Ultra Street Fighter IV/E. Honda: Difference between revisions

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== Moves ==
== Moves ==
== Normal Moves ==
=== Standing Close Normals ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Close LP|Close Jab|Close lp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Close MP|Close Strong|Close mp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Close HP|Close Fierce|Close hp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Close LK|Close Short|Close lk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Close MK|Close Forward|Close mk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Close HK|Close Roundhouse|Close hk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
=== Standing Far Normals ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Far LP|Far Jab|lp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Far MP|Far Strong|mp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Far HP|Far Fierce|hp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Far LK|Far Short|lk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Far MK|Far Forward|mk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Far HK|Far Roundhouse|hk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
=== Crouching Normals ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Crouch LP|Crouch Jab|d + lp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Crouch MP|Crouch Strong|d + mp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Crouch HP|Crouch Fierce|d + hp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Crouch LK|Crouch Short|d + lk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Crouch MK|Crouch Forward|d + mk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Crouch HK|Crouch Roundhouse|d + hk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
=== Neutral Jump Attacks ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Neutral Jump LP|Neutral Jump Jab|u + lp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Neutral Jump MP|Neutral Jump Strong|u + mp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Neutral Jump HP|Neutral Jump Fierce|u + hp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Neutral Jump LK|Neutral Jump Short|u + lk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Neutral Jump MK|Neutral Jump Forward|u + mk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
=== Angled Jump Attacks ===
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp|
|(No strategies yet)
}}
{{USFIVMoveListRow|Angled Jump LK|Angled Jump Short|ub / uf + lk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk|
|(No strategies yet)
}}
{{USFIVMoveListRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}


==== Unique Attacks ====
==== Unique Attacks ====


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Shikofumi | df + hk | high }}
{{USFIVMoveListRow|Unique Attack|Unique Attack|f + mp|
{{USFIVMoveListRow | Target Combo | close mp --- df + hk | 2nd hit: high }}
|(No strategies yet)
{{MoveListFooter}}
}}
{{USFIVMoveListFooter}}
 
 
==== Focus Attacks ====
 
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Focus Attack|Focus Attack|mp + mk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
 


==== Throws ====
=== Throws ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Sabori | f or n + lp + lk | throw }}
{{USFIVMoveListRow||Forward Throw|f or n + lp + lk|
{{USFIVMoveListRow | Rice Bale Throw | b + lp + lk | throw }}
|(No strategies yet)
{{MoveListFooter}}
}}
{{USFIVMoveListRow||Back Throw|b + lp + lk|
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
 


==== Special Moves ====
==== Special Moves ====


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Hundred Hand Slap | press p repeatedly | Requires 5 punch button presses; ex }}
{{USFIVMoveListRow|Special Move|Special Move|qcf + p ex|
{{USFIVMoveListRow | Sumo Headbutt | b (charge) f + p | ex armorbreak }}
|(No strategies yet)
{{USFIVMoveListRow | Sumo Smash | d (charge) u + k | 2nd hit: high ; ex }}
}}
{{USFIVMoveListRow | Oicho Throw | hcb + p | throw ex }}
{{USFIVMoveListRow|Special Move|Special Move|qcb + k ex armorbreak|
{{MoveListFooter}}
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
 


==== Super Combo ====
==== Super Combo ====
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Super Killer Head Ram | b (charge) f b f + p | }}
{{USFIVMoveListRow|Super|Super|qcf qcf + p armorbreak|
{{MoveListFooter}}
|(No strategies yet)
}}
{{USFIVMoveListFooter}}
 


==== Ultra Combos ====
==== Ultra Combos ====
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow | Ultimate Killer Head Ram | b (charge) f b f + 3p | armorbreak }}
{{USFIVMoveListRow|Ultra I|Ultra I|qcf qcf + 3p armorbreak|
{{USFIVMoveListRow | Orochi Breaker | hcb hcb + 3p | throw }}
|(No strategies yet)
{{MoveListFooter}}
}}
{{USFIVMoveListRow|Ultra II|Ultra II|qcf qcf + 3k|Hold 3k to delay; Cancel during delay with p
|(No strategies yet)
}}
{{USFIVMoveListFooter}}





Revision as of 22:23, 1 June 2014

Ultra Street Fighter IVUSFIV-Header.png

E. Honda

SSFIV-EHonda Face.jpg

Edmund Honda may be the greatest sumo wrestler to ever have lived and his skills as a sumo wrestler are unrivaled. However, Honda was appalled that the rest of the world did not respect his form of combat and set out to prove to the world that sumo was indeed the strongest form of martial arts there was. His journeys around the world have garnered him an eclectic set of friends, ranging from fellow wrestler Zangief to fellow food connoisseur El Fuerte and the otaku Japanophile Sodom. In order to pass on his extensive knowledge of sumo, Honda adopted a son named Jin Ichiro. He can be seen on the East Asia Overpass stage.


In a nutshell

E. Honda is a well-rounded power character who aims for getting high amounts of damage within seconds of connecting a hit-confirm. His signature Hundred Hand Slap is one of the easiest moves to hit-confirm, and deals excellent damage on its own. His Headbutt is, surprisingly, both an excellent anti-ait tool and a good tool for moving him forward. If he gets in close enough, Honda can also make you respect his Oicho Throw, which has excellent invincibility for a command grab. He can also play defensive and patiently wait to time out the opponent should he have the life lead. Honda's main problem is one that has stuck to him like moths to flame - fireball characters. Any character with fireballs can make the fight an instant uphill battle for Honda, as there is little he can do other than jump over them and hope to punish something.


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 40 50 20 HL sp/su 6 2 6 13 2
Close MP Close Strong.gif 30*50 50*50 40*20 HL sp/su*- 7 2(4)1 9 22 1
Close HP Close Fierce.gif 120[100] 200[150] 60 HL su 8 6 12 25 6
Close LK Close Short.gif 30 50 20 HL sp/su 5 3 6 13 3
Close MK Close Forward.gif 90 100 40 HL sp/su 5 3 12 19 3
Close HK Close Roundhouse.gif 30*100 125*75 60*20 HL su*- 6 2*3 14 24 3
Far LP Far Jab.gif 40 50 20 HL sp/su 6 2 6 13 2
Far MP Far Strong.gif 90 100 40 HL su 8 3 12 22 3
Far HP Far Fierce.gif 120[90] 200 60 HL su 10 6 16 31 6
Far LK Far Short.gif 40 50 20 HL sp/su 5 2 7 13 2
Far MK Far Forward.gif 80 100 40 HL su 8 2 12 21 2
Far HK Far Roundhouse.gif 100 150 60 L - 7 3 21 30 3
Crouch LP Crouch Jab.gif 40 50 20 HL sp/su 4 4 7 14 4
Crouch MP Crouch Strong.gif 80 100 40 HL su 8 3 11 21 3
Crouch HP Crouch Fierce.gif 140 200 60 L su 11 4 16 30 4
Crouch LK Crouch Short.gif 30 50 20 L sp/su 5 2 7 13 2
Crouch MK Crouch Forward.gif 80 100 40 L sp/su 7 3 11 20 3
Crouch HK Crouch Roundhouse.gif 120 200 60 L - 14 2 14 29 2
Shikofumi Downright.gif+Roundhouse.gif 130 200 60 H sp/su 30 2 19 50 2
Target Combo Target Combo 1 130 200 60 H sp/su 30 2 19 50 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 60 50 20 H - 7 5 - 11 5
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 6 8 - 13 8
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 8 10 - 17 10
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 7 9 - 15 9
Neutral Jump MK Neutral Jump Forward.gif 90 100 40 H - 9 9 - 17 9
Neutral Jump HK Neutral Jump Roundhouse.gif 130 200 60 H - 7 9 - 15 9
Angled Jump LP Angled Jump Jab.gif 60 50 20 H - 7 6 - 12 6
Angled Jump MP Angled Jump Strong.gif 90 100 40 H - 7 7 - 13 7
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 8 5 - 12 5
Angled Jump LK Angled Jump Short.gif 50 50 20 H - 6 6 - 11 6
Angled Jump MK Angled Jump Forward.gif 90 100 40 H - 6 9 - 14 8
Angled Jump HK Angled Jump Roundhouse.gif 110 200 60 H - 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 80 100 20 HL - 10+11 2 35 57 2
Focus Attack (Level 2) Level 2 Focus 100 150 40 HL - 18+11 2 35 65 2
Focus Attack (Level 3) Level 3 Focus 160 200 60 - - 65 2 35 101 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sabori Forward Throw 140 180 40 0.9 - 3 2 20 24
Rice Bale Throw Back Throw 150 100 40 0.9 - 3 2 20 24
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hundred Hand Slap Hundred Hands Jab.gif 30x3 20x3 20/10x3 HL su 6 3(3)1(3)2(4)1(3)1(4)2(3)1 16 52
Hundred Hands Strong.gif 30x4 20x4 20/10x4 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 15 54
Hundred Hands Fierce.gif 15x7 20x7 20/10x7 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 13 52
Hundred Hand Slap (Continuation) Hundred Hands (continuation) Jab.gif 30xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 7 35
Hundred Hands (continuation) Strong.gif 30xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 7 35
Hundred Hands (continuation) Fierce.gif 15xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 10 38
EX Hundred Hand Slap Hundred Hands EX.gif 20x7 (? Ultra Change) 20x7 -250/0 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 19 58
Sumo Headbutt Headbutt Jab.gif 120[100] 200 30/40 HL su 13 17 14 + After landing 13 56
Headbutt Strong.gif 130[140] 200 30/40 HL su 9 21 14 + After landing 13 56
Headbutt Fierce.gif 140[160] 200 30/40 HL su 8 48 14 + After landing 22 81
EX Sumo Headbutt Headbutt EX.gif 140[160] 200 -250/0 HL su 8 25 14 + After landing 13 59
Sumo Smash Butt Slam Short.gif 80*100 100*150 30/30*20 HL*H - 14 7(14)6 After landing 18 58
Butt Slam Forward.gif 90*110 100*150 30/30*20 HL*H - 14 7(14)9 After landing 18 61
Butt Slam Roundhouse.gif 100*120 150*150 30/30*20 HL*H - 14 7(14)15 After landing 18 67
EX Sumo Smash Butt Slam EX.gif 100*80 100*100 -250/0 HL*H - 9 6(14)12 After landing 18 58
Oicho Throw Oicho Throw Jab.gif 160 100 30/80 1.5 - 5 2 41 47
Oicho Throw Strong.gif 170 100 30/80 1.35 - 5 2 41 47
Oicho Throw Fierce.gif 180 100 30/80 1.3 - 5 2 41 47
EX Oicho Throw Oicho Throw EX.gif 190 100 -250/0 1.52 - 5 2 41 47
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Super Killer Head Ram Super Combo Jab.gif 160*240 0 -1000/0 HL - 1+8 13(36)23 14 + After landing 17 111
Super Combo Strong.gif 160*240 0 -1000/0 HL - 1+9 16(36)23 14 + After landing 17 115
Super Combo Fierce.gif 160*240 0 -1000/0 HL - 1+9 25(36)23 14 + After landing 17 124
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ultimate Killer Head Ram Ultra Combo 1 60*450 0 0/0 HL - 0+11 24 22 + After landing 13 69
Orochi Breaker Ultra Combo 2 450 0 0/0 1.4 - 0+2 2 70 73
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Template:USFIVMoveListCollapseFooter


Moves

Normal Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png Close lp (No strategies yet) {{{6}}}

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

File:No image.png Close mp (No strategies yet) {{{6}}}

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

File:No image.png Close hp (No strategies yet) {{{6}}}

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

File:No image.png Close lk (No strategies yet) {{{6}}}

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

File:No image.png Close mk (No strategies yet) {{{6}}}

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

File:No image.png Close hk (No strategies yet) {{{6}}}

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


Standing Far Normals

  Name Nickname Command Notes
File:No image.png lp (No strategies yet) {{{6}}}

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

File:No image.png mp (No strategies yet) {{{6}}}

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

File:No image.png hp (No strategies yet) {{{6}}}

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

File:No image.png lk (No strategies yet) {{{6}}}

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

File:No image.png mk (No strategies yet) {{{6}}}

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

File:No image.png hk (No strategies yet) {{{6}}}

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


Crouching Normals

  Name Nickname Command Notes
File:No image.png d + lp (No strategies yet) {{{6}}}

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

File:No image.png d + mp (No strategies yet) {{{6}}}

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

File:No image.png d + hp (No strategies yet) {{{6}}}

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

File:No image.png d + lk (No strategies yet) {{{6}}}

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

File:No image.png d + mk (No strategies yet) {{{6}}}

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

File:No image.png d + hk (No strategies yet) {{{6}}}

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


Neutral Jump Attacks

  Name Nickname Command Notes
File:No image.png u + lp (No strategies yet) {{{6}}}

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

File:No image.png u + mp (No strategies yet) {{{6}}}

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

File:No image.png u + hp (No strategies yet) {{{6}}}

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

File:No image.png u + lk (No strategies yet) {{{6}}}

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

File:No image.png u + mk (No strategies yet) {{{6}}}

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

File:No image.png u + hk (No strategies yet) {{{6}}}

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


Angled Jump Attacks

  Name Nickname Command Notes
File:No image.png ub / uf + lp (No strategies yet) {{{6}}}

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

File:No image.png ub / uf + mp (No strategies yet) {{{6}}}

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

File:No image.png ub / uf + hp (No strategies yet) {{{6}}}

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

File:No image.png ub / uf + lk (No strategies yet) {{{6}}}

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

File:No image.png ub / uf + mk (No strategies yet) {{{6}}}

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

File:No image.png ub / uf + hk (No strategies yet) {{{6}}}

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


Unique Attacks

  Name Nickname Command Notes
File:No image.png f + mp (No strategies yet) {{{6}}}

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


Focus Attacks

  Name Nickname Command Notes
File:No image.png mp + mk (No strategies yet) {{{6}}}

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


Throws

  Name Nickname Command Notes
File:No image.png f or n + lp + lk (No strategies yet) {{{6}}}

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

File:No image.png b + lp + lk (No strategies yet) {{{6}}}

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


Special Moves

  Name Nickname Command Notes
File:No image.png qcf + p ex (No strategies yet) {{{6}}}

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

File:No image.png qcb + k ex armorbreak (No strategies yet) {{{6}}}

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


Super Combo

  Name Nickname Command Notes
File:No image.png qcf qcf + p armorbreak (No strategies yet) {{{6}}}

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


Ultra Combos

  Name Nickname Command Notes
File:No image.png qcf qcf + 3p armorbreak (No strategies yet) {{{6}}}

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

File:No image.png qcf qcf + 3k Hold 3k to delay; Cancel during delay with p (No strategies yet) {{{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 40 50 20 HL sp/su 6 2 6 6 13 2 2 6 11 14 3 6 Reset Reset - - -
Close MP Close Strong.gif 30*50 50*50 40*20 HL sp/su*- 7 2(4)1 9 7 22 1 7 9 14 17 4 7 Reset Reset - - -
Close HP Close Fierce.gif 120[100] 200[150] 60 HL su 8 6 12 8 25 6 6 12 18 23 0 5 [] refers to active frames 3~6 Forces stand Forces stand Reset Reset - - -
Close LK Close Short.gif 30 50 20 HL sp/su 5 3 6 5 13 3 3 6 11 14 2 5 Reset Reset - - -
Close MK Close Forward.gif 90 100 40 HL sp/su 5 3 12 5 19 3 3 12 14 17 -1 2 Reset Reset - - -
Close HK Close Roundhouse.gif 30*100 125*75 60*20 HL su*- 6 2*3 14 6 24 3 5 14 18 23 1 6 2nd Hit: Forces stand 2nd Hit: Forces stand Reset Reset - - -
Far LP Far Jab.gif 40 50 20 HL sp/su 6 2 6 6 13 2 2 6 11 14 3 6 Reset Reset - - -
Far MP Far Strong.gif 90 100 40 HL su 8 3 12 8 22 3 3 12 14 17 -1 2 Reset Reset - - -
Far HP Far Fierce.gif 120[90] 200 60 HL su 10 6 16 10 31 6 6 16 20 24 -2 2 Guard advantage based on 3rd active frame, [] refers to active frames 4~6 Reset Reset - - -
Far LK Far Short.gif 40 50 20 HL sp/su 5 2 7 5 13 2 2 7 11 14 2 5 Reset Reset - - -
Far MK Far Forward.gif 80 100 40 HL su 8 2 12 8 21 2 2 12 14 17 0 3 Reset Reset - - -
Far HK Far Roundhouse.gif 100 150 60 L - 7 3 21 7 30 3 3 21 18 22 -6 -2 Reset Reset - - -
Crouch LP Crouch Jab.gif 40 50 20 HL sp/su 4 4 7 4 14 4 4 7 11 14 0 3 Reset Reset - - -
Crouch MP Crouch Strong.gif 80 100 40 HL su 8 3 11 8 21 3 3 11 14 17 0 3 Reset Reset - - -
Crouch HP Crouch Fierce.gif 140 200 60 L su 11 4 16 11 30 4 4 16 18 22 -2 2 Reset Reset - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 5 2 7 5 13 2 2 7 11 14 2 5 Reset Reset - - -
Crouch MK Crouch Forward.gif 80 100 40 L sp/su 7 3 11 7 20 3 3 11 14 17 0 3 Reset Reset - - -
Crouch HK Crouch Roundhouse.gif 120 200 60 L - 14 2 14 14 29 2 2 14 18 - 2 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Shikofumi Downright.gif+Roundhouse.gif 130 200 60 H sp/su 30 2 19 30 50 2 2 19 18 - -3 - 12~30f cancellable Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Target Combo Target Combo 1 130 200 60 H sp/su 30 2 19 30 50 2 2 19 18 - -3 - 12~30f cancellable Hard Knockdown Hard Knockdown Hard Knockdown 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
Neutral Jump LP Neutral Jump Jab.gif 60 50 20 H - 7 5 - 7 11 5 5 0 - - Reset Reset - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 6 8 - 6 13 8 8 0 - - Reset Reset - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 8 10 - 8 17 10 10 0 - - Until end of active frames can adjust left or right Reset Reset - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 7 9 - 7 15 9 9 0 - - Reset Reset - - -
Neutral Jump MK Neutral Jump Forward.gif 90 100 40 H - 9 9 - 9 17 9 9 0 - - Reset Reset - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 130 200 60 H - 7 9 - 7 15 9 9 0 - - Reset Reset - - -
Angled Jump LP Angled Jump Jab.gif 60 50 20 H - 7 6 - 7 12 6 6 0 - - Reset Reset - - -
Angled Jump MP Angled Jump Strong.gif 90 100 40 H - 7 7 - 7 13 7 7 0 - - Reset Reset - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 8 5 - 8 12 5 5 0 - - Reset Reset - - -
Angled Jump LK Angled Jump Short.gif 50 50 20 H - 6 6 - 6 11 6 6 0 - - Reset Reset - - -
Angled Jump MK Angled Jump Forward.gif 90 100 40 H - 6 9 - 6 14 8 9 0 - - Reset Reset - - -
Angled Jump HK Angled Jump Roundhouse.gif 110 200 60 H - 6 7 - 6 12 7 7 0 - - 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
Focus Attack (Level 1) Level 1 Focus 80 100 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 100 150 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 160 200 60 - - 65 2 35 65 101 2 2 35 - - X 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
Sabori Forward Throw 140 180 40 0.9 - 3 2 20 3 24 2 20 - - Opponent recovers 81f after you recover X Hard Knockdown - - - - - -
Rice Bale Throw Back Throw 150 100 40 0.9 - 3 2 20 3 24 2 20 - - Opponent recovers 64f after you recover 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
Hundred Hand Slap Hundred Hands Jab.gif 30x3 20x3 20/10x3 HL su 6 3(3)1(3)2(4)1(3)1(4)2(3)1 16 6 52 31 16 1 5 Soft Knockdown Soft Knockdown - - -
Hundred Hands Strong.gif 30x4 20x4 20/10x4 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 15 9 54 31 15 4 8 Soft Knockdown Soft Knockdown - - -
Hundred Hands Fierce.gif 15x7 20x7 20/10x7 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 13 9 52 31 13 3 10 Soft Knockdown Soft Knockdown - - -
Hundred Hand Slap (Continuation) Hundred Hands (continuation) Jab.gif 30xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 7 4 35 25 7 8 12 Soft Knockdown Soft Knockdown - - -
Hundred Hands (continuation) Strong.gif 30xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 7 4 35 25 7 8 12 Soft Knockdown Soft Knockdown - - -
Hundred Hands (continuation) Fierce.gif 15xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 10 4 38 25 10 9 13 Soft Knockdown Soft Knockdown - - -
EX Hundred Hand Slap Hundred Hands EX.gif 20x7 (? Ultra Change) 20x7 -250/0 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 19 9 58 31 19 0 5 Can adjust position left or right Soft Knockdown Soft Knockdown - - -
Sumo Headbutt Headbutt Jab.gif 120[100] 200 30/40 HL su 13 17 14 + After landing 13 13 56 17 27 -9 - 1~14f upper body strike invincible, 1~29f lower body projectile invincible, 15f~ airborne, armor break, recovery on hit/block is 29f, charge 55f, [] refers to first 2 active frames X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~14f
Headbutt Strong.gif 130[140] 200 30/40 HL su 9 21 14 + After landing 13 9 56 21 27 -13 - Recovery hit/block is 33f, charge 55f, [] refers to first 2 active frames X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Lower body: 1~10f
Headbutt Fierce.gif 140[160] 200 30/40 HL su 8 48 14 + After landing 22 8 81 48 26 -16 - Recovery hit/block is 36f, charge 55f, [] refers to first 2 active frames X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Sumo Headbutt Headbutt EX.gif 140[160] 200 -250/0 HL su 8 25 14 + After landing 13 8 59 25 27 -8 - Recovery on hit/block is 28f, charge 55f, [] refers to first 2 active frames X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~8f -
Sumo Smash Butt Slam Short.gif 80*100 100*150 30/30*20 HL*H - 14 7(14)6 After landing 18 14 58 27 18 -2 - Charge 55f 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown Soft Knockdown Soft Knockdown - All: 1~12f -
Butt Slam Forward.gif 90*110 100*150 30/30*20 HL*H - 14 7(14)9 After landing 18 14 61 30 18 -2 - Charge 55f 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown Soft Knockdown Soft Knockdown - All: 1~13f -
Butt Slam Roundhouse.gif 100*120 150*150 30/30*20 HL*H - 14 7(14)15 After landing 18 14 67 36 18 -3 - Charge 55f 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown Soft Knockdown Soft Knockdown - All: 1~12f -
EX Sumo Smash Butt Slam EX.gif 100*80 100*100 -250/0 HL*H - 9 6(14)12 After landing 18 9 58 32 18 -2 - Charge 55f 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown Soft Knockdown Soft Knockdown - All: 1~9f -
Oicho Throw Oicho Throw Jab.gif 160 100 30/80 1.5 - 5 2 41 5 47 2 41 - - Opponent recovers 26f after you recover X Hard Knockdown - - - - - -
Oicho Throw Strong.gif 170 100 30/80 1.35 - 5 2 41 5 47 2 41 - - Opponent recovers 26f after you recover X Hard Knockdown - - - - - -
Oicho Throw Fierce.gif 180 100 30/80 1.3 - 5 2 41 5 47 2 41 - - Opponent recovers 26f after you recover X Hard Knockdown - - - - - -
EX Oicho Throw Oicho Throw EX.gif 190 100 -250/0 1.52 - 5 2 41 5 47 2 41 - - Opponent recovers 26f after you recover 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
Super Killer Head Ram Super Combo Jab.gif 160*240 0 -1000/0 HL - 1+8 13(36)23 14 + After landing 17 9 111 72 31 -6 - Charge 55f X 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f -
Super Combo Strong.gif 160*240 0 -1000/0 HL - 1+9 16(36)23 14 + After landing 17 10 115 75 31 -6 - Charge 55f X 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11f -
Super Combo Fierce.gif 160*240 0 -1000/0 HL - 1+9 25(36)23 14 + After landing 17 10 124 84 31 -6 - Charge 55f X 2nd Hit: Hard Knockdown 2nd Hit: 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
Ultimate Killer Head Ram Ultra Combo 1 60*450 0 0/0 HL - 0+11 24 22 + After landing 13 11 69 24 35 -15 - 1st hit goes into animation, charge 55f, opponent recovers 63f after you recover X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11f -
Orochi Breaker Ultra Combo 2 450 0 0/0 1.4 - 0+2 2 70 2 73 2 70 - - 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: