Ultra Street Fighter IV/Guy: Difference between revisions

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TBW<br>
TBW<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|6|4|2|6|11|2|11|14|3|6|Cannot hit crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|60|100|40|HL|sp/su|5|2|16|5|2|16|22|2|19|23|1|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100|200|60|HL|sp/su|5|2|19|5|2|19|25|2|18|23|-3|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|20|50|20|HL|sp/su|5|3|11|5|3|11|18|3|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|80|100|40|HL|sp/su|7|2|11|7|2|11|19|2|16|19|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|100|200|60|HL|su|7|3|13|7|3|13|22|3|18|24|2|8|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|6|4|2|6|11|2|11|14|3|6|Cannot hit crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|60|100|40|HL|sp/su|5|2|16|5|2|16|22|2|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|100|200|60|HL|-|7|2|13|7|2|13|21|2|18|22|3|7|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|40|50|20|HL|-|4|3|8|4|3|8|14|2|10|13|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|70|100|40|HL|-|8|2|12|8|2|12|21|2|13|17|-1|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|7|5|15|7|5|15|26|3|17|21|-1|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|4|2|6|4|2|6|11|2|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|70|100|40|HL|sp/su|6|3|9|6|3|9|17|3|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|100|200|60|HL|-|9|2|13|9|2|13|23|2|18|23|3|8|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|30|50|20|L|sp/su|3|2|7|3|2|7|11|2|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|30*40|30*40|40*20|L|-|6|2(2)2|12|6|6|12|23|2|14|-|0|-|||||2nd Hit: Hard Knockdown|2nd Hit: Hard Knockdown|1st Hit: Reset, 2nd Hit: Hard Knockdown|1st Hit: Reset, 2nd Hit: Hard Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|90[50]|100[80]|60|L|-|7|11|15|7|11|15|32|11|16|-|-10|-|[] refers to after 5th active frame||||1~5f: Hard Knockdown|1~5f: Hard Knockdown|1~5f: Hard Knockdown, 6f~: Reset|1~5f: Hard Knockdown, 6f~: Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neck Breaker|Overhead|f + mp||Overhead|30*30|50*50|10*10|H|-|15|2*2|16|15|4|16|34|2|16|20|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Ninja Sickle|Flip Kick|df + hk||Flip Kick|40*60|100*100|60*20|HL|-|7|2(3)2|12 + After landing 12|7|7|24|37|2|17|-|-9|-|||||2nd Hit: Free Juggle|2nd Hit: Free Juggle|1st Hit: Reset, 2nd Hit: Free Juggle|1st Hit: Reset, 2nd Hit: Free Juggle|-|-|-|-|-|14f~|-}}
{{USFIVFrameDataGlanceRow|Bushin Gokusaken|Bushin Chain|lp --- mp --- hp --- hk or d + hk||Bushin Chain (2nd hit)|60|50|10|HL|-|7|2|24|7|2|24|32|2|18|23|-8|-3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Bushin Chain (3rd hit)|80|50|20|HL|-|5|2|18|5|2|18|24|2|11|23|-9|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Bushin Chain (4th hit)|100|130|20|HL|su|11|3|26|11|3|26|39|3|18|-|-11|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Bushin Chain (4th hit) [[File:Down.gif]]+[[File:Roundhouse.gif]]|100|0|30|-|-|3|2|20|3|2|20|24|2|-|-|-|-|||||Free Juggle|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Target Combo|Target Combo|mp --- hp||[[File:Strong.gif]] > [[File:Fierce.gif]]|40|60|20|HL|sp/su|7|2|23|7|2|23|31|2|20|23|-5|-2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|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]]|80|100|40|H|-|5|4|-|5|4|0|8|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|100|200|60|H|-|6|4|-|6|4|0|9|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|5|8|-|5|8|0|12|8|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|6|3|-|6|3|0|8|3|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|50*50|50*50|60*20|H|-|5|2(6)4|-|5|12|0|16|4|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|2nd Hit JP: ?}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|5|7|-|5|7|0|11|7|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|80|100|40|H|-|5|3|-|5|3|0|7|3|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|6|4|-|6|4|0|9|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|5|8|-|5|8|0|12|8|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|70|100|40|H|-|6|6|-|6|6|0|11|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|8|3|-|8|3|0|10|3|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Elbow Drop|Elbow Drop|(in air) d + mp||Elbow Drop|80|100|40|HL|-|8|until ground|After landing 4|8|until ground|4|-|until ground|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Wall Jump|Wall Jump|(in air, near wall) uf||Wall Jump|-|-|-|-|-|-|-|-|-|-|-|-|-|||-|-|||||-|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|35|21|2|35|57|2|||-21|-21||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|35|29|2|35|65|2|||-15|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|65|2|35|65|2|35|101|2|||-|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Grab Throw|Forward Throw|f or n + lp + lk||Forward Throw|130|160|40|0.84|-|3|2|20|3|2|20|24||||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Shoulder Throw|Back Throw|b + lp + lk||Back Throw|130|120|40|0.84|-|3|2|20|3|2|20|24||||-|-|Hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Hozanto|Shoulder Attack|qcb + p ex armorbreak||Shoulder Attack [[File:Jab.gif]]|80|140|10/20|HL|su|19|3|21|19|3|21|42||||-1|-||X|||||||-|-|-|Upper body: 5~15f|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Shoulder Attack [[File:Strong.gif]]|130|160|10/30|HL|su|23|3|22|23|3|22|47||||-2|-||X|||||||-|-|-|Upper body: 5~19f|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Shoulder Attack [[File:Fierce.gif]]|160|200|20/40|HL|su|28|3|22|28|3|22|52||||-6|-||X|||||||-|-|-|Upper body: 5~26f|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Hozanto|EX Shoulder Attack|||Shoulder Attack [[File:EX.gif]]|120|200|-250/0|HL|su|10|3|24|10|3|24|36||||-6|-||X|||||||-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Bushin Senpukyaku|Spin Kick|qcb + k ex||Spin Kick [[File:Short.gif]]|40x3|100*50x2|20/12x3|HL|-|10|2(6)1(7)1|11 + After landing 19|10|17|30|56||||-18|-|3rd hit cannot hit crouching opponents||||||||-|-|Lower body: 10~28f|Mid body: 1~9f, Lower Body: 10~28f|1~9f|7f~|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Spin Kick [[File:Forward.gif]]|50x3|100*50x2|20/12x3|HL|-|9|2(6)2(6)2|16 + After landing 19|9|18|35|61||||-15|-|||||||||-|-|Lower body: 1~26f|All: 1~10f, Lower body: 11~42f|-|7f~|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Spin Kick [[File:Roundhouse.gif]]|50*20*20*70|50x4|20/12*10x3|-|-|6|3(6)1(7)1(6)1|16 + After landing 19|6|25|35|65||||-|-|Cannot hit crouching opponents||||||||-|-|Lower body: 1~30f|Lower body: 1~30f|-|5f~|-}}
{{USFIVFrameDataGlanceRow|EX Bushin Senpukyaku|EX Spin Kick|||Spin Kick [[File:EX.gif]]|50x3*20|50x4|-250/0|HL|-|4|2(5)1(6)1(5)2|16 + After landing 19|4|22|35|60||||-20|-|Frame advantage is based off 3rd hit||||||||-|All: 1~10f|Lower body: 11~25f|Lower body: 11~25f|-|3f~|JP: ?}}
{{USFIVFrameDataGlanceRow|Bushin Flip|Bushin Flip|qcf + p ex||Bushin Flip [[File:Jab.gif]]|-|-|20/-|-|-|-|-|Total 68|0|0|68|68||||-|-|26 grounded recovery frames, 22f~ cancellable into followup||||-|-|-|-|-|-|-|-|-|7f~|-}}
{{USFIVFrameDataGlanceRow|||||Bushin Flip [[File:Strong.gif]]|-|-|20/-|-|-|-|-|Total 70|0|0|70|70||||-|-|26 grounded recovery frames, 22f~ cancellable into followup||||-|-|-|-|-|-|-|-|-|7f~|-}}
{{USFIVFrameDataGlanceRow|||||Bushin Flip [[File:Fierce.gif]]|-|-|20/-|-|-|-|-|Total 70|0|0|70|70||||-|-|26 grounded recovery frames, 22f~ cancellable into followup||||-|-|-|-|-|-|-|-|-|7f~|-}}
{{USFIVFrameDataGlanceRow|EX Bushin Flip|EX Bushin Flip|||Bushin Flip [[File:EX.gif]]|-|-|-250/-|-|-|-|-|Total 65|0|0|65|65||||-|-|20 grounded recovery frames, tracks opponent, 22f~ cancellable into followup||||-|-|-|-|-|-|-|All: 1~14f|All: 1~14f|7f~|-}}
{{USFIVFrameDataGlanceRow|Bushin Izuna Otoshi|Bushin Throw|(near opponent) p|Perform during Bushin Flip|Bushin Throw|180|150|0/40|0.8|-|1|1|After landing 8|1|1|8|9||||-|-|Cannot throw crouching opponents|||X|Hard Knockdown|-|Hard Knockdown|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Bushin Elbow Drop|Bushin Elbow Drop|p|Perform during Bushin Flip|Bushin Elbow Drop|80|100|0/40|HL|-|13|until ground|After landing 8|13|until ground|8|-||||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Run|Run|qcf + k ex||Run|-|-|0|-|-|-|-|See followup|-|-|See followup|-||||-|-|5f~ can cancel into followup||||-|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Sudden Stop|Run Stop|lk|Perform after Run|Run Stop|-|-|0|-|-|-|-|Total 16|0|0|16|16||||-|-|Fastest stop is 21f||||-|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Shadow Kick|Run Slide|mk|Perform after Run|Run Slide|110|100|Oct-60|L|su|4+9|6|22|13|6|22|40||||-10|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neck Flip|Run Overhead|hk|Perform after Run|Run Overhead|100*70|100*100|10/40*40|HL*H|-|4+22|2*3|20|26|5|20|50||||-6|2|||||||Soft Knockdown|Soft Knockdown|-|-|Lower body: 1~14f|Lower body: 1~14f|-|15~28f airborne|2nd Hit JP: ?}}
{{USFIVFrameDataGlanceRow|EX Run|EX Run|||EX Run|-|-|-250/-|-|-|-|-|See followup|-|-|See followup|-||||-|-|5f~ can cancel into followup||||-|-|-|-|1f~ (2 hits)|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Sudden Stop|EX Run Stop|||EX Run Stop|-|-|0|-|-|-|-|Total 16|0|0|16|16||||-|-|Fastest stop is 21f||||-|-|-|-|1f~|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Shadow Kick|EX Run Slide|||EX Run Slide|120|100|0/60|L|su|4+9|13|14|13|13|14|39||||-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|1~28f|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Neck Flip|EX Run Overhead|||EX Run Overhead|100*70|200*100|0/40*40|HL*H|-|4+23|2*3|20|27|5|20|51||||-6|2|||||||Soft Knockdown|Soft Knockdown|-|-|Lower body: 1~14f|1~22f|-|15~29f|2nd Hit JP: ?}}
{{USFIVFrameDataGlanceRow|Kaiten Izuna Otoshi|Command Air Throw|(in air) qcf + p ex||Command Air Throw|180|180|Oct-80|1|-|3|2|-|3|2|Until Landing|-||||-|-|Connects on airborne opponents only||||-|-|Hard Knockdown|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Kaiten Izuna Otoshi|EX Command Air Throw|||Command Air Throw [[File:EX.gif]]|170|180|#DIV/0!|1|-|3|3|-|3|3|Until Landing|-||||-|-|Connects on airborne opponents only||||-|-|Hard Knockdown|-|-|All: 1~2f|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Bushin Hasoken|Super|Bushin Hasoken||Super Combo|80*40x5*100|0|#DIV/0!|HL|-|1+7|2|10 + After landing 18|8|2|28|37||||-15|-|Animation continues on hit or block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8f|-|-|-|1f~|JP: ?}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Bushin Goraisenpujin|Ultra I|qcf qcf + 3k||Ultra Combo 1|29*27x3*350|0|0|HL|-|0+12|2(11)2(16)2(17)1|40|12|49|40|100||||-20|-|4th hit goes into animation|X|||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Bushin Muso Renge|Ultra II|hcb hcb + 3p||Ultra Combo 2|500|0|0|0.98|-|0+2|2|38|2|2|38|41||||-|-||||X|Hard Knockdown|-|-|-|-|All: 1~2f|-|-|-|-|-}}
{{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
! 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
|-
|  |Close [[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"  |6
| align="center"  |+3
| align="center"  |+6
| align="center"  |Cannot hit crouching opponents
|  |
|-
|  |Close [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |60
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |5
| align="center"  |2
| align="center"  |16
| align="center"  |+1
| align="center"  |+5
| align="center"  |
|  |
|-
|  |Close [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |sp/su
| align="center"  |5
| align="center"  |2
| align="center"  |19
| align="center"  |-3
| align="center"  |+2
| align="center"  |Forces stand
|  |
|-
|  |Close [[File:Short.gif]]
| align="center"  |HL
| align="center"  |20
| align="center"  |50
| align="center"  |20
| align="center"  |sp/su
| align="center"  |5
| align="center"  |3
| align="center"  |11
| align="center"  |-3
| align="center"  |0
| align="center"  |
|  |
|-
|  |Close [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |80
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |7
| align="center"  |2
| align="center"  |11
| align="center"  |+3
| align="center"  |+6
| align="center"  |
|  |
|-
|  |Close [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |su
| align="center"  |7
| align="center"  |3
| align="center"  |13
| align="center"  |+2
| align="
|-  
|-  
|}
|}

Revision as of 22:02, 1 June 2014

Ultra Street Fighter IVUSFIV-Header.png

Guy

SSFIV-Guy Face.jpg

Known for teaming up with Cody and Metro City Mayor Mike Haggar in ending the Mad Gear Gang's reign of terror in Metro City, Guy took what he learned from his battle to rescue Haggar's daughter to heart and was determined to fine-tune his skills in the Bushin style of martial arts, a responsibility he took seriously being named the 39th master of Bushin-ryu. He took to the world of Street Fighting and it was there he learned of M. Bison and gained a new purpose in life: to rid the world of the evils of Shadaloo and M. Bison himself.


In a nutshell

Guy is a very tricky character. Not only can he be tricky to fight against, dealing with his "cross-up or not" mix-ups using Jumping Medium Kick and the Elbow Drop or dealing with his Run pressure up close or getting grabbed by surprise Bushin Throws, he's also a very tricky character to learn. Most of his attack plans and mix-ups are very unorthodox when compared to the majority of the cast, but that's one of his big advantages: opponents may not be used to this type of offense and defense. And that only makes Guy's mix-up game and odd style that much more effective.


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 6 11 2
Close MP Close Strong.gif 60 100 40 HL sp/su 5 2 16 22 2
Close HP Close Fierce.gif 100 200 60 HL sp/su 5 2 19 25 2
Close LK Close Short.gif 20 50 20 HL sp/su 5 3 11 18 3
Close MK Close Forward.gif 80 100 40 HL sp/su 7 2 11 19 2
Close HK Close Roundhouse.gif 100 200 60 HL su 7 3 13 22 3
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 4 2 6 11 2
Far MP Far Strong.gif 60 100 40 HL sp/su 5 2 16 22 2
Far HP Far Fierce.gif 100 200 60 HL - 7 2 13 21 2
Far LK Far Short.gif 40 50 20 HL - 4 3 8 14 2
Far MK Far Forward.gif 70 100 40 HL - 8 2 12 21 2
Far HK Far Roundhouse.gif 110 200 60 HL - 7 5 15 26 3
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 11 2
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 6 3 9 17 3
Crouch HP Crouch Fierce.gif 100 200 60 HL - 9 2 13 23 2
Crouch LK Crouch Short.gif 30 50 20 L sp/su 3 2 7 11 2
Crouch MK Crouch Forward.gif 30*40 30*40 40*20 L - 6 2(2)2 12 23 2
Crouch HK Crouch Roundhouse.gif 90[50] 100[80] 60 L - 7 11 15 32 11
Neck Breaker Overhead 30*30 50*50 10*10 H - 15 2*2 16 34 2
Ninja Sickle Flip Kick 40*60 100*100 60*20 HL - 7 2(3)2 12 + After landing 12 37 2
Bushin Gokusaken Bushin Chain (2nd hit) 60 50 10 HL - 7 2 24 32 2
Bushin Chain (3rd hit) 80 50 20 HL - 5 2 18 24 2
Bushin Chain (4th hit) 100 130 20 HL su 11 3 26 39 3
Bushin Chain (4th hit) Down.gif+Roundhouse.gif 100 0 30 - - 3 2 20 24 2
Target Combo Strong.gif > Fierce.gif 40 60 20 HL sp/su 7 2 23 31 2
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 50 50 20 H - 5 7 - 11 7
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 4 - 8 4
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 4 - 9 4
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 8 - 12 8
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 3 - 8 3
Neutral Jump HK Neutral Jump Roundhouse.gif 50*50 50*50 60*20 H - 5 2(6)4 - 16 4
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 7 - 11 7
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 5 3 - 7 3
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 6 4 - 9 4
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 8 - 12 8
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 6 - 11 6
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 8 3 - 10 3
Elbow Drop Elbow Drop 80 100 40 HL - 8 until ground After landing 4 - until ground
Wall Jump Wall Jump - - - - - - - - - -
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 57 2
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 2
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Grab Throw Forward Throw 130 160 40 0.84 - 3 2 20 24
Shoulder Throw Back Throw 130 120 40 0.84 - 3 2 20 24
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hozanto Shoulder Attack Jab.gif 80 140 10/20 HL su 19 3 21 42
Shoulder Attack Strong.gif 130 160 10/30 HL su 23 3 22 47
Shoulder Attack Fierce.gif 160 200 20/40 HL su 28 3 22 52
EX Hozanto Shoulder Attack EX.gif 120 200 -250/0 HL su 10 3 24 36
Bushin Senpukyaku Spin Kick Short.gif 40x3 100*50x2 20/12x3 HL - 10 2(6)1(7)1 11 + After landing 19 56
Spin Kick Forward.gif 50x3 100*50x2 20/12x3 HL - 9 2(6)2(6)2 16 + After landing 19 61
Spin Kick Roundhouse.gif 50*20*20*70 50x4 20/12*10x3 - - 6 3(6)1(7)1(6)1 16 + After landing 19 65
EX Bushin Senpukyaku Spin Kick EX.gif 50x3*20 50x4 -250/0 HL - 4 2(5)1(6)1(5)2 16 + After landing 19 60
Bushin Flip Bushin Flip Jab.gif - - 20/- - - - - Total 68 68
Bushin Flip Strong.gif - - 20/- - - - - Total 70 70
Bushin Flip Fierce.gif - - 20/- - - - - Total 70 70
EX Bushin Flip Bushin Flip EX.gif - - -250/- - - - - Total 65 65
Bushin Izuna Otoshi Bushin Throw 180 150 0/40 0.8 - 1 1 After landing 8 9
Bushin Elbow Drop Bushin Elbow Drop 80 100 0/40 HL - 13 until ground After landing 8 -
Run Run - - 0 - - - - See followup -
Sudden Stop Run Stop - - 0 - - - - Total 16 16
Shadow Kick Run Slide 110 100 Oct-60 L su 4+9 6 22 40
Neck Flip Run Overhead 100*70 100*100 10/40*40 HL*H - 4+22 2*3 20 50
EX Run EX Run - - -250/- - - - - See followup -
EX Sudden Stop EX Run Stop - - 0 - - - - Total 16 16
EX Shadow Kick EX Run Slide 120 100 0/60 L su 4+9 13 14 39
EX Neck Flip EX Run Overhead 100*70 200*100 0/40*40 HL*H - 4+23 2*3 20 51
Kaiten Izuna Otoshi Command Air Throw 180 180 Oct-80 1 - 3 2 - -
EX Kaiten Izuna Otoshi Command Air Throw EX.gif 170 180 #DIV/0! 1 - 3 3 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Bushin Hasoken Super Combo 80*40x5*100 0 #DIV/0! HL - 1+7 2 10 + After landing 18 37
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Bushin Goraisenpujin Ultra Combo 1 29*27x3*350 0 0 HL - 0+12 2(11)2(16)2(17)1 40 100
Bushin Muso Renge Ultra Combo 2 500 0 0 0.98 - 0+2 2 38 41
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 {{{4}}} {{{5}}} {{{6}}}

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

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

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

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

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

File:No image.png Switch hk to d + hk for throw ender {{{4}}} {{{5}}} {{{6}}}

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

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

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

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

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

File:No image.png When opponent is far, Bushin Izuna Otoshi is replaced with Elbow Drop; throw airthrow ex {{{4}}} {{{5}}} {{{6}}}

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

File:No image.png ex version gains armor (2 hits); ex {{{4}}} {{{5}}} {{{6}}}

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

File:No image.png Perform after Run {{{4}}} {{{5}}} {{{6}}}

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

File:No image.png Perform after Run; low {{{4}}} {{{5}}} {{{6}}}

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

File:No image.png Perform after Run; high {{{4}}} {{{5}}} {{{6}}}

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

File:No image.png airthrow ex {{{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 throw {{{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 6 4 11 2 2 6 11 14 3 6 Cannot hit crouching opponents Reset Reset - - -
Close MP Close Strong.gif 60 100 40 HL sp/su 5 2 16 5 22 2 2 16 19 23 1 5 Reset Reset - - -
Close HP Close Fierce.gif 100 200 60 HL sp/su 5 2 19 5 25 2 2 19 18 23 -3 2 Forces stand Forces stand Reset Reset - - -
Close LK Close Short.gif 20 50 20 HL sp/su 5 3 11 5 18 3 3 11 11 14 -3 0 Reset Reset - - -
Close MK Close Forward.gif 80 100 40 HL sp/su 7 2 11 7 19 2 2 11 16 19 3 6 Reset Reset - - -
Close HK Close Roundhouse.gif 100 200 60 HL su 7 3 13 7 22 3 3 13 18 24 2 8 Reset Reset - - -
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 4 2 6 4 11 2 2 6 11 14 3 6 Cannot hit crouching opponents Reset Reset - - -
Far MP Far Strong.gif 60 100 40 HL sp/su 5 2 16 5 22 2 2 16 14 17 -4 -1 Reset Reset - - -
Far HP Far Fierce.gif 100 200 60 HL - 7 2 13 7 21 2 2 13 18 22 3 7 Reset Reset - - -
Far LK Far Short.gif 40 50 20 HL - 4 3 8 4 14 2 3 8 10 13 0 3 Reset Reset - - -
Far MK Far Forward.gif 70 100 40 HL - 8 2 12 8 21 2 2 12 13 17 -1 3 Reset Reset - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 7 5 15 7 26 3 5 15 17 21 -1 3 Reset Reset - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 4 11 2 2 6 11 14 3 6 Reset Reset - - -
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 6 3 9 6 17 3 3 9 14 17 2 5 Reset Reset - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL - 9 2 13 9 23 2 2 13 18 23 3 8 Forces stand Forces stand Reset Reset - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 3 2 7 3 11 2 2 7 11 14 2 5 Reset Reset - - -
Crouch MK Crouch Forward.gif 30*40 30*40 40*20 L - 6 2(2)2 12 6 23 2 6 12 14 - 0 - 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown 1st Hit: Reset, 2nd Hit: Hard Knockdown 1st Hit: Reset, 2nd Hit: Hard Knockdown - - -
Crouch HK Crouch Roundhouse.gif 90[50] 100[80] 60 L - 7 11 15 7 32 11 11 15 16 - -10 - [] refers to after 5th active frame 1~5f: Hard Knockdown 1~5f: Hard Knockdown 1~5f: Hard Knockdown, 6f~: Reset 1~5f: Hard Knockdown, 6f~: Reset - - -
Neck Breaker Overhead 30*30 50*50 10*10 H - 15 2*2 16 15 34 2 4 16 16 20 -2 2 Reset Reset - - -
Ninja Sickle Flip Kick 40*60 100*100 60*20 HL - 7 2(3)2 12 + After landing 12 7 37 2 7 24 17 - -9 - 2nd Hit: Free Juggle 2nd Hit: Free Juggle 1st Hit: Reset, 2nd Hit: Free Juggle 1st Hit: Reset, 2nd Hit: Free Juggle - - -
Bushin Gokusaken Bushin Chain (2nd hit) 60 50 10 HL - 7 2 24 7 32 2 2 24 18 23 -8 -3 Reset Reset - - -
Bushin Chain (3rd hit) 80 50 20 HL - 5 2 18 5 24 2 2 18 11 23 -9 3 Reset Reset - - -
Bushin Chain (4th hit) 100 130 20 HL su 11 3 26 11 39 3 3 26 18 - -11 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Bushin Chain (4th hit) Down.gif+Roundhouse.gif 100 0 30 - - 3 2 20 3 24 2 2 20 - - - - Free Juggle - - - - - -
Target Combo Strong.gif > Fierce.gif 40 60 20 HL sp/su 7 2 23 7 31 2 2 23 20 23 -5 -2 Forces stand Forces stand Reset Reset - - -
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 Jab.gif 50 50 20 H - 5 7 - 5 11 7 7 0 - - Reset Reset - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 4 - 5 8 4 4 0 - - Reset Reset - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 4 - 6 9 4 4 0 - - Reset Reset - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 8 - 5 12 8 8 0 - - Reset Reset - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 3 - 6 8 3 3 0 - - Reset Reset - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 50*50 50*50 60*20 H - 5 2(6)4 - 5 16 4 12 0 - - Soft Knockdown Soft Knockdown - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 7 - 5 11 7 7 0 - - Reset Reset - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 5 3 - 5 7 3 3 0 - - Reset Reset - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 6 4 - 6 9 4 4 0 - - Reset Reset - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 8 - 5 12 8 8 0 - - Reset Reset - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 6 - 6 11 6 6 0 - - Reset Reset - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 8 3 - 8 10 3 3 0 - - Reset Reset - - -
Elbow Drop Elbow Drop 80 100 40 HL - 8 until ground After landing 4 8 - until ground until ground 4 - - Reset Reset - - -
Wall Jump Wall Jump - - - - - - - - - - - - - - - - - - - - - -
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 21 57 2 2 35 -21 -21 Crumple Soft Knockdown Soft Knockdown - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 29 65 2 2 35 -15 - Crumple Crumple Free Juggle Free Juggle - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 65 101 2 2 35 - - 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
Grab Throw Forward Throw 130 160 40 0.84 - 3 2 20 3 24 2 20 - - Hard knockdown X Hard Knockdown - - - - - -
Shoulder Throw Back Throw 130 120 40 0.84 - 3 2 20 3 24 2 20 - - Hard knockdown 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
Hozanto Shoulder Attack Jab.gif 80 140 10/20 HL su 19 3 21 19 42 3 21 -1 - X - - -
Shoulder Attack Strong.gif 130 160 10/30 HL su 23 3 22 23 47 3 22 -2 - X - - -
Shoulder Attack Fierce.gif 160 200 20/40 HL su 28 3 22 28 52 3 22 -6 - X - - -
EX Hozanto Shoulder Attack EX.gif 120 200 -250/0 HL su 10 3 24 10 36 3 24 -6 - X - - -
Bushin Senpukyaku Spin Kick Short.gif 40x3 100*50x2 20/12x3 HL - 10 2(6)1(7)1 11 + After landing 19 10 56 17 30 -18 - 3rd hit cannot hit crouching opponents - - Lower body: 10~28f
Spin Kick Forward.gif 50x3 100*50x2 20/12x3 HL - 9 2(6)2(6)2 16 + After landing 19 9 61 18 35 -15 - - - Lower body: 1~26f
Spin Kick Roundhouse.gif 50*20*20*70 50x4 20/12*10x3 - - 6 3(6)1(7)1(6)1 16 + After landing 19 6 65 25 35 - - Cannot hit crouching opponents - - Lower body: 1~30f
EX Bushin Senpukyaku Spin Kick EX.gif 50x3*20 50x4 -250/0 HL - 4 2(5)1(6)1(5)2 16 + After landing 19 4 60 22 35 -20 - Frame advantage is based off 3rd hit - All: 1~10f Lower body: 11~25f
Bushin Flip Bushin Flip Jab.gif - - 20/- - - - - Total 68 0 68 0 68 - - 26 grounded recovery frames, 22f~ cancellable into followup - - - - - - -
Bushin Flip Strong.gif - - 20/- - - - - Total 70 0 70 0 70 - - 26 grounded recovery frames, 22f~ cancellable into followup - - - - - - -
Bushin Flip Fierce.gif - - 20/- - - - - Total 70 0 70 0 70 - - 26 grounded recovery frames, 22f~ cancellable into followup - - - - - - -
EX Bushin Flip Bushin Flip EX.gif - - -250/- - - - - Total 65 0 65 0 65 - - 20 grounded recovery frames, tracks opponent, 22f~ cancellable into followup - - - - - - -
Bushin Izuna Otoshi Bushin Throw 180 150 0/40 0.8 - 1 1 After landing 8 1 9 1 8 - - Cannot throw crouching opponents X Hard Knockdown - Hard Knockdown - - - -
Bushin Elbow Drop Bushin Elbow Drop 80 100 0/40 HL - 13 until ground After landing 8 13 - until ground 8 - - Reset Reset - - -
Run Run - - 0 - - - - See followup - - - See followup - - 5f~ can cancel into followup - - - - - - -
Sudden Stop Run Stop - - 0 - - - - Total 16 0 16 0 16 - - Fastest stop is 21f - - - - - - -
Shadow Kick Run Slide 110 100 Oct-60 L su 4+9 6 22 13 40 6 22 -10 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Neck Flip Run Overhead 100*70 100*100 10/40*40 HL*H - 4+22 2*3 20 26 50 5 20 -6 2 Soft Knockdown Soft Knockdown - - Lower body: 1~14f
EX Run EX Run - - -250/- - - - - See followup - - - See followup - - 5f~ can cancel into followup - - - - 1f~ (2 hits) - -
EX Sudden Stop EX Run Stop - - 0 - - - - Total 16 0 16 0 16 - - Fastest stop is 21f - - - - 1f~ - -
EX Shadow Kick EX Run Slide 120 100 0/60 L su 4+9 13 14 13 39 13 14 -9 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
EX Neck Flip EX Run Overhead 100*70 200*100 0/40*40 HL*H - 4+23 2*3 20 27 51 5 20 -6 2 Soft Knockdown Soft Knockdown - - Lower body: 1~14f
Kaiten Izuna Otoshi Command Air Throw 180 180 Oct-80 1 - 3 2 - 3 - 2 Until Landing - - Connects on airborne opponents only - - Hard Knockdown - - - -
EX Kaiten Izuna Otoshi Command Air Throw EX.gif 170 180 #DIV/0! 1 - 3 3 - 3 - 3 Until Landing - - Connects on airborne opponents only - - Hard Knockdown - - All: 1~2f -
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
Bushin Hasoken Super Combo 80*40x5*100 0 #DIV/0! HL - 1+7 2 10 + After landing 18 8 37 2 28 -15 - Animation continues on hit or block Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8f -
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
Bushin Goraisenpujin Ultra Combo 1 29*27x3*350 0 0 HL - 0+12 2(11)2(16)2(17)1 40 12 100 49 40 -20 - 4th hit goes into animation X 4th Hit: Hard Knockdown 4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f -
Bushin Muso Renge Ultra Combo 2 500 0 0 0.98 - 0+2 2 38 2 41 2 38 - - X Hard Knockdown - - - - All: 1~2f -
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


Notes: