|
|
Line 105: |
Line 105: |
|
| |
|
|
| |
|
| == Move List == | | == Moves == |
|
| |
|
| ==== Normal Attacks ====
| | == Normal Moves == |
|
| |
|
| {{SSFIVMoveListHeader}}
| |
| {{SSFIVMoveListRow | Standing Light Punch | lp | }}
| |
| {{SSFIVMoveListRow | Standing Medium Punch | mp | }}
| |
| {{SSFIVMoveListRow | Standing Hard Punch | hp | }}
| |
| {{SSFIVMoveListRow | Standing Light Kick | lk | }}
| |
| {{SSFIVMoveListRow | Standing Medium Kick | mk | }}
| |
| {{SSFIVMoveListRow | Standing Hard Kick | hk | }}
| |
| {{SSFIVMoveListRow | Close Light Punch | (near opponent) lp | }}
| |
| {{SSFIVMoveListRow | Close Medium Punch | (near opponent) mp | }}
| |
| {{SSFIVMoveListRow | Close Hard Punch | (near opponent) hp | }}
| |
| {{SSFIVMoveListRow | Close Light Kick | (near opponent) lk | }}
| |
| {{SSFIVMoveListRow | Close Medium Kick | (near opponent) mk | }}
| |
| {{SSFIVMoveListRow | Close Hard Kick | (near opponent) hk | }}
| |
| {{SSFIVMoveListRow | Crouching Light Punch | d + lp | }}
| |
| {{SSFIVMoveListRow | Crouching Medium Punch | d + mp | }}
| |
| {{SSFIVMoveListRow | Crouching Hard Punch | d + hp | }}
| |
| {{SSFIVMoveListRow | Crouching Light Kick | d + lk | }}
| |
| {{SSFIVMoveListRow | Crouching Medium Kick | d + mk | }}
| |
| {{SSFIVMoveListRow | Crouching Hard Kick | d + hk | }}
| |
| {{SSFIVMoveListRow | Neutral Jump Light Punch | u + lp | }}
| |
| {{SSFIVMoveListRow | Neutral Jump Medium Punch | u + mp | }}
| |
| {{SSFIVMoveListRow | Neutral Jump Hard Punch | u + hp | }}
| |
| {{SSFIVMoveListRow | Neutral Jump Light Kick | u + lk | }}
| |
| {{SSFIVMoveListRow | Neutral Jump Medium Kick | u + mk | }}
| |
| {{SSFIVMoveListRow | Neutral Jump Hard Kick | u + hk | }}
| |
| {{SSFIVMoveListRow | Angled Jump Light Punch | ub / uf + lp | }}
| |
| {{SSFIVMoveListRow | Angled Jump Medium Punch | ub / uf + mp | }}
| |
| {{SSFIVMoveListRow | Angled Jump Hard Punch | ub / uf + hp | }}
| |
| {{SSFIVMoveListRow | Angled Jump Light Kick | ub / uf + lk | }}
| |
| {{SSFIVMoveListRow | Angled Jump Medium Kick | ub / uf + mk | }}
| |
| {{SSFIVMoveListRow | Angled Jump Hard Kick | ub / uf + hk | }}
| |
| {{MoveListFooter}}
| |
|
| |
|
| ==== Unique Attacks ==== | | === 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}} | | {{USFIVMoveListHeader}} |
| {{USFIVMoveListRow | Ganka Uchi | b + mp | }} | | {{USFIVMoveListRow|Far LP|Far Jab|lp| |
| {{USFIVMoveListRow | Special Forward | f + hp | Cancels out fireballs }} | | |(No strategies yet) |
| {{USFIVMoveListRow | Zugai Hasatsu | f + mp | high }} | | }} |
| {{USFIVMoveListRow | Target Combo 1 | f + lp , mp | }} | | {{USFIVMoveListRow|Far MP|Far Strong|mp| |
| {{USFIVMoveListRow | Target Combo 2 | b + mp , hp | Whiffs on crouching opponents }} | | |(No strategies yet) |
| {{MoveListFooter}} | | }} |
| | {{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}} |
| | |
|
| |
|
| ==== Throws ==== | | === Crouching Normals === |
|
| |
|
| {{USFIVMoveListHeader}} | | {{USFIVMoveListHeader}} |
| {{USFIVMoveListRow | | f or n + lp + lk | throw }} | | {{USFIVMoveListRow|Crouch LP|Crouch Jab|d + lp| |
| {{USFIVMoveListRow | | b + lp + lk | throw }} | | |(No strategies yet) |
| {{MoveListFooter}} | | }} |
| | {{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}} |
| | |
|
| |
|
| ==== Special Moves ==== | | === Neutral Jump Attacks === |
|
| |
|
| {{USFIVMoveListHeader}} | | {{USFIVMoveListHeader}} |
| {{USFIVMoveListRow | Gouhadoken | qcf + p | Hold p to charge, ex }} | | {{USFIVMoveListRow|Neutral Jump LP|Neutral Jump Jab|u + lp| |
| {{USFIVMoveListRow | Gorai Hadoken | hcb + p | ex }} | | |(No strategies yet) |
| {{USFIVMoveListRow | Zanku Hadosho | in air, qcb + p | lp version air dashes forward, mp version dashes upward, hp version dash backwards }} | | }} |
| {{USFIVMoveListRow | Goshoryuken | dp + p | ex }} | | {{USFIVMoveListRow|Neutral Jump MP|Neutral Jump Strong|u + mp| |
| {{USFIVMoveListRow | Tatsumaki | qcb + k | ex , Can be done in air armorbreak }} | | |(No strategies yet) |
| {{USFIVMoveListRow | Sekisei Jiraiken | dp + k | ex version hits high on the first hit }} | | }} |
| {{USFIVMoveListRow | Rakan Dantojin | hcf + k | ex version is projectile-invincible. mk has projectile-invincibility only during the forward movement at start-up. armorbreak }}
| | {{USFIVMoveListRow|Neutral Jump HP|Neutral Jump Fierce|u + hp| |
| {{MoveListFooter}} | | |(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 === |
|
| |
|
| ==== Super Combo ====
| |
| {{USFIVMoveListHeader}} | | {{USFIVMoveListHeader}} |
| {{USFIVMoveListRow | Raging Demon | lp lp f lk hp | throw, can be done in air (during which it hits only airborne opponents) }} | | {{USFIVMoveListRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp| |
| {{MoveListFooter}} | | |(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 ==== |
|
| |
|
| ==== Ultra Combos ====
| |
| {{USFIVMoveListHeader}} | | {{USFIVMoveListHeader}} |
| {{USFIVMoveListRow | Meido Gohado | qcf qcf + 3p | Can be done in air, upward variation on the ground armorbreak }} | | {{USFIVMoveListRow|Unique Attack|Unique Attack|f + mp| |
| {{USFIVMoveListRow | Tenchi Sokaigen | hcf hcf + 3p | armorbreak }}
| | |(No strategies yet) |
| {{MoveListFooter}} | | }} |
| | {{USFIVMoveListFooter}} |
|
| |
|
|
| |
|
| == Move Analysis == | | ==== Focus Attacks ==== |
|
| |
|
| === Normal Moves ===
| | {{USFIVMoveListHeader}} |
| N/A
| | {{USFIVMoveListRow|Focus Attack|Focus Attack|mp + mk| |
| | |(No strategies yet) |
| | }} |
| | {{USFIVMoveListFooter}} |
|
| |
|
|
| |
|
| === Unique Attacks === | | === Throws === |
| N/A
| |
|
| |
|
| | {{USFIVMoveListHeader}} |
| | {{USFIVMoveListRow||Forward Throw|f or n + lp + lk| |
| | |(No strategies yet) |
| | }} |
| | {{USFIVMoveListRow||Back Throw|b + lp + lk| |
| | |(No strategies yet) |
| | }} |
| | {{USFIVMoveListFooter}} |
|
| |
|
| === Normal Throws ===
| |
| N/A
| |
|
| |
|
| | ==== Special Moves ==== |
|
| |
|
| === Focus Attack ===
| | {{USFIVMoveListHeader}} |
| N/A
| | {{USFIVMoveListRow|Special Move|Special Move|qcf + p ex| |
| | |(No strategies yet) |
| | }} |
| | {{USFIVMoveListRow|Special Move|Special Move|qcb + k ex armorbreak| |
| | |(No strategies yet) |
| | }} |
| | {{USFIVMoveListFooter}} |
|
| |
|
|
| |
|
| === Special Moves === | | ==== Super Combo ==== |
| N/A
| |
|
| |
|
| | {{USFIVMoveListHeader}} |
| | {{USFIVMoveListRow|Super|Super|qcf qcf + p armorbreak| |
| | |(No strategies yet) |
| | }} |
| | {{USFIVMoveListFooter}} |
|
| |
|
| === Super Combos ===
| |
| N/A
| |
|
| |
|
| | ==== Ultra Combos ==== |
|
| |
|
| === Ultra Combos ===
| | {{USFIVMoveListHeader}} |
| N/A
| | {{USFIVMoveListRow|Ultra I|Ultra I|qcf qcf + 3p armorbreak| |
| | |(No strategies yet) |
| | }} |
| | {{USFIVMoveListRow|Ultra II|Ultra II|qcf qcf + 3k|Hold 3k to delay; Cancel during delay with p |
| | |(No strategies yet) |
| | }} |
| | {{USFIVMoveListFooter}} |
|
| |
|
|
| |
|
Oni
By finally mastering the Satsui no Hado, the man has become consumed by it. Both his mind and soul are gone, and his body has been transformed into something that is incapable of being called human. What was once an honorable code of fighting only the strong is now a crazed desire to destroy everyone and everything in the universe. The Supreme Master of the Fist, Akuma, is dead. Now, there is only Oni, a demon in the truest sense of the word.
In a nutshell
Oni's playstyle can be considered a combination of Akuma and Gouken's. He has the chargeable fireballs and excellent normals of Gouken, with the mindgame and lengthy combo potential of Akuma. Unlike both of them, he has his own set of tools which he is very reliant upon, in the form of his Demon Slashes, Demon Palms, and Air Dashes. However, he has also inherited the one main problem both Akuma and Gouken share - his defense is very weak. His only reliable option for a reversal is the Shoryuken, and despite him having higher health than Akuma, he is also bulkier, having sub-par walk speed and a horrible backdash to boot. His Focus Attack is also tied with Balrog's for the worst in the game. Both your execution skills and your ability to read the opponent must be spot-on if you wish to ensure victory for Oni.
Ultra SFIV Changes
Frame Data (Condensed)
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
1. Crouching LP x2, Crouching MP, Gohadoken
2. Crouching MP x2, Gohadoken (In corner: EX Tatsu, HK Tatsu)
3. LK Slash (Rakan Dantojin) xx FADC, Target Combo 2, Goshoryuken
4. Crouching LP, Crouching HP, Gohadoken xx FADC, Target Combo 2, Ender
5. Jump in HP or HK, Crouching LP, Standing LP, Target Combo 2, Goshoryuken
6. (Corner) - Target Combo 2, EX Tatsu, HK Tatsu
7. EX Slash , Tatsu or Gohadoken or any Ultra
8. (Corner Anti-air) - F + HK, Ultra 1 or 2
9. (Corner) - EX Tatsu , Ultra 1 or 2
10. Shoryuken xx FADC, Ultra 1 or 2
11. c.LK, c.LP, c.HP, HK Tatsu
12. Crouching MP, Target Combo 2, LK Sekisei Jiraiken
Strategy
Costumes and Colors
Matchups
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
Frame Data
NAME|NICKNAME|MOTION|NOTES|FRAME DATA NAME|DAMAGE|STUN|METER GAIN|HIT LEVEL|CANCEL|STARTUP|ACTIVE|RECOVERY|STARTUP TOTAL|ACTIVE TOTAL|RECOVERY TOTAL|TOTAL FRAMES|LAST ACTIVE|BLOCK STUN|HIT STUN|ADV ON GUARD|ADV ON HIT|NOTES|Armor Breaking|Projectile|Throw|ON HIT - GROUND|COUNTER HIT - GROUND|ON HIT - AIR|COUNTER HIT - AIR|ARMOR|FULL INVINCIBILITY|STRIKE INVINCIBILITY|PROJECTILE INVINCIBILITY|THROW INVINCIBILITY|AIRBORNE|JUGGLE INFO
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
|
Stand LP
|
Stand
|
30
|
50
|
20
|
HL
|
ch/sp/su
|
3
|
3
|
5
|
3
|
10
|
3
|
3
|
5
|
11
|
15
|
3
|
7
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Stand MP
|
Stand
|
70
|
100
|
40
|
HL
|
sp/su
|
6
|
4
|
11
|
6
|
20
|
4
|
4
|
11
|
15
|
18
|
0
|
3
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Stand HP
|
Stand
|
100
|
200
|
60
|
HL
|
sp/su
|
7
|
4
|
17
|
7
|
27
|
4
|
4
|
17
|
18
|
23
|
-3
|
2
|
|
|
|
|
Forces stand
|
Forces stand
|
Reset
|
Reset
|
-
|
-
|
-
|
Stand LK
|
Stand
|
30
|
50
|
20
|
HL
|
sp/su
|
4
|
5
|
6
|
4
|
14
|
5
|
5
|
6
|
11
|
14
|
0
|
3
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Stand MK
|
Stand
|
40*30
|
50*50
|
40*40
|
HL
|
sp/su*-
|
6
|
1*4
|
14
|
6
|
24
|
4
|
5
|
14
|
16
|
19
|
-2
|
1
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Stand HK
|
Stand
|
40*70
|
125*75
|
60*20
|
HL
|
su*-
|
6
|
2(8)4
|
18
|
6
|
37
|
4
|
14
|
18
|
18
|
24
|
-4
|
2
|
|
|
|
|
Forces stand
|
Forces stand
|
Reset
|
Reset
|
-
|
-
|
-
|
Toward LP
|
Toward
|
30
|
50
|
20
|
HL
|
sp/su
|
4
|
3
|
6
|
4
|
12
|
3
|
3
|
6
|
11
|
14
|
2
|
5
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Zugai Hasatsu
|
Zugai Hasatsu
|
30*50
|
50*50
|
40*20
|
H
|
-
|
15
|
2(1)2
|
17
|
15
|
36
|
2
|
5
|
17
|
14
|
21
|
-5
|
2
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Special Forward
|
Special
|
120
|
200
|
60
|
HL
|
su
|
12
|
3
|
18
|
12
|
32
|
3
|
3
|
18
|
12
|
21
|
-9
|
0
|
|
|
X
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Toward LK
|
Toward
|
50
|
50
|
20
|
HL
|
-
|
5
|
3
|
10
|
5
|
17
|
3
|
3
|
10
|
11
|
14
|
-2
|
1
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Toward MK
|
Toward
|
70
|
100
|
40
|
HL
|
-
|
11
|
2
|
13
|
11
|
25
|
2
|
2
|
13
|
14
|
17
|
-1
|
2
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Toward HK
|
Toward
|
100
|
200
|
60
|
HL
|
-
|
10
|
2
|
22
|
10
|
33
|
2
|
2
|
22
|
18
|
22
|
-6
|
-2
|
|
|
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
Crouch LP
|
Crouch
|
25
|
50
|
20
|
HL
|
ch/sp/su
|
3
|
3
|
5
|
3
|
10
|
3
|
3
|
5
|
11
|
14
|
3
|
6
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Crouch MP
|
Crouch
|
60
|
100
|
40
|
HL
|
sp/su
|
5
|
4
|
7
|
5
|
15
|
4
|
4
|
7
|
14
|
17
|
3
|
6
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Crouch HP
|
Crouch
|
90
|
200
|
60
|
HL
|
sp/su
|
5
|
8
|
18
|
5
|
30
|
8
|
8
|
18
|
18
|
23
|
-8
|
-3
|
|
|
|
|
Forces stand
|
Forces stand
|
Reset
|
Reset
|
-
|
-
|
-
|
Crouch LK
|
Crouch
|
20
|
50
|
20
|
L
|
ch/sp/su
|
4
|
3
|
9
|
4
|
15
|
3
|
3
|
9
|
11
|
14
|
-1
|
2
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Crouch MK
|
Crouch
|
60
|
100
|
40
|
L
|
sp/su
|
6
|
2
|
16
|
6
|
23
|
2
|
2
|
16
|
14
|
17
|
-4
|
-1
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Crouch HK
|
Crouch
|
100
|
150
|
60
|
L
|
-
|
8
|
2
|
23
|
8
|
32
|
2
|
2
|
23
|
17
|
-
|
-8
|
-
|
|
|
|
|
Hard Knockdown
|
Hard Knockdown
|
Hard Knockdown
|
Hard Knockdown
|
-
|
-
|
-
|
Ganka Uchi
|
+
|
60
|
50
|
40
|
HL
|
sp/su
|
5
|
6
|
12
|
5
|
22
|
6
|
6
|
12
|
20
|
24
|
2
|
6
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Target Combo 1
|
+ >
|
60
|
150
|
40
|
HL
|
sp/su
|
6
|
4
|
11
|
6
|
20
|
4
|
4
|
11
|
|
|
0
|
3
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Target Combo 2
|
+ >
|
80
|
160
|
60
|
HL
|
sp/su
|
7
|
4
|
17
|
7
|
27
|
4
|
4
|
17
|
|
|
-3
|
2
|
Cannot hit crouching opponents
|
|
|
|
|
|
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
|
50
|
50
|
20
|
H
|
-
|
5
|
10
|
-
|
5
|
14
|
10
|
10
|
0
|
|
|
-
|
-
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Neutral Jump MP
|
Neutral Jump
|
80
|
100
|
40
|
H
|
-
|
7
|
10
|
-
|
7
|
16
|
10
|
10
|
0
|
|
|
-
|
-
|
|
|
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
Neutral Jump HP
|
Neutral Jump
|
110
|
200
|
60
|
H
|
-
|
8
|
4
|
-
|
8
|
11
|
4
|
4
|
0
|
|
|
-
|
-
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Neutral Jump LK
|
Neutral Jump
|
40
|
50
|
20
|
H
|
-
|
5
|
9
|
-
|
5
|
13
|
9
|
9
|
0
|
|
|
-
|
-
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Neutral Jump MK
|
Neutral Jump
|
80
|
100
|
40
|
H
|
-
|
5
|
5
|
-
|
5
|
9
|
5
|
5
|
0
|
|
|
-
|
-
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Neutral Jump HK
|
Neutral Jump
|
100
|
200
|
60
|
H
|
-
|
6
|
3(6)2
|
-
|
6
|
16
|
2
|
11
|
0
|
|
|
-
|
-
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Angled Jump LP
|
Angled Jump
|
50
|
50
|
20
|
H
|
-
|
5
|
10
|
-
|
5
|
14
|
10
|
10
|
0
|
|
|
-
|
-
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Angled Jump MP
|
Angled Jump
|
80
|
100
|
40
|
H
|
-
|
6
|
7
|
-
|
6
|
12
|
7
|
7
|
0
|
|
|
-
|
-
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Angled Jump HP
|
Angled Jump
|
110
|
200
|
60
|
H
|
-
|
7
|
5
|
-
|
7
|
11
|
5
|
5
|
0
|
|
|
-
|
-
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Angled Jump LK
|
Angled Jump
|
40
|
50
|
20
|
H
|
-
|
4
|
10
|
-
|
4
|
13
|
10
|
10
|
0
|
|
|
-
|
-
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Angled Jump MK
|
Angled Jump
|
70
|
100
|
40
|
H
|
-
|
6
|
7
|
-
|
6
|
12
|
7
|
7
|
0
|
|
|
-
|
-
|
|
|
|
|
|
|
Reset
|
Reset
|
-
|
-
|
-
|
Angled Jump HK
|
Angled Jump
|
100
|
200
|
60
|
H
|
-
|
6
|
4
|
-
|
6
|
9
|
4
|
4
|
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
|
60
|
100
|
20
|
HL
|
-
|
10+11
|
2
|
36
|
21
|
58
|
2
|
2
|
36
|
|
|
-22
|
-
|
|
|
|
|
|
Crumple
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
Focus Attack (Level 2)
|
Level 2 Focus
|
80
|
150
|
40
|
HL
|
-
|
18+11
|
2
|
36
|
29
|
66
|
2
|
2
|
36
|
|
|
-16
|
-
|
|
|
|
|
Crumple
|
Crumple
|
Free Juggle
|
Free Juggle
|
-
|
-
|
-
|
Focus Attack (Level 3)
|
Level 3 Focus
|
140
|
200
|
60
|
-
|
-
|
64
|
2
|
35
|
64
|
100
|
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
|
Ragou Souha
|
Forward Throw
|
130
|
150
|
40
|
0.91
|
-
|
3
|
2
|
20
|
3
|
24
|
|
2
|
20
|
|
|
-
|
-
|
[H] hard knockdown
|
|
|
X
|
Hard Knockdown
|
-
|
-
|
-
|
-
|
-
|
-
|
Shuretto
|
Back Throw
|
130
|
120
|
40
|
0.91
|
-
|
3
|
2
|
20
|
3
|
24
|
|
2
|
20
|
|
|
-
|
-
|
[H] 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
|
Gohadoken
|
Gohadoken
|
60
|
100
|
10/20
|
HL
|
su
|
13
|
33
|
Total 47
|
13
|
60
|
|
0
|
47
|
|
|
-8
|
-4
|
Can cancel on the 18-19f
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
|
Gohadoken
|
60
|
100
|
10/20
|
HL
|
su
|
13
|
31
|
Total 47
|
13
|
60
|
|
0
|
47
|
|
|
-8
|
-4
|
Can cancel on the 18-19f
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
|
Gohadoken
|
60
|
100
|
10/20
|
HL
|
su
|
13
|
28
|
Total 47
|
13
|
60
|
|
0
|
47
|
|
|
-8
|
-4
|
Can cancel on the 18-19f
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
Gohadoken (Charge)
|
Gohadoken (Charged)
|
40*40
|
50*50
|
10/10*10
|
HL
|
su
|
45
|
-
|
Total 77
|
45
|
122
|
|
0
|
77
|
|
|
2
|
6
|
Can cancel on the 62-63f
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
EX Gohadoken
|
Gohadoken
|
50*50
|
50*50
|
-250/0
|
HL
|
su
|
13
|
-
|
Total 43
|
13
|
56
|
|
0
|
43
|
|
|
4
|
4
|
Can cancel on the 16-17f
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
Gorai Hadoken
|
Gorai Hadoken
|
60
|
150
|
10/20
|
HL
|
su
|
28
|
-
|
Total 52
|
28
|
80
|
|
0
|
52
|
|
|
-5
|
-
|
Can cancel on the 30-31f
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
|
Gorai Hadoken
|
60*30
|
100*100
|
10/20*20
|
HL
|
su
|
29
|
-
|
Total 59
|
29
|
88
|
|
0
|
59
|
|
|
-3
|
-
|
Can cancel on the 31-32f
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
|
Gorai Hadoken
|
50*50*20
|
100*100*50
|
10/20*20*20
|
HL
|
su
|
31
|
-
|
Total 67
|
31
|
98
|
|
0
|
67
|
|
|
12
|
-
|
Can cancel on the 33-34f
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
EX Gorai Hadoken
|
Gorai Hadoken
|
50x3
|
100*100*50
|
-250/0
|
HL
|
su
|
25
|
-
|
Total 50
|
25
|
75
|
|
0
|
50
|
|
|
12
|
-
|
Can cancel on the 27-28f
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
Zanku Hadosho
|
Air Command Dash
|
70
|
100
|
5/40
|
HL
|
-
|
5
|
4
|
post landing 11
|
5
|
19
|
|
4
|
11
|
|
|
-
|
-
|
From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
|
Air Command Dash
|
70
|
100
|
5/40
|
HL
|
-
|
5
|
4
|
post landing 11
|
5
|
19
|
|
4
|
11
|
|
|
-
|
-
|
From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
|
Air Command Dash
|
70
|
100
|
5/40
|
HL
|
-
|
5
|
4
|
post landing 16
|
5
|
24
|
|
4
|
16
|
|
|
-
|
-
|
|
|
X
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
Goshoryuken
|
Goshoryuken
|
80*40[80*30*30]
|
80*60[80*60*60]
|
30/40*20[40*10*10]
|
HL
|
su
|
3
|
2*12
|
14+10
|
3
|
40
|
|
14
|
24
|
|
|
-15
|
-
|
Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property
|
|
|
|
1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown
|
1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown
|
1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown
|
1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown
|
-
|
-
|
Lower body: 1~16f
|
|
Goshoryuken
|
70*40[70*50*30]
|
80*60[80*60*60]
|
20/40*20[40*10*10]
|
HL
|
su
|
3
|
2*12
|
25+10
|
3
|
51
|
|
14
|
35
|
|
|
-26
|
-
|
Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property
|
|
|
|
|
|
|
|
-
|
All: 1~4f
|
Lower half: 5~16f
|
|
Goshoryuken
|
80*40[80*50*30]
|
80*60[80*60*60]
|
20/40*20[40*10*10]
|
HL
|
su
|
3
|
4*12
|
28+10
|
3
|
56
|
|
16
|
38
|
|
|
-29
|
-
|
Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property
|
|
|
|
|
|
|
|
-
|
All: 1~5f
|
All: 6~7f, Lower body: 11~18f
|
EX Goshoryuken
|
Goshoryuken
|
100*70*80[100*50*40]
|
80*60*60[80*60*60]
|
-250/0
|
HL
|
su
|
3
|
4*2*10
|
28+10
|
3
|
56
|
|
16
|
38
|
|
|
-27
|
-
|
Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property
|
|
|
|
|
|
|
|
-
|
All: 1~18f
|
-
|
Tatsumaki
|
Hurricane Kick
|
110
|
150
|
30/20
|
HL
|
-
|
11
|
2(6)2
|
12+8
|
11
|
40
|
|
10
|
20
|
|
|
-9
|
-
|
2nd kick hits behind, cannot hit crouching opponents
|
X
|
|
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
|
Hurricane Kick
|
80*50
|
100*50
|
30/20*10
|
HL
|
su*-*-
|
5
|
2(5)[2(5)2](5)1
|
16+12
|
5
|
54
|
|
22
|
28
|
|
|
-22[-8]
|
-
|
Active frames in [] can hit once at most, 2nd half of [] hits behind, block advantage in [] assumes 4th hit, 2nd hit onwards cannot hit crouching opponents
|
X
|
|
|
1st Hit: Forces stand, 2nd-4th Hit: Soft Knockdown
|
1st Hit: Forces stand, 2nd Hit: Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
Feet: 5~6f
|
|
Hurricane Kick
|
80*40*40
|
100*50*50
|
30/20*10*10
|
HL
|
su*-(x3)
|
5
|
2(4)[2(5)1](5)[1(5)1](5)1
|
13+8
|
5
|
57
|
|
32
|
21
|
|
|
-13[-1]
|
-
|
Active frames in [] can hit once at most, 2nd half of [] hits behind, block advantage in [] assumes 6th hit, 2nd hit onwards cannot hit crouching opponents
|
X
|
|
|
1st Hit: Forces stand, 2nd-6th Hit: Soft Knockdown
|
1st Hit: Forces stand, 2nd-6th Hit: Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
Feet: 5~6f
|
EX Tatsumaki
|
Hurricane Kick
|
30x4*40
|
40x5
|
#DIV/0!
|
HL
|
-
|
11
|
1(3)1(3)1(3)1(3)1
|
18+3
|
11
|
48
|
|
17
|
21
|
|
|
-1
|
-
|
|
X
|
|
|
1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown
|
1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
Air Tatsumaki
|
Air Hurricane
|
70
|
50
|
30-Oct
|
HL
|
-
|
9
|
2(6)2(6)2
|
post landing 10
|
9
|
-
|
|
18
|
post landing 10
|
|
|
-
|
-
|
Will only hit once, 2nd kick hits behind
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
|
Air Hurricane
|
60*60
|
50*50
|
10/30*30
|
HL
|
-
|
7
|
[2(6)2](6)2
|
post landing 10
|
7
|
-
|
|
18
|
post landing 10
|
|
|
-
|
-
|
Active frames in [] only hit once, 2nd kick hits behind
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
|
Air Hurricane
|
80*80
|
50*50
|
10/30*30
|
HL
|
-
|
7
|
[2(6)2](6)2
|
post landing 10
|
7
|
-
|
|
18
|
post landing 10
|
|
|
-
|
-
|
Active frames in [] only hit once, 2nd kick hits behind
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
EX Air Tatsumaki
|
Air Hurricane
|
40x5
|
50x5
|
#DIV/0!
|
HL
|
-
|
7
|
1(3)1(3)1(3)1(3)1
|
post landing 4
|
7
|
-
|
|
17
|
post landing 4
|
|
|
-
|
-
|
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
Air Tatsumaki Followup
|
Air Tatsumaki Followup
|
140
|
200
|
#DIV/0!
|
HL
|
-
|
7
|
2(2)2(2)2(2)2(2)2
|
post landing 22
|
7
|
-
|
|
18
|
post landing 22
|
|
|
-
|
-
|
Can only hit once
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
Sekisei Jiraiken
|
Ground Pound
|
130
|
150
|
30/30
|
HL
|
su
|
18
|
7
|
21
|
18
|
45
|
|
7
|
21
|
|
|
-7
|
-
|
|
|
|
|
Hard Knockdown
|
Hard Knockdown
|
Hard Knockdown
|
Hard Knockdown
|
-
|
-
|
-
|
|
Ground Pound
|
100
|
150
|
30/30
|
HL
|
su
|
18
|
7
|
20
|
18
|
44
|
|
7
|
20
|
|
|
-6
|
-
|
|
|
|
|
Hard Knockdown
|
Hard Knockdown
|
Hard Knockdown
|
Hard Knockdown
|
-
|
-
|
-
|
|
Ground Pound
|
140[90]
|
150
|
30/30
|
HL
|
su
|
30
|
11
|
15
|
30
|
55
|
|
11
|
15
|
|
|
-1
|
-
|
[] value represents if hit from a distance
|
|
|
|
2nd Hit: Hard Knockdown
|
2nd Hit: Hard Knockdown
|
1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown
|
1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown
|
-
|
-
|
-
|
EX Sekisei Jiraiken
|
Ground Pound
|
80*90
|
100*100
|
#DIV/0!
|
H*HL
|
-*su
|
23
|
4*3
|
29
|
23
|
58
|
|
7
|
29
|
|
|
-9
|
-
|
|
|
|
|
|
|
|
|
-
|
All: 1f
|
-
|
Rakan Dantojin
|
Demon Slash
|
110
|
130
|
20/60
|
HL
|
su
|
17
|
2
|
25
|
17
|
43
|
|
2
|
25
|
|
|
-2
|
1
|
[air H] free juggle
|
|
|
|
|
|
Free Juggle
|
Free Juggle
|
-
|
-
|
-
|
|
Demon Slash
|
120
|
200
|
20/60
|
HL
|
su
|
30
|
2
|
25
|
30
|
56
|
|
2
|
25
|
|
|
-4
|
-
|
10-28 projectile invincible / [H] limited juggle (cant juggle)
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
|
Demon Slash
|
120[100]
|
150
|
20/60
|
HL
|
su
|
28*34
|
2
|
25
|
62
|
88
|
|
2
|
25
|
|
|
-8
|
-
|
Hitbox active on contact with opponent, can hit cross up, value in [] is if hit as cross up, cancellable only from a front hit
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
-
|
-
|
-
|
EX Rakan Dantojin
|
Demon Slash
|
100[80]
|
100
|
#DIV/0!
|
HL
|
su
|
29*34
|
2
|
31
|
63
|
95
|
|
2
|
31
|
|
|
-9
|
-
|
Hitbox active on contact with opponent, can hit cross up, value in [ ] is if hit as cross up
|
|
|
|
Soft Knockdown
|
Soft Knockdown
|
Soft Knockdown
|
Soft 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
|
Raging Demon
|
Super Combo
|
370
|
0
|
#DIV/0!
|
1
|
-
|
1+0
|
36
|
13
|
1
|
49
|
|
36
|
13
|
|
|
-
|
-
|
|
|
|
X
|
Hard Knockdown
|
-
|
-
|
-
|
-
|
All: 1~2f
|
-
|
Air Raging Demon
|
Air Super Combo
|
350
|
0
|
#DIV/0!
|
1
|
-
|
1+0
|
30
|
32
|
1
|
62
|
|
30
|
32
|
|
|
-
|
-
|
Cannot hit grounded opponents
|
|
|
|
-
|
-
|
Hard Knockdown
|
Hard Knockdown
|
-
|
All: 1~6f
|
-
|
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
|
Meido Gohado
|
Ultra Combo 1 (punches)
|
38x7*109[450] (? Ultra Change)
|
0
|
0/0
|
HL
|
-
|
0+9
|
1(1) until edge of screen
|
Total 101
|
9
|
110
|
|
0
|
101
|
|
|
-3
|
-
|
1st active frame triggers animation if connected, 1st active frame counts as Strike and not Projectile, [] is for full animation
|
X
|
|
|
Hard Knockdown
|
Hard Knockdown
|
Hard Knockdown
|
Hard Knockdown
|
-
|
All: 1~12f
|
-
|
Anti-Air Meido Gohado
|
Ultra Combo 1 (kicks)
|
45x7*60
|
0
|
0/0
|
-
|
-
|
0+9
|
-
|
Total 93
|
9
|
102
|
|
0
|
93
|
|
|
-
|
-
|
Wont hit opponent on ground
|
|
|
|
-
|
-
|
Hard Knockdown
|
Hard Knockdown
|
-
|
All: 1~10f
|
-
|
Air Meido Gohado
|
Ultra Combo 1 (air)
|
45x8
|
0
|
0/0
|
HL
|
-
|
0+11[4]
|
-
|
post landing 51
|
11
|
-
|
|
-
|
post landing 51
|
|
|
-25
|
-
|
[] is for when canceled from Zanku Hadosho
|
|
|
|
8th Hit: Hard Knockdown
|
8th Hit: Hard Knockdown
|
Hard Knockdown
|
Hard Knockdown
|
-
|
All: 1~5f
|
-
|
Tenchi Sokaigen
|
Ultra Combo 2
|
38x7[525]
|
0
|
0/0
|
HL
|
-
|
0+9
|
2*3x7
|
48
|
9
|
79
|
|
23
|
48
|
|
|
-30
|
-
|
First two active frames (which have no Juggle Potential) trigger animation if connected, [] is for full animation, 1st hit does 0 chip damage
|
X
|
X
|
|
Hard Knockdown
|
Hard Knockdown
|
Hard Knockdown
|
Hard Knockdown
|
-
|
All: 1~12f
|
1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage
|
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: