super Meter
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|60|100|40|HL|sp/su|7|4|11|7|4|11|21|4|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  |  
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|12|12|17|40|3|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  |  
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|6|2|7|6|2|7|14|2|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  |  
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|70|100|40|HL|su|7|2|12|7|2|12|20|2|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  |  
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|100|200|60|HL|-|14|4|16|14|4|16|33|4|18|23|-2|3|Only +2 on hit vs. crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  | Frames
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|sp/su|6|2|8|6|2|8|15|2|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  |  
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|60|100|40|HL|-|8|3|11|8|3|11|21|3|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
|  
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|100|200|60|HL|-|11|6|15|11|6|15|31|6|19|23|-2|2|Can be performed with Down/Forward + HK at any distance from the opponent, frame advantage is based on 2nd active frame||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
|-
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|10|4|2|10|15|2|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
| Move Name
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|3|9|5|3|9|16|3|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  | HL
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|150|60|HL|sp/su|8|2|18|8|2|18|27|2|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  | Damage
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|5|2|12|5|2|12|18|2|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  | Stun
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|7|3|16|7|3|16|25|3|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  | Gain
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|200|60|L|-|12|3|18|12|3|18|32|3|18|-|-3|-|Hard knockdown||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-}}
! align="center"  | Cancel Ability
{{USFIVFrameDataRow|Viper Elbow|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|70|100|40|H|-|20|5|3 + After landing 8|20|5|11|35|5|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|6f~|-}}
! align="center"  | Startup
{{USFIVFrameDataRow|Double Kick|Double Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|40*60|125*75|60*20|HL|su*-|12|1(8)3|17|12|12|17|40|3|18|23|-2|3|||||Forces stand|Forces stand|Reset|Reset|-|-|Feet: 1~11f|Feet: 1~11f|-|-|-}}
! align="center"  | Active
{{USFIVFrameDataHeader}}
! align="center"  | Recovery
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|5|7|0|11|7|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  | On Guard
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|70|100|40|H|sp|7|6|-|7|6|0|12|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  | On Hit
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|90|200|60|H|sp|8|6|-|8|6|0|13|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
! align="center"  | Notes
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|30|50|20|H|sp|6|5|-|6|5|0|10|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
|-  
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|70|100|40|H|-|9|5|-|9|5|0|13|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
|   |Close [[File:Jab.gif]]
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|90|200|60|H|-|7|7|-|7|7|0|13|7|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
| align="center"  |HL
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|40|50|20|H|-|7|6|-|7|6|0|12|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
| align="center"  |20
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|70|100|40|H|sp|8|5|-|8|5|0|12|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
| align="center"  |50
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|90|200|60|H|-|8|5|-|8|5|0|12|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
| align="center"  |20
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|sp|7|7|-|7|7|0|13|7|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
| align="center"  |ch/sp/su
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|60|100|40|H|-|7|4|-|7|4|0|10|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
| align="center"  |4
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|90|200|60|H|sp|6|7|-|6|7|0|12|7|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
| align="center"  |2
{{USFIVFrameDataHeader}}
| align="center"  |7
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+13|2|40|26|2|40|67|2|||-26|-26||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
| align="center"  |+2
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+14|2|40|32|2|40|73|2|||-20|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
| align="center"  |+5
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|68|2|40|68|2|40|109|2|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
| align="center"  |
{{USFIVFrameDataHeader}}
|   |
{{USFIVFrameDataRow|Ab Fitness|Forward Throw|f or n + lp + lk||Forward Throw|130|100|40|0.91|-|3|2|20|3|2|20|24|2|||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
|-
{{USFIVFrameDataRow|Temple Massage|Back Throw|b + lp + lk||Back Throw|120|160|60|0.91|-|3|2|20|3|2|20|24|2|||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
|   |Close [[File:Strong.gif]]
{{USFIVFrameDataHeader}}
| align="center"  |HL
{{USFIVFrameDataRow|Thunder Knuckle|Thunder Knuckle|qcb + p ex armorbreak|hp is anti-air, mp is a chest level straight atack, lp is a leg level straight attack; Startup can be canceled with 2p|Thunder Knuckle [[File:Jab.gif]]|100|200|20/30|HL|su|16|6|21|16|6|21|42|6|||-2|2|8~9f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|Upper body: 10~15f|Upper body: 10~21f|-|-|-}}
| align="center"  |60
{{USFIVFrameDataRow|||||Thunder Knuckle [[File:Strong.gif]]|120|150|20/30|HL|su|14|4|20|14|4|20|37|4|||-1|3 (? Ultra change)|7~8f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
| align="center"  |100
{{USFIVFrameDataRow|||||Thunder Knuckle [[File:Fierce.gif]]|70|150|30/40|HL|su|7|16|14+13|7|16|27|49|16|||-22|-|5~6f can cancel into Feint|X|||||Soft Knockdown|Soft Knockdown|-|All: 1~6f Invincible|-|-|7f|10f~|JP: ?}}
| align="center"  |40
{{USFIVFrameDataRow|EX Thunder Knuckle|EX Thunder Knuckle|EX Thunder Knuckle||Thunder Knuckle [[File:EX.gif]]|60*60|100*100|-250/0|HL|su|27|17|38|27|17|38|81|17|||-5|-|2nd hit can pass through opponent, 15~16f can cancel into Feint|X|||Crumple|Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
| align="center"  |sp/su
{{USFIVFrameDataRow|Burning Kick|Burn Kick|qcb + k ex||Burn Kick [[File:Short.gif]]|100|100|20/30|HL|-|23|4|17|23|4|17|43|4|||-2|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-}}
| align="center"  |5
{{USFIVFrameDataRow|||||Burn Kick [[File:Forward.gif]]|100|100|20/30|HL|-|25|3|17|25|3|17|44|3|||-1|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-}}
| align="center"  |2
{{USFIVFrameDataRow|||||Burn Kick [[File:Roundhouse.gif]]|100|100|20/30|HL|-|27|2|17|27|2|17|45|2|||0|-|1f~ Airborne, projectile hitbox||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-}}
| align="center"  |9
{{USFIVFrameDataRow|EX Burning Kick|EX Burn Kick|EX Burning Kick||Burn Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|9|2*1*2(11)10|23|9|26|23|57|10|||-12|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8f|-|-|-|1f~|JP: ?}}
| align="center"  |+3
{{USFIVFrameDataRow|Air Burning Kick|Air Burn Kick|(in air) qcb + k ex||Air Burn Kick [[File:Short.gif]]|90|100|10/30|HL|-|21|8|After landing 12|21|8|12|40|8|||6|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
| align="center"  |+6
{{USFIVFrameDataRow|||||Air Burn Kick [[File:Forward.gif]]|90|100|10/30|HL|-|19|8|After landing 12|19|8|12|38|8|||4|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
| align="center"  |
{{USFIVFrameDataRow|||||Air Burn Kick [[File:Roundhouse.gif]]|90|100|10/30|HL|-|17|9|After landing 12|17|9|12|37|9|||2|-|Projectile hitbox, block advantage is based on jump recovery||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
|   |
{{USFIVFrameDataRow|EX Air Burning Kick|EX Air Burn Kick|||Air Burn Kick [[File:EX.gif]]|20x3*80|50x3*100|-250/0|HL|-|6|2*1*2(10)8|After landing 15|6|23|15|43|8|||2|-|Projectile only on 4th Hit||X||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
|-
{{USFIVFrameDataRow|Seismic Hammer|Seismo|dp + p ex|Statup can be canceled with 2p|Seismo|120|100|20/30|L|su|24|8|31|24|8|31|62|8|||-18|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|-|-}}
|   |Close [[File:Fierce.gif]]
{{USFIVFrameDataRow|EX Seismic Hammer|EX Siesmo|||Seismo [[File:EX.gif]]|100|100|-250/0|L|su|19|5|18|19|5|18|41|5|||-2|-|Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint||||Free Juggle|Free Juggle|||-|-|All: 1~13f|-|-|-|-}}
| align="center"  |HL
{{USFIVFrameDataRow|Feint|Feint|p p during startup of Thunder Knuckle or Seismic Hammer||Feint|-|-|0/0|HL|-|-|-|Total 6|0|0|6|6|-|||-|-|Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:11f EX:20f for Seismo Hammer- Non-EX:14f EX:13f||||||||-|-|-|-|-|-|-}}
| align="center"  |90
{{USFIVFrameDataRow|High Jump|High Jump|tap db or d or df then ub or u or uf||High Jump|-|-|-|-|See Notes|-|-|-|-|-|-|-|-||||-|1-3f Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Back version is 44f total in air, Neutral version is 48f total in air, 11f recovery upon landing on empty jump, can cancel midair to jump attack (3f landing recovery instead of 11f) or jump special (with landing recovery of special), cannot be used as a Reversal||||||||-|-|-|-|-|4~44f[4~48f]|-}}
| align="center"  |200
{{USFIVFrameDataHeader}}
| align="center"  |60
{{USFIVFrameDataRow|Emergency Combination|Super|qcb qcb + p||Super Combo [[File:Jab.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+13|1(33)1(19)2|59+56|14|56|115|184||||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|68f~|JP: ?}}
| align="center"  |sp/su
{{USFIVFrameDataRow|||||Super Combo [[File:Strong.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+7|1(15)1(21)2|59+56|8|40|115|162||||-96|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|46f~|JP: ?}}
| align="center"  |9
{{USFIVFrameDataRow|||||Super Combo [[File:Fierce.gif]]|350 total (? Ultra change)|0|-1000/0|HL|-|1+5|1(8)1(29)2|36+35|6|41|71|117||||-52|-|3rd hit projectile hitbox||X||3rd-4th Hit: Hard Knockdown|3rd-4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|45f~|JP: ?}}
| align="center"  |2
{{USFIVFrameDataHeader}}
| align="center"  |16
{{USFIVFrameDataRow|Burst Time|Ultra I|qcf qcf + 3p armorbreak||Ultra Combo 1|60*89x3*114|0|0/0|HL|-|0+7|3(53)5(8)5(10)5(10)5|59+56|7|104|115|225||||-201|-|1st armor break, can juggle, hit advantage based on 1st hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|61f~|JP: ?}}
| align="center"  |0
{{USFIVFrameDataRow|Burning Dance|Ultra II|(in air) qcb qcb + 3k armorbreak||Ultra Combo 2|410|0|0/0|HL|-|0+9|until ground|After landing 46|9|until ground|46|-||||-|-|20 recovery frames after landing|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~10f|-|-|-|-|-}}
| align="center"  |+5
{{USFIVFrameDataHeader}}
| align="center"  |Forces stand
|   |
|-
|   |Close [[File:Short.gif]]
| align="center"  |HL
| align="center"  |20
| align="center"  |50
| align="center"  |20
| align="center"  |ch/sp/su
| align="center"  |5
| align="center"  |1
| align="center"  |7
| align="center"  |+3
| align="center"  |+6
| align="center"  |
|   |
|-
|   |Close [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |60
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |7
| align="center"  |4
| align="center"  |11
| align="center"  |-1
| align="center"  |+2
| align="center"  |
|   |
|-
|   |Close [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |40*60
| align="center"  |125*75
| align="center"  |60*20
| align="center"  |su*-
| align="center"  |12
| align="center"  |1(8)3
| align="center"  |17
| align="center"  |-2
| align="center"  |+3
| align="center"  |Forces stand
|   |
|-
|   |Far [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |20
| align="center"  |50
| align="center"  |20
| align="center"  |ch/sp/su
| align="center"  |6
| align="center"  |2
| align="center"  |7
| align="center"  |+2
| align="center"  |+5
| align="center"  |
|   |
|-
|   |Far [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |su
| align="center"  |7
| align="center"  |2
| align="center"  |12
| align="center"  |0
| align="center"  |+3
| align="center"  |
|   |
|-
|   |Far [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |14
| align="center"  |4
| align="center"  |16
| align="center"  |-2
| align="center"  |+3
| align="center"  |Only +2 on hit vs. crouching opponents
|   |
|-
|   |Far [[File:Short.gif]]
| align="center"  |HL
| align="center"  |30
| align="center"  |50
| align="center"  |20
| align="center"  |sp/su
| align="center"  |6
| align="center"  |2
| align="center"  |8
| align="center"  |+1
| align="center"  |+4
| align="center"  |
|   |
|-
|   |Far [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |60
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |8
| align="center"  |3
| align="center"  |11
| align="center"  |0
| align="center"  |+3
| align="center"  |
|   |
|-
|   |Far [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |11
| align="center"  |6
| align="center"  |15
| align="center"  |-2
| align="center"  |+2
| align="center"  |[Air hit] Limited juggle knockdown, frame advantage is based on 2nd active frame
|   |
|-
|   |crouch [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |20
| align="center"  |50
| align="center"  |20
| align="center"  |ch/sp/su
| align="center"  |4
| align="center"  |2
| align="center"  |10
| align="center"  |-1
| align="center"  |+2
| align="center"  |
|   |
|-
|   |crouch [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |60
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |5
| align="center"  |3
| align="center"  |9
| align="center"  |+2
| align="center"  |+5
| align="center"  |
|   |
|-
|   |crouch [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |90
| align="center"  |200
| align="center"  |60
| align="center"  |sp/su
| align="center"  |8
| align="center"  |2
| align="center"  |18
| align="center"  |-2
| align="center"  |+2
| align="center"  |
|   |
|-
|   |crouch [[File:Short.gif]]
| align="center"  |L
| align="center"  |20
| align="center"  |50
| align="center"  |20
| align="center"  |ch/sp/su
| align="center"  |5
| align="center"  |2
| align="center"  |12
| align="center"  |-3
| align="center"  |0
| align="center"  |
|   |
|-
|   |crouch [[File:Forward.gif]]
| align="center"  |L
| align="center"  |60
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |7
| align="center"  |3
| align="center"  |16
| align="center"  |-5
| align="center"  |-2
| align="center"  |
|   |
|-
|   |crouch [[File:Roundhouse.gif]]
| align="center"  |L
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |12
| align="center"  |3
| align="center"  |18
| align="center"  |-3
| align="center"  |-
| align="center"  |Hard knockdown
|   |
|-
|   |Jump up [[File:Jab.gif]]
| align="center"  |H
| align="center"  |40
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |5
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Jump up [[File:Strong.gif]]
| align="center"  |H
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |sp
| align="center"  |7
| align="center"  |6
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Jump up [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |90
| align="center"  |200
| align="center"  |60
| align="center"  |sp
| align="center"  |8
| align="center"  |6
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Jump up [[File:Short.gif]]
| align="center"  |H
| align="center"  |30
| align="center"  |50
| align="center"  |20
| align="center"  |sp
| align="center"  |6
| align="center"  |5
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Jump up [[File:Forward.gif]]
| align="center"  |H
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |9
| align="center"  |5
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Jump up [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |90
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |7
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Jump forward [[File:Jab.gif]]
| align="center"  |H
| align="center"  |40
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |7
| align="center"  |6
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Jump forward [[File:Strong.gif]]
| align="center"  |H
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |sp
| align="center"  |8
| align="center"  |5
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Jump forward [[File:Fierce.gif]]
| align="center"  |H
| align="center"  |90
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |8
| align="center"  |5
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Jump forward [[File:Short.gif]]
| align="center"  |H
| align="center"  |40
| align="center"  |50
| align="center"  |20
| align="center"  |sp
| align="center"  |7
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Jump forward [[File:Forward.gif]]
| align="center"  |H
| align="center"  |60
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |7
| align="center"  |4
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Jump forward [[File:Roundhouse.gif]]
| align="center"  |H
| align="center"  |90
| align="center"  |200
| align="center"  |60
| align="center"  |sp
| align="center"  |6
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |[[File:Right.gif]]+[[File:Strong.gif]]
| align="center"  |H
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |20
| align="center"  |5
| align="center"  |3 + After landing 8
| align="center"  |-2
| align="center"  |+1
| align="center"  |6f~ Airborne
|   |
|-
|   |[[File:Right.gif]]+[[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |40*60
| align="center"  |125*75
| align="center"  |60*20
| align="center"  |su*-
| align="center"  |12
| align="center"  |1(8)3
| align="center"  |17
| align="center"  |-2
| align="center"  |+3
| align="center"  |1~11f feet invincible to projectiles and strikes, forces stand
|   |
|-
|   |Super Jump
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |See Notes
| align="center"  |-
| align="center"  |-
| align="center"  |See Notes
| align="center"  |
| align="center"  |-
| align="center"  |Airborne 4f~, 1-3f FA/special/super/ultra cancellable, 11f landing recovery, can cancel midair to jump attack or jump special (3f landing recovery instead of 11f), neutral super jump is 48f+recovery, diagonal super jump is 44f+landing recovery, if no special moves are used
|   |
|-
|   |Focus Attack LVL 1
| align="center"  |HL
| align="center"  |60
| align="center"  |100
| align="center"  |20
| align="center"  |-
| align="center"  |10+16
| align="center"  |2
| align="center"  |40
| align="center"  |-26
| align="center"  |-26
| align="center"  |
|   |
|-
|   |Focus Attack LVL 2
| align="center"  |HL
| align="center"  |90
| align="center"  |150
| align="center"  |40
| align="center"  |-
| align="center"  |18+16
| align="center"  |2
| align="center"  |40
| align="center"  |-20
| align="center"  |-
| align="center"  |
|   |
|-
|   |Focus Attack LVL 3
| align="center"  |-
| align="center"  |150
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |70
| align="center"  |2
| align="center"  |40
| align="center"  |-
| align="center"  |-
| align="center"  |
|   |
|-
|   |Forward Throw
| align="center"  |0.91
| align="center"  |130
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |Hard knockdown
|   |
|-
|   |Back Throw
| align="center"  |0.91
| align="center"  |120
| align="center"  |160
| align="center"  |60
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |Hard knockdown
|   |
|-
|Thunder Knuckle [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |150
| align="center"  |20/30
| align="center"  |su
| align="center"  |16
| align="center"  |6
| align="center"  |21
| align="center"  |-2
| align="center"  |+2
| align="center"  |10~15f upper body invincible to strikes, 10~21f upper body invincible to projectiles, armor break, 8~9f can cancel into Feint
|   |
|-
|   |Thunder Knuckle [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |110
| align="center"  |200
| align="center"  |20/30
| align="center"  |su
| align="center"  |14
| align="center"  |4
| align="center"  |20
| align="center"  |-1
| align="center"  |+3
| align="center"  |Armor break, 7~8f can cancel into Feint
|   |
|-
|   |Thunder Knuckle [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |70
| align="center"  |150
| align="center"  |30/40
| align="center"  |su
| align="center"  |7
| align="center"  |16
| align="center"  |14+13
| align="center"  |-22
| align="center"  |-
| align="center"  |1~6f Invincible, 7f unthrowable, 10f~ airborne, armor break, can juggle, 5~6f can cancel into Feint
|   |
|-
|   |Thunder Knuckle [[File:EX.gif]]
| align="center"  |HL
| align="center"  |60*60
| align="center"  |100*100
| align="center"  |-250/0
| align="center"  |su
| align="center"  |27
| align="center"  |17
| align="center"  |38
| align="center"  |-5
| align="center"  |-
| align="center"  |Crumples on hit, armor break, can juggle, 2nd hit can pass through opponent, 15~16f can cancel into Feint
|  |
|-
|  |Burning Kick [[File:Short.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |100
| align="center"  |20/30
| align="center"  |-
| align="center"  |23
| align="center"  |4
| align="center"  |17
| align="center"  |-2
| align="center"  |-
| align="center"  |1f~ Airborne, projectile hitbox
|   |
|-
|   |Burning Kick [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |100
| align="center"  |20/30
| align="center"  |-
| align="center"  |25
| align="center"  |3
| align="center"  |17
| align="center"  |-1
| align="center"  |-
| align="center"  |1f~ Airborne, projectile hitbox
|   |
|-
|   |Burning Kick [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |100
| align="center"  |20/30
| align="center"  |-
| align="center"  |27
| align="center"  |2
| align="center"  |17
| align="center"  |0
| align="center"  |-
| align="center"  |1f~ Airborne, projectile hitbox
|   |
|-
|   |Burning Kick [[File:EX.gif]]
| align="center"  |HL
| align="center"  |20x3*80
| align="center"  |50x3*100
| align="center"  |-250/0
| align="center"  |-
| align="center"  |9
| align="center"  |2*1*2(11)10
| align="center"  |23
| align="center"  |-12
| align="center"  |-
| align="center"  |1~8f Invincible, 1f~ Airborne, can juggle, 4th hit projectile hitbox
|   |
|-
|   |Burning Kick [[File:Short.gif]](air)
| align="center"  |HL
| align="center"  |90
| align="center"  |100
| align="center"  |10/30
| align="center"  |-
| align="center"  |21
| align="center"  |8
| align="center"  |After landing 12
| align="center"  |+6
| align="center"  |-
| align="center"  |Projectile hitbox, block advantage is based on jump recovery
|   |
|-
|   |Burning Kick [[File:Forward.gif]](air)
| align="center"  |HL
| align="center"  |90
| align="center"  |100
| align="center"  |10/30
| align="center"  |-
| align="center"  |19
| align="center"  |8
| align="center"  |After landing 12
| align="center"  |+4
| align="center"  |-
| align="center"  |Projectile hitbox, block advantage is based on jump recovery
|   |
|-
|   |Burning Kick [[File:Roundhouse.gif]](air)
| align="center"  |HL
| align="center"  |90
| align="center"  |100
| align="center"  |10/30
| align="center"  |-
| align="center"  |17
| align="center"  |9
| align="center"  |After landing 12
| align="center"  |+2
| align="center"  |-
| align="center"  |Projectile hitbox, block advantage is based on jump recovery
|   |
|-
|   |Burning Kick [[File:EX.gif]] (air)
| align="center"  |HL
| align="center"  |20x3*80
| align="center"  |50x3*100
| align="center"  |-250/0
| align="center"  |-
| align="center"  |6
| align="center"  |2*1*2(10)8
| align="center"  |After landing 15
| align="center"  |+2
| align="center"  |-
| align="center"  |Can juggle, 4th hit projectile hitbox, block advantage is based on jump recovery
|   |
|-
|   |Seismo Hammer
| align="center"  |L
| align="center"  |120
| align="center"  |100
| align="center"  |20/30
| align="center"  |su
| align="center"  |24
| align="center"  |8
| align="center"  |31
| align="center"  |-18
| align="center"  |-
| align="center"  |Floats opponent, can cancel into super jump, cannot hit airborne opponents, 9~10f can cancel into feint
|   |
|-
|   |Seismo Hammer [[File:EX.gif]]
| align="center"  |L
| align="center"  |100
| align="center"  |100
| align="center"  |-250/0
| align="center"  |su
| align="center"  |19
| align="center"  |5
| align="center"  |18
| align="center"  |-2
| align="center"  |-
| align="center"  |1~13f strike invincible, floats opponent, can cancel into super jump, cannot hit airborne opponents, 8~9f can cancel into feint
|  |
|-
|   |Feint
| align="center"  |HL
| align="center"  |-
| align="center"  |-
| align="center"  |0/0
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |Total 6
| align="center"  |-
| align="center"  |-
| align="center"  |Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:10f EX:20f for Seismo Hammer- Non-EX:14f EX:13f
|   |
|-
|   |Super Combo [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |80*80*140
| align="center"  |0
| align="center"  |-1000/0
| align="center"  |-
| align="center"  |1+13
| align="center"  |1(33)1(19)2
| align="center"  |59+56
| align="center"  |-96
| align="center"  |-
| align="center"  |1~4f Invincible, 68f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|   |
|-
|   |Super Combo [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |80*80*140
| align="center"  |0
| align="center"  |-1000/0
| align="center"  |-
| align="center"  |1+7
| align="center"  |1(15)1(21)2
| align="center"  |59+56
| align="center"  |-96
| align="center"  |-
| align="center"  |1~4f Invincible, 46f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|   |
|-
|   |Super Combo [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |80*80*140
| align="center"  |0
| align="center"  |-1000/0
| align="center"  |-
| align="center"  |1+5
| align="center"  |1(8)1(29)2
| align="center"  |36+35
| align="center"  |-52
| align="center"  |-
| align="center"  |1~4f Invincible, 45f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|   |
|-
|   |Ultra Combo 1
| align="center"  |HL
| align="center"  |60*89x3*114
| align="center"  |0
| align="center"  |0/0
| align="center"  |-
| align="center"  |0+7
| align="center"  |3(53)5(8)5(10)5(10)5
| align="center"  |59+56
| align="center"  |-201
| align="center"  |-
| align="center"  |1~9f Invincible, 61f~ airborne, Untechable limited juggle knockdown, 1st armor break, can juggle, hit advantage based on 1st hit
|   |
|-
|   |Ultra Combo 2
| align="center"  |HL
| align="center"  |410
| align="center"  |0
| align="center"  |0/0
| align="center"  |-
| align="center"  |0+10
| align="center"  |until ground
| align="center"  |After landing 46
| align="center"  |-
| align="center"  |-
| align="center"  |1~10f Invincible, Hard knockdown, armor break, (some properties on block and 20 recovery frames after landing)
|  |
|-  
!  |
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  | Super Meter
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
!  |
|-  
!  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Gain
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|-  
|-  
|}
|}


=====Notes:=====
=====Notes:=====


[[Category: Ultra Street Fighter IV]]
[[Category: Ultra Street Fighter IV]]

Revision as of 22:01, 1 June 2014

Ultra Street Fighter IVUSFIV-Header.png

C. Viper

SSFIV-CViper Face.jpg

C. Viper works in the S.I.N. organization, carrying out many missions for Seth as his personal lackey. However, unbeknownst to Seth, Viper is secretly working for the CIA and has managed to work her way into Seth's trust. She is actually investigating the BLECE project and aims to take down Seth, S.I.N., and the Living Incubator project being secretly funded by S.I.N. However, despite her rise in the ranks, Seth's trust of Viper has wavered of late as he has begun suspecting that Viper is not quite who he originally thought she was.


In a nutshell

Widely considered the most technical characters in the game, Viper requires high levels of manual dexterity and mindgames to be effective. Diligent players, however, are rewarded for their efforts with some of the most potent offensive tools in the game. Her mix-up is absolutely devastating, being able to cross up with Aerial Burn Kicks mixed in with safe Overheads and super jump cancels, which she can use to combo into her Ultras for well over 50% of the opponent's health bar. However, as great as Viper is in mixing up opponents, her wake-up options are not strong so she can easily be mixed up herself. The key to winning with Viper: constant offense and never letting the opponent get a chance to think.


Ultra SFIV Changes

TBW


Frame Data (Condensed)

Template:USFIVMoveListCollapseHeader

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 20 50 20 HL ch/sp/su 4 2 7 12 2
Close MP Close Strong.gif 60 100 40 HL sp/su 5 2 9 15 2
Close HP Close Fierce.gif 90 200 60 HL sp/su 9 2 16 26 2
Close LK Close Short.gif 20 50 20 HL ch/sp/su 5 1 7 12 1
Close MK Close Forward.gif 60 100 40 HL sp/su 7 4 11 21 4
Close HK Close Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 40 3
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 6 2 7 14 2
Far MP Far Strong.gif 70 100 40 HL su 7 2 12 20 2
Far HP Far Fierce.gif 100 200 60 HL - 14 4 16 33 4
Far LK Far Short.gif 30 50 20 HL sp/su 6 2 8 15 2
Far MK Far Forward.gif 60 100 40 HL - 8 3 11 21 3
Far HK Far Roundhouse.gif 100 200 60 HL - 11 6 15 31 6
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 10 15 2
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 3 9 16 3
Crouch HP Crouch Fierce.gif 90 150 60 HL sp/su 8 2 18 27 2
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 12 18 2
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 7 3 16 25 3
Crouch HK Crouch Roundhouse.gif 100 200 60 L - 12 3 18 32 3
Viper Elbow Right.gif+Strong.gif 70 100 40 H - 20 5 3 + After landing 8 35 5
Double Kick Right.gif+Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 40 3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 5 7 - 11 7
Neutral Jump MP Neutral Jump Strong.gif 70 100 40 H sp 7 6 - 12 6
Neutral Jump HP Neutral Jump Fierce.gif 90 200 60 H sp 8 6 - 13 6
Neutral Jump LK Neutral Jump Short.gif 30 50 20 H sp 6 5 - 10 5
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 9 5 - 13 5
Neutral Jump HK Neutral Jump Roundhouse.gif 90 200 60 H - 7 7 - 13 7
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 7 6 - 12 6
Angled Jump MP Angled Jump Strong.gif 70 100 40 H sp 8 5 - 12 5
Angled Jump HP Angled Jump Fierce.gif 90 200 60 H - 8 5 - 12 5
Angled Jump LK Angled Jump Short.gif 40 50 20 H sp 7 7 - 13 7
Angled Jump MK Angled Jump Forward.gif 60 100 40 H - 7 4 - 10 4
Angled Jump HK Angled Jump Roundhouse.gif 90 200 60 H sp 6 7 - 12 7
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+13 2 40 67 2
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+14 2 40 73 2
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 68 2 40 109 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ab Fitness Forward Throw 130 100 40 0.91 - 3 2 20 24 2
Temple Massage Back Throw 120 160 60 0.91 - 3 2 20 24 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Thunder Knuckle Thunder Knuckle Jab.gif 100 200 20/30 HL su 16 6 21 42 6
Thunder Knuckle Strong.gif 120 150 20/30 HL su 14 4 20 37 4
Thunder Knuckle Fierce.gif 70 150 30/40 HL su 7 16 14+13 49 16
EX Thunder Knuckle Thunder Knuckle EX.gif 60*60 100*100 -250/0 HL su 27 17 38 81 17
Burning Kick Burn Kick Short.gif 100 100 20/30 HL - 23 4 17 43 4
Burn Kick Forward.gif 100 100 20/30 HL - 25 3 17 44 3
Burn Kick Roundhouse.gif 100 100 20/30 HL - 27 2 17 45 2
EX Burning Kick Burn Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 9 2*1*2(11)10 23 57 10
Air Burning Kick Air Burn Kick Short.gif 90 100 10/30 HL - 21 8 After landing 12 40 8
Air Burn Kick Forward.gif 90 100 10/30 HL - 19 8 After landing 12 38 8
Air Burn Kick Roundhouse.gif 90 100 10/30 HL - 17 9 After landing 12 37 9
EX Air Burning Kick Air Burn Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 6 2*1*2(10)8 After landing 15 43 8
Seismic Hammer Seismo 120 100 20/30 L su 24 8 31 62 8
EX Seismic Hammer Seismo EX.gif 100 100 -250/0 L su 19 5 18 41 5
Feint Feint - - 0/0 HL - - - Total 6 6 -
High Jump High Jump - - - - See Notes - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Emergency Combination Super Combo Jab.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+13 1(33)1(19)2 59+56 184
Super Combo Strong.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+7 1(15)1(21)2 59+56 162
Super Combo Fierce.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+5 1(8)1(29)2 36+35 117
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Burst Time Ultra Combo 1 60*89x3*114 0 0/0 HL - 0+7 3(53)5(8)5(10)5(10)5 59+56 225
Burning Dance Ultra Combo 2 410 0 0/0 HL - 0+9 until ground After landing 46 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Template:USFIVMoveListCollapseFooter


Moves

Unique Attacks

  Name Nickname Command Notes
File:No image.png high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Throws

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Special Moves

  Name Nickname Command Notes
File:No image.png hp is anti-air; mp is a straight, chest level attack; lp is a straight, leg level attack; Startup can be canceled with 2p; ex armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}canceled with 2p; ex armorbreak }}

File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Startup can be canceled cancel with 2p; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Cannot be used as a Reversal {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Ultra Combos

  Name Nickname Command Notes
File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

  • Vs. Abel

TBW


  • Vs. Adon

TBW


  • Vs. Akuma

TBW


  • Vs. Balrog

TBW


  • Vs. Blanka

TBW


  • Vs. C. Viper

TBW


  • Vs. Cammy

TBW


  • Vs. Chun Li

TBW


  • Vs. Cody

TBW


  • Vs. Dan

TBW


  • Vs. Dee Jay

TBW


  • Vs. Dhalsim

TBW


  • Vs. Dudley

TBW


  • Vs. E. Honda

TBW


  • Vs. Elena

TBW


  • Vs. El Fuerte

TBW


  • Vs. Evil Ryu

TBW


  • Vs. Fei Long

TBW


  • Vs. Gen

TBW


  • Vs. Gouken

TBW


  • Vs. Guile

TBW


  • Vs. Guy

TBW


  • Vs. Hakan

TBW


  • Vs. Hugo

TBW


  • Vs. Ibuki

TBW


  • Vs. Juri

TBW


  • Vs. Ken

TBW


  • Vs. Makoto

TBW


  • Vs. M. Bison

TBW


  • Vs. Oni

TBW


  • Vs. Poison

TBW


  • Vs. Rolento

TBW


  • Vs. Rose

TBW


  • Vs. Rufus

TBW


  • Vs. Ryu

TBW


  • Vs. Sagat

TBW


  • Vs. Sakura

TBW


  • Vs. Seth

TBW


  • Vs. T. Hawk

TBW


  • Vs. Vega

TBW


  • Vs. Yang

TBW


  • Vs. Yun

TBW


  • Vs. Zangief

TBW


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 Jab.gif 20 50 20 HL ch/sp/su 4 2 7 4 12 2 2 7 11 14 2 5 Reset Reset - - -
Close MP Close Strong.gif 60 100 40 HL sp/su 5 2 9 5 15 2 2 9 14 17 3 6 Reset Reset - - -
Close HP Close Fierce.gif 90 200 60 HL sp/su 9 2 16 9 26 2 2 16 18 23 0 5 Forces stand Forces stand Reset Reset - - -
Close LK Close Short.gif 20 50 20 HL ch/sp/su 5 1 7 5 12 1 1 7 11 14 3 6 Reset Reset - - -
Close MK Close Forward.gif 60 100 40 HL sp/su 7 4 11 7 21 4 4 11 14 17 -1 2 Reset Reset - - -
Close HK Close Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 12 40 3 12 17 18 23 -2 3 Forces stand Forces stand Reset Reset - - -
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 6 2 7 6 14 2 2 7 11 14 2 5 Reset Reset - - -
Far MP Far Strong.gif 70 100 40 HL su 7 2 12 7 20 2 2 12 14 17 0 3 Reset Reset - - -
Far HP Far Fierce.gif 100 200 60 HL - 14 4 16 14 33 4 4 16 18 23 -2 3 Only +2 on hit vs. crouching opponents Reset Reset - - -
Far LK Far Short.gif 30 50 20 HL sp/su 6 2 8 6 15 2 2 8 11 14 1 4 Reset Reset - - -
Far MK Far Forward.gif 60 100 40 HL - 8 3 11 8 21 3 3 11 14 17 0 3 Reset Reset - - -
Far HK Far Roundhouse.gif 100 200 60 HL - 11 6 15 11 31 6 6 15 19 23 -2 2 Can be performed with Down/Forward + HK at any distance from the opponent, frame advantage is based on 2nd active frame Soft Knockdown Soft Knockdown - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 10 4 15 2 2 10 11 14 -1 2 Reset Reset - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 3 9 5 16 3 3 9 14 17 2 5 Reset Reset - - -
Crouch HP Crouch Fierce.gif 90 150 60 HL sp/su 8 2 18 8 27 2 2 18 18 22 -2 2 Reset Reset - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 12 5 18 2 2 12 11 14 -3 0 Reset Reset - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 7 3 16 7 25 3 3 16 14 17 -5 -2 Reset Reset - - -
Crouch HK Crouch Roundhouse.gif 100 200 60 L - 12 3 18 12 32 3 3 18 18 - -3 - Hard knockdown Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Viper Elbow Right.gif+Strong.gif 70 100 40 H - 20 5 3 + After landing 8 20 35 5 5 11 14 17 -2 1 Reset Reset - - -
Double Kick Right.gif+Roundhouse.gif 40*60 125*75 60*20 HL su*- 12 1(8)3 17 12 40 3 12 17 18 23 -2 3 Forces stand Forces stand Reset Reset - - Feet: 1~11f
Move Name Nickname Damage Stun Meter
Gain
Hit
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
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Stun
Hit
Stun
Extra
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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 Jab.gif 40 50 20 H - 5 7 - 5 11 7 7 0 - - Reset Reset - - -
Neutral Jump MP Neutral Jump Strong.gif 70 100 40 H sp 7 6 - 7 12 6 6 0 - - Reset Reset - - -
Neutral Jump HP Neutral Jump Fierce.gif 90 200 60 H sp 8 6 - 8 13 6 6 0 - - Reset Reset - - -
Neutral Jump LK Neutral Jump Short.gif 30 50 20 H sp 6 5 - 6 10 5 5 0 - - Reset Reset - - -
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 9 5 - 9 13 5 5 0 - - Reset Reset - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 90 200 60 H - 7 7 - 7 13 7 7 0 - - Reset Reset - - -
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 7 6 - 7 12 6 6 0 - - Reset Reset - - -
Angled Jump MP Angled Jump Strong.gif 70 100 40 H sp 8 5 - 8 12 5 5 0 - - Reset Reset - - -
Angled Jump HP Angled Jump Fierce.gif 90 200 60 H - 8 5 - 8 12 5 5 0 - - Reset Reset - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H sp 7 7 - 7 13 7 7 0 - - Reset Reset - - -
Angled Jump MK Angled Jump Forward.gif 60 100 40 H - 7 4 - 7 10 4 4 0 - - Reset Reset - - -
Angled Jump HK Angled Jump Roundhouse.gif 90 200 60 H sp 6 7 - 6 12 7 7 0 - - Reset Reset - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
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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+13 2 40 26 67 2 2 40 -26 -26 Crumple Soft Knockdown Soft Knockdown - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+14 2 40 32 73 2 2 40 -20 - Crumple Crumple Free Juggle Free Juggle - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 68 2 40 68 109 2 2 40 - - X Crumple Crumple Free Juggle Free Juggle - - -
Move Name Nickname Damage Stun Meter
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Startup Active Rcvry Total
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Stun
Hit
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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
Ab Fitness Forward Throw 130 100 40 0.91 - 3 2 20 3 24 2 2 20 - - Hard knockdown X Hard Knockdown - - - - - -
Temple Massage Back Throw 120 160 60 0.91 - 3 2 20 3 24 2 2 20 - - Hard knockdown X Hard Knockdown - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
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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
Thunder Knuckle Thunder Knuckle Jab.gif 100 200 20/30 HL su 16 6 21 16 42 6 6 21 -2 2 8~9f can cancel into Feint X Soft Knockdown Soft Knockdown - - Upper body: 10~15f
Thunder Knuckle Strong.gif 120 150 20/30 HL su 14 4 20 14 37 4 4 20 -1 3 (? Ultra change) 7~8f can cancel into Feint X Soft Knockdown Soft Knockdown - - -
Thunder Knuckle Fierce.gif 70 150 30/40 HL su 7 16 14+13 7 49 16 16 27 -22 - 5~6f can cancel into Feint X Soft Knockdown Soft Knockdown - All: 1~6f Invincible -
EX Thunder Knuckle Thunder Knuckle EX.gif 60*60 100*100 -250/0 HL su 27 17 38 27 81 17 17 38 -5 - 2nd hit can pass through opponent, 15~16f can cancel into Feint X Crumple Crumple Soft Knockdown Soft Knockdown - - -
Burning Kick Burn Kick Short.gif 100 100 20/30 HL - 23 4 17 23 43 4 4 17 -2 - 1f~ Airborne, projectile hitbox X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Burn Kick Forward.gif 100 100 20/30 HL - 25 3 17 25 44 3 3 17 -1 - 1f~ Airborne, projectile hitbox X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Burn Kick Roundhouse.gif 100 100 20/30 HL - 27 2 17 27 45 2 2 17 0 - 1f~ Airborne, projectile hitbox X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Burning Kick Burn Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 9 2*1*2(11)10 23 9 57 10 26 23 -12 - Projectile only on 4th Hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~8f -
Air Burning Kick Air Burn Kick Short.gif 90 100 10/30 HL - 21 8 After landing 12 21 40 8 8 12 6 - Projectile hitbox, block advantage is based on jump recovery X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Air Burn Kick Forward.gif 90 100 10/30 HL - 19 8 After landing 12 19 38 8 8 12 4 - Projectile hitbox, block advantage is based on jump recovery X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Air Burn Kick Roundhouse.gif 90 100 10/30 HL - 17 9 After landing 12 17 37 9 9 12 2 - Projectile hitbox, block advantage is based on jump recovery X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Air Burning Kick Air Burn Kick EX.gif 20x3*80 50x3*100 -250/0 HL - 6 2*1*2(10)8 After landing 15 6 43 8 23 15 2 - Projectile only on 4th Hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Seismic Hammer Seismo 120 100 20/30 L su 24 8 31 24 62 8 8 31 -18 - Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint Free Juggle Free Juggle - - - - -
EX Seismic Hammer Seismo EX.gif 100 100 -250/0 L su 19 5 18 19 41 5 5 18 -2 - Can cancel into High Jump, cannot hit airborne opponents, 9~10f can cancel into feint Free Juggle Free Juggle - - All: 1~13f
Feint Feint - - 0/0 HL - - - Total 6 0 6 - 0 6 - - Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:11f EX:20f for Seismo Hammer- Non-EX:14f EX:13f - - -
High Jump High Jump - - - - See Notes - - - - - - - - - 1-3f Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Back version is 44f total in air, Neutral version is 48f total in air, 11f recovery upon landing on empty jump, can cancel midair to jump attack (3f landing recovery instead of 11f) or jump special (with landing recovery of special), cannot be used as a Reversal - - -
Move Name Nickname Damage Stun Meter
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Ability
Startup Active Rcvry Total
Frames
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Adv
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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
Emergency Combination Super Combo Jab.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+13 1(33)1(19)2 59+56 14 184 56 115 -96 - 3rd hit projectile hitbox X 3rd-4th Hit: Hard Knockdown 3rd-4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4f -
Super Combo Strong.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+7 1(15)1(21)2 59+56 8 162 40 115 -96 - 3rd hit projectile hitbox X 3rd-4th Hit: Hard Knockdown 3rd-4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4f -
Super Combo Fierce.gif 350 total (? Ultra change) 0 -1000/0 HL - 1+5 1(8)1(29)2 36+35 6 117 41 71 -52 - 3rd hit projectile hitbox X 3rd-4th Hit: Hard Knockdown 3rd-4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4f -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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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
Burst Time Ultra Combo 1 60*89x3*114 0 0/0 HL - 0+7 3(53)5(8)5(10)5(10)5 59+56 7 225 104 115 -201 - 1st armor break, can juggle, hit advantage based on 1st hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f -
Burning Dance Ultra Combo 2 410 0 0/0 HL - 0+9 until ground After landing 46 9 - until ground 46 - - 20 recovery frames after landing X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10f -
Move Name Nickname Damage Stun Meter
Gain
Hit
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
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Adv
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Stun
Hit
Stun
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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


Notes: