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== Moves == | == Moves == | ||
== | == Moves == | ||
{{ | |||
{{ | === Normal Attacks === | ||
{{ | |||
{{ | {|width="80%" | ||
{{ | {{SFxTFrameDataHeader}} | ||
{{ | {{SFxTFrameDataRow | ||
{{ | | Far\Close LP | lp | H | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | ||
{{ | | - | ||
{{ | | | ||
{{ | }} | ||
{{ | {{SFxTFrameDataRow | ||
{{ | | Far MP | mp | H | 60 | 6 | 3 | 15 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | ||
| - | |||
{{ | | | ||
{{ | }} | ||
{{ | {{SFxTFrameDataRow | ||
{{ | | Far HP | hp | H | 90 | 9 | 5 | 19 | +3 | -3 | - | 3 | 1 | 1 | ||
{{ | | | ||
{{ | | | ||
{{ | }} | ||
{{ | {{SFxTFrameDataRow | ||
{{ | | Far LK | lk | L | 30 | 8 | 5 | 12 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | ||
{{ | | - | ||
{{ | | | ||
{{ | }} | ||
{{ | {{SFxTFrameDataRow | ||
| Far MK | mk | H | 60 | 8 | 9 | 13 | -1 | -5 | - | 2 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Far HK | hk | H | 90 | 13 | 4 | 22 | -1 | -6 | - | 3 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Close MP | mp (near opponent) | H | 60 | 6 | 4 | 10 | +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Close HP | hp (near opponent) | H | 90 | 13 | 4 | 27 | -5 | -11 | SM,EX,SA,CA | 3 | 1 | 1 | |||
| | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Close LK | lk (near opponent) | H | 30 | 4 | 4 | 10 | +3 | -1 | - | 1 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Close MK | mk (near opponent) | L | 60 | 5 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Close HK | hk (near opponent) | H | 90 | 8 | 10 | 15 | 0 | -5 | SM,EX,SA,CA | 3 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Crouch LP | d + lp | H | 30 | 5 | 4 | 5 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Crouch MP | d + mp | H | 60 | 6 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Crouch HP | d + hp | H | 80 | 7 | 6 | 29 | -9 | -15 | SM,EX,SA,CA | 3 | 1 | 1 | |||
| | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Crouch LK | d + lk | L | 30 | 5 | 4 | 10 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | |||
| | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Crouch MK | d + mk | L | 60 | 7 | 6 | 15 | 0 | -4 | SM,EX,SA,CA | 2 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Crouch HK | d + hk | L | 90 | 11 | 4 | 29 | hard knockdown | -13 | - | 3 | 1 | - | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Jump LP | ub / u / uf --- lp | M | 40 | 5 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Jump MP | ub / u / uf --- mp | M | 70 | 8 | 10 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Jump HP | ub / u / uf --- hp | M | 100 | 13 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Jump LK | ub / u / uf --- lk | M | 40 | 5 | 12 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Jump MK | ub / u / uf --- mk | M | 70 | 6 | 12 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Jump HK | ub / u / uf --- hk | M | 90 | 7 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Launcher | hp + hk | H | 100 | 13 | 2 | 54 | switch | -32 | - | 3 | - | - | |||
| '''**LC''' <br> Crushes crouching attacks frames 1-14, Launches opponent while switching characters | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Guard Cancel | f + hp + hk (while blocking) | H | 120 | 11 | 6 | 26 | hard knockdown | -11 | - | - | - | - | |||
| Invulnerability frames 1-11, Resembles ??? | |||
| | |||
}} | |||
|} | |||
=== Unique Attacks === | |||
{|width="80%" | |||
{{SFxTFrameDataHeader}} | |||
{{SFxTFrameDataRow | |||
| Storm Axle | f + mk | M | 90 | 18 | 2 | 13 | +1 | -2 | - | 3 | 1 | 0 | |||
| Ground bounce against airborne opponent. Hits crouching opponent on frame 19, Airborne frames. | |||
| Fast overhead with great range, and is mostly safe on block. Can't combo after it unless you get an aerial CH, but still a very strong tool for pressure thanks to its low risk. Also can use to avoid low attacks and corpse hop. | |||
}} | |||
|} | |||
=== Throws === | |||
{|width="80%" | |||
{{SFxTFrameDataHeader}} | |||
{{SFxTFrameDataRow | |||
| Flying Cask | lp + lk | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Quarter Deck | b + lp + lk | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | |||
| - | |||
| | |||
}} | |||
|} | |||
=== Special Moves === | |||
{|width="80%" | |||
{{SFxTFrameDataHeader}} | |||
{{SFxTFrameDataRow | |||
| Giga Jacker LP | qcf + lp | H | 80 | 14 | 7 | 38 | knockdown | -23 | - | 5 | 3 | 0 | |||
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 14-34 | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Giga Jacker MP | qcf + mp | H | 90 | 15 | 7 | 38 | knockdown | -23 | - | 5 | 3 | 0 | |||
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 14-35 | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Giga Jacker HP | qcf + hp | H | 100 | 16 | 7 | 38 | knockdown | -23 | - | 5 | 3 | 0 | |||
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 16-36 | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Giga Jacker EX | qcf + p p | H | 180 | 41 | 7 | 62+4 | hard knockdown | -55 | - | 3 | 3 | 0 | |||
| [[File:chrg.png]] [[File:ex.png]] <br> Chargeable: 51F for Super Art, Airborne frames 21-42 and 53-90, Projectile invulnerable until the end of active frames, Ground bounce against airborne opponent | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Spinner Ball LK | hcf + lk | H | 20x2 | 13 | 7 | 18 | -1 | -4 | - | 3,3 | 0,0 | 0 | |||
| Whiffs on airborne opponent | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Spinner Ball MK | hcf + mk | H | 20x2 | 13 | 7 | 18 | -1 | -4 | - | 3,3 | 0,0 | 0 | |||
| Whiffs on airborne opponent | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Spinner Ball HK | hcf + hk | H | 20x2 | 15 | 7 | 18 | -1 | -4 | - | 3,3 | 0,0 | 0 | |||
| Whiffs on airborne opponent | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Spinner Ball EX | hcf + k k | H | 30x2 | 10 | 7 | 13 | +6 | +1 | - | 3,3 | 0,0 | 0 | |||
| [[File:ex.png]] <br> Projectile invulnerability frames 1-6 | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Lyonnaise Break | Spinner Ball --- p | H | 70 | 12 | 6 | 19 | float | -3 | - | 3 | 3 | 0 | |||
| - | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Perfect Press | Spinner Ball --- k | M | 50 | 28 | 7 | 27(31 on whiff) | hard knockdown | -13 | - | 3,3 | 3,3 | 0 | |||
| '''**LC''' <br> Airborne frames 18-31 | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Panini Flip | Spinner Ball --- d + k | L,H | 30,25x2 | 21 | 4(10)3 | 29 | float | -14 | - | 3,3,3 | 0,1,1 | 0 | |||
| Upper body projectile invulnerability frames 1-35, Airborne frames 36-45 | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Cracker LP | dp + lp | H | 60 | 6 | 5 | 29 | -5 | -22 | - | 3 | 3 | 0 | |||
| Upper body invulnerability frames 1-4, strike invulnerability frames 5-6, Airborne frames 5-26, Whiffs on crouching opponent | |||
| This is Bob's primary anti-air option, being much faster than the other versions and guaranteeing a followup combo. | |||
}} | |||
{{SFxTFrameDataRow | |||
| Cracker MP | dp + mp | H | 70 | 11 | 5 | 29 | 0 | -17 | - | 3 | 3 | 0 | |||
| Upper body invulnerability frames 1-6, strike invulnerability frames 7-10, Airborne frames 7-27, Whiffs on crouching opponent | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Cracker HP | dp + hp | H | 80 | 16 | 5 | 29 | 0 | -17 | - | 3 | 3 | 0 | |||
| Upper body invulnerability frames 1-8, strike invulnerability frames 9-17, Airborne frames 9-32, Whiffs on crouching opponent | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Cracker EX | dp + p p | H | 90 | 6 | 6 | 28 | 0 | -17 | - | 3 | 3 | 0 | |||
| [[File:ex.png]] <br> Invulnerability frames 1-6, Airborne frames 6-26, Whiffs on crouching opponent | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Pound Cake | Cracker --- p | M | 50 | 23 | 4 | 24 | -3 | -11 | - | 5 | 0 | 0 | |||
| 1st and 2nd active frame whiffs on airborne. 3rd and 4th active frame cause ground bounce. | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Cracker Jacker | Cracker --- k | H | 120 | 21 | 6 | 26 | knockdown | -10 | - | 10 | 0 | 0 | |||
| '''**LC''' <br> Airborne frames 18-30 | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Special Step LK | dp + lk | - | - | 10 | - | 23 | - | - | - | - | - | - | |||
| Upper body projectile invulnerability frames 1-21 | |||
| Special Step is Bob's main anti-fireball tool. Often followed up with '''Apres Sweep''' (LK) as a relatively safe way to reset to neutral. LK Special Step doesn't move as far but can be canceled earlier, making it preferable for pressure situations and certain combos. | |||
}} | |||
{{SFxTFrameDataRow | |||
| Special Step MK | dp + mk | - | - | 11 | - | 23 | - | - | - | - | - | - | |||
| Upper body projectile invulnerability frames 1-22 | |||
| MK Special Step is the middle ground for cancel timing and distance, but it's much closer to the LK version than the HK version. | |||
}} | |||
{{SFxTFrameDataRow | |||
| Special Step HK | dp + hk | - | - | 14 | - | 23 | - | - | - | - | - | - | |||
| Upper body projectile invulnerability frames 1-25 | |||
| HK Special Step moves the farthest, but it has the longest delay before followups come out. | |||
}} | |||
{{SFxTFrameDataRow | |||
| Special Step EX | dp + k k | - | - | 10 | - | 18 | - | - | - | - | - | - | |||
| [[File:ex.png]] <br> Upper body invulnerability frames 1-22, Lower body projectile invulnerability frames 1-22, 1 point of armor during frames 1-22 | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Langue Washer | Special Step --- lp | H | 80 | 11 | 2 | 22 | float | -2 | - | 3 | 3 | 0 | |||
| Upper body projectile invulnerability frames 1-5 | |||
| This is the second-fastest Special Step followup and combos off of heavy attacks. Causes a float state on hit which can be followed up. Safe on block and pushes back to mid-range. | |||
}} | |||
{{SFxTFrameDataRow | |||
| Spiral Rocky | Special Step --- mp | H | 50,20x2,40 | 18 | 12 | 41 | knockdown | -15 | - | 5,5,5,5 | 0,0,0,2 | 0 | |||
| Upper body projectile invulnerability frames 1-17, Airborne frames 20-48 | |||
| This move is good for tagging out because it hits multiple times. It is also hard for opponents to interrupt because of the invulnerability frames. | |||
}} | |||
{{SFxTFrameDataRow | |||
| Granchi Cannon | Special Step --- lp + mp | H | 100 | 18 | 5 | 17 | wall bounce | +2 | - | 1 | 2 | 0 | |||
| Crumples on counter hit, Upper body projectile invulnerability frames 1-4 | |||
| Although this move is slow, it is plus on block, so if the opponent respects your pressure, it can be used to continue your offense. Leads to very high damage on counterhit. | |||
}} | |||
{{SFxTFrameDataRow | |||
| Apres Sweep | Special Step --- lk | L | 50 | 5 | 3 | 30 | 0 | -9 | LP+MP | 3 | 0 | 0 | |||
| Upper body projectile invulnerability frames 1-30 | |||
| This is the fastest Special Step followup and combos off of medium attacks. | |||
}} | |||
{{SFxTFrameDataRow | |||
| Cutting Coppa | Apres Sweep --- lp + mp | H | 80 | 18 | 3 | 24 | knockdown | -5 | - | 3 | 3 | 0 | |||
| - | |||
| Causes high pushback, which is good for resetting to neutral. However, there is a gap which some characters may be able to interrupt and punish. | |||
}} | |||
|} | |||
=== Super Art === | |||
{|width="80%" | |||
{{SFxTFrameDataHeader}} | |||
{{SFxTFrameDataRow | |||
| Giga Meteo | qcf + 3p | H | 320 | 23 | 5 | 72 | hard knockdown | -55 | - | 5 | - | - | |||
| 77 frames cinematic freeze before attack begins, Projectile invulnerability frames 1-23, Airborne frames 8-27 & 41-71, Tracks opponent | |||
| | |||
}} | |||
{{SFxTFrameDataRow | |||
| Cross Art | qcf + mp + mk | H | 150+ | 9 | 4 | 45 | switch | -27 | - | 3 | - | - | |||
| **LC <br> 61 frames cinematic freeze before attack begins, Invulnerability frames 1-12 | |||
| | |||
}} | |||
|} | |||
==== Unique Attacks ==== | ==== Unique Attacks ==== |
Revision as of 12:19, 12 May 2020


Lars
Ideal Team Position: TBW
TBW
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Moves
Normal Attacks
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Far\Close LP
lp |
H | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Far MP
mp |
H | 60 | 6 | 3 | 15 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Far HP
hp |
H | 90 | 9 | 5 | 19 | +3 | -3 | - | 3 | 1 | 1 | |
Far LK
lk |
L | 30 | 8 | 5 | 12 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Far MK
mk |
H | 60 | 8 | 9 | 13 | -1 | -5 | - | 2 | 1 | 1 | - |
Far HK
hk |
H | 90 | 13 | 4 | 22 | -1 | -6 | - | 3 | 1 | 1 | - |
Close MP
mp (near opponent) |
H | 60 | 6 | 4 | 10 | +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Close HP
hp (near opponent) |
H | 90 | 13 | 4 | 27 | -5 | -11 | SM,EX,SA,CA | 3 | 1 | 1 | |
Close LK
lk (near opponent) |
H | 30 | 4 | 4 | 10 | +3 | -1 | - | 1 | 1 | 1 | - |
Close MK
mk (near opponent) |
L | 60 | 5 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Close HK
hk (near opponent) |
H | 90 | 8 | 10 | 15 | 0 | -5 | SM,EX,SA,CA | 3 | 1 | 1 | - |
Crouch LP
d + lp |
H | 30 | 5 | 4 | 5 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Crouch MP
d + mp |
H | 60 | 6 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Crouch HP
d + hp |
H | 80 | 7 | 6 | 29 | -9 | -15 | SM,EX,SA,CA | 3 | 1 | 1 | |
Crouch LK
d + lk |
L | 30 | 5 | 4 | 10 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | |
Crouch MK
d + mk |
L | 60 | 7 | 6 | 15 | 0 | -4 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Crouch HK
d + hk |
L | 90 | 11 | 4 | 29 | hard knockdown | -13 | - | 3 | 1 | - | - |
Jump LP
ub / u / uf --- lp |
M | 40 | 5 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump MP
ub / u / uf --- mp |
M | 70 | 8 | 10 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump HP
ub / u / uf --- hp |
M | 100 | 13 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Jump LK
ub / u / uf --- lk |
M | 40 | 5 | 12 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump MK
ub / u / uf --- mk |
M | 70 | 6 | 12 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump HK
ub / u / uf --- hk |
M | 90 | 7 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Launcher
hp + hk |
H | 100 | 13 | 2 | 54 | switch | -32 | - | 3 | - | - | **LC Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Guard Cancel
f + hp + hk (while blocking) |
H | 120 | 11 | 6 | 26 | hard knockdown | -11 | - | - | - | - | Invulnerability frames 1-11, Resembles ??? |
Unique Attacks
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Storm Axle
f + mk |
M | 90 | 18 | 2 | 13 | +1 | -2 | - | 3 | 1 | 0 | Ground bounce against airborne opponent. Hits crouching opponent on frame 19, Airborne frames. |
Fast overhead with great range, and is mostly safe on block. Can't combo after it unless you get an aerial CH, but still a very strong tool for pressure thanks to its low risk. Also can use to avoid low attacks and corpse hop. |
Throws
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Flying Cask
lp + lk |
throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Quarter Deck
b + lp + lk |
throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Special Moves
Super Art
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Giga Meteo
qcf + 3p |
H | 320 | 23 | 5 | 72 | hard knockdown | -55 | - | 5 | - | - | 77 frames cinematic freeze before attack begins, Projectile invulnerability frames 1-23, Airborne frames 8-27 & 41-71, Tracks opponent |
Cross Art
qcf + mp + mk |
H | 150+ | 9 | 4 | 45 | switch | -27 | - | 3 | - | - | **LC 61 frames cinematic freeze before attack begins, Invulnerability frames 1-12 |
Unique Attacks
Name
Command
Notes
Storm Axle
f + mk
high groundbounce against airborne opponents
hits crouchers on 19f
hits crouchers on 19f
Throws
Name
Command
Notes
SHB
f or n + lp + lk
throw
Raging Thunder
b + lp + lk
throw
Special Moves
Name
Command
Notes
Silent Entry
qcf + k
lk version throw and projectile invulnerability 1-22f
mk version throw and projectile invulnerability 1-25f
hk version throw and projectile invulnerability 1-25f
can cancel HK into Silent Entry 8f before end
ex can pass through opponent, Invul. 1-5f
ex throw and projectile invul. 1-25f
mk version throw and projectile invulnerability 1-25f
hk version throw and projectile invulnerability 1-25f
can cancel HK into Silent Entry 8f before end
ex can pass through opponent, Invul. 1-5f
ex throw and projectile invul. 1-25f
Lightning Thrust
p during Silent Entry
knockdown
throw and projectile invul. 1-6f
ex crumples, throw and projectile invul. 1-19f
throw and projectile invul. 1-6f
ex crumples, throw and projectile invul. 1-19f
Rising Storm
k during Silent Entry
causes float
airborne 11-28f
ex airborne 15-32f
airborne 11-28f
ex airborne 15-32f
Avalanche Stomp
qcb + k
high
ex groundboucne Invul. 1-8f
ex groundboucne Invul. 1-8f
Avalanche Flip
lp during Avalanche Stomp
cancels Avalanche Stomp’s attack
Avalanche Spike
mp or hp during Avalanche Stomp
hardknockdown
Lightning Screw
hcf + k
lk Invul. 1-5f
mk Invul. 1-6f
hk Invul. 1-8f
ex Invul. 1-8f
mk Invul. 1-6f
hk Invul. 1-8f
ex Invul. 1-8f
Dynamic Entry
qcf + p
ex chrg
Mjolnir
d + p during Dynamic Entry
high groundbounce
Lock and Load
p during Dynamic Entry
causes float
Double Barrel
p during Lock and Load
knockdown
ex causes wallbounce
ex causes wallbounce
Super Combo
Name
Command
Notes
Zeus
qcf + 3p
Invul. 1-14f
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A