Ultra Street Fighter IV/Guile: Difference between revisions

From SuperCombo Wiki
m (→‎Special Moves: Bit more info.)
(→‎Crouching Normals: Added info to crouch jab and strong.)
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{{USFIVMoveListRow|Guile|CrouchLP|
{{USFIVMoveListRow|Guile|CrouchLP|
Crouch LP|Crouch Jab|d + lp||
Crouch LP|Crouch Jab|d + lp||
(No uses/strategies)
Combo filler; chain, special and super cancellable.
}}
}}
{{USFIVMoveListRow|Guile|CrouchMP|
{{USFIVMoveListRow|Guile|CrouchMP|
Crouch MP|Crouch Strong|d + mp||
Crouch MP|Crouch Strong|d + mp||
(No uses/strategies)
The pre-special hit in most combos. Special and super cancellable.
}}
}}
{{USFIVMoveListRow|Guile|CrouchHP|
{{USFIVMoveListRow|Guile|CrouchHP|

Revision as of 08:38, 5 September 2014

Ultra Street Fighter IVUSFIV-Header.png

Guile

SSFIV-Guile Face.jpg

Guile fights the evil organization Shadaloo not only for world protection but for a personal vendetta against Shadaloo's leader, M. Bison, who murdered Guile's comrade and best friend Charlie Nash. Carrying Charlie's dog tags as a constant reminder of his fallen friend, Guile's only goal is to take down Shadaloo and everything associated with it. And though it appeared Shadaloo's reign was ended when Bison was defeated by Ryu, Guile and Chun-Li have uncovered ties to Shadaloo within the organization known as S.I.N., where it appears Bison is attempting to make one more comeback to finish his goals of world domination. But not if Guile has anything to do about that...


In a nutshell

Guile, as his name suggests, controls the pace of the battle through tactics and mind games. He is a defensive, space-controlling fighter who is notable for having only two special moves, but both of them have a variety of utilities, making for great offensive options. Guile's Sonic Boom is perhaps one of the most potent projectiles in the game. Not only does it cover a wide area that forces the opponent to either jump, focus absorb, or block, but thanks to Guile's exclusive charge timing being shorter than everyone else's, he can both bombard and condition the opponent with them. His Flash Kick is also a reliable anti-air, but if predicted it is very unsafe. Guile's weakness lies in the fact that he only has a total of about 5 moves, leaving him with very little defensive options for when the opponent breaches his safe zone.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Wake-up: Hurtbox reduced
  • Crouch LP: On hit now +5 from +4
  • Crouch MK: Hitbox and Hurtbox expanded forward
  • Reverse Spin Kick (B or F + HK): Hitbox expanded downward
  • Air Throw: Both Air Throws grab range slightly increase
  • Flash Kick: All versions invincibility time extended by 1 frame
  • Sonic Boom: All versions now reward opponent with a Counter Hit if dstruck on frames 1-20
  • Flash Explosion (UC1): Damage reduced to 450 total from 510 total; invincibility on startup reduced to frames 1-6 from frames 1-10
  • Flash Explosion (UC1): 2nd Flash Kick startup now slower so as to whiff less likely on high air opponents
  • Sonic Hurricane (UC2): Damage increased to 330 total from 300 total; all hits now given Juggle Potential

(New to Ultra SFIV Console Digital Release)

  • Health: Decreased to 950 from 1000
  • High Kick (DF + HK): Hitbox expanded downward
  • L, M and H Flash Kick --> EX Focus Cancel --> Forward Dash is now -5 on block at best
  • Flash Explosion (UC1): Startup reduced to 6 frames from 7 frames

(Removed from Ultra SFIV Arcade Japan)

  • Flash Explosion (UC1): Startup reduced to 5 frames from 7 frames
  • Flash Explosion (UC1): If opponent is behind on activation, corrects to face the opponent


Character Specific Data

Guile

VITALS
Health: 950 Stun: 900 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.05 Forward Dash Distance: 1.32
Back Walk Speed: 0.04 Forward Dash Total Frames: 19
JUMPING Back Dash Distance: 0.98
Jump Height Apex: 1.97 Back Dash Total Frames: 26
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.75 Back Dash Airborne: 11
Back Jump Distance 1.57 Back Dash Recovery: 7
THROWS WAKE-UP TIMING
Forward Throw Range: 0.90 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Straight Chop, Target Combo Hard Knockdowns: Crouch HK
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Flash Kick, EX Flash Kick
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Sonic Boom
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -3 L2 FA Forward Dash (On Block): +3
L1 Focus Attack Back Dash: -10 L2 FA Back Dash (On Block): -4


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

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 3 2 7 +2 +5
Close MP Close Strong.gif 60 100 40 HL sp/su 4 3 14 -3 0
Close HP Close Fierce.gif 120[70] 200[150] 60 HL sp/su[-] 5 4 15 -1 +4
Close LK Close Short.gif 30 50 20 HL ch 3 3 8 0 +3
Close MK Close Forward.gif 60 100 40 HL - 5 2 16 -4 -1
Close HK Close Roundhouse.gif 130 200 60 HL - 6 3 18 -3 +1
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 2 7 +2 +5
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 -4 -1
Far HP Far Fierce.gif 100 200 60 HL su 5 3 14 +1 +5
Far LK Far Short.gif 40 50 20 HL ch 5 2 9 0 +3
Far MK Far Forward.gif 70 100 40 HL - 7 4 12 -2 +1
Far HK Far Roundhouse.gif 110 200 60 HL - 13 5 14 -1 +3
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 8 +1 +5
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 4 5 10 -1 +2
Crouch HP Crouch Fierce.gif 100[70] 200[150] 60 HL - 5 4 23 -9 -4
Crouch LK Crouch Short.gif 30 50 20 L ch 4 2 9 0 +3
Crouch MK Crouch Forward.gif 70 100 40 L - 7 4 14 -4 -1
Crouch HK Crouch Roundhouse.gif 100*110 100*100 60 L su*- 6 4(20)4 17 -3 -
Straight Chop Right.gif+Strong.gif 80 100 40 H - 15 3 14 -3 0
Spinning Back Knuckle Right.gif+Fierce.gif 100 200 60 HL - 8 3 15 0 +4
Knee Bazooka Left.gif or Right.gif+Short.gif 50 50 20 HL - 7 4 15 -8 -3
Rolling Sobat Left.gif or Right.gif+Forward.gif 60 100 40 HL - 11 4 14 -4 -1
Reverse Spin Kick Left.gif or Right.gif+Roundhouse.gif 100 200 60 HL - 16 6 12 0 +5
Guie High Kick Downright.gif+Roundhouse.gif 110 200 60 HL - 11 2 17 -1 -
Target Combo Down.gif+Forward.gif > Right.gif+Strong.gif 80 100 40 H - 15 3 14 -3 0
Shades of Glory Shades of Glory - - 0 - - - - Total 50 - -
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 2 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 7 4 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 7 3 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 7 6 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 6 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 3 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 6 6 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 5 5 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 5 5 - - -
Diagonal Jump LK Diagonal Jump Short.gif 30 50 20 H - 5 5 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 60 100 40 H - 5 6 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 6 5 - - -
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 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Dragon Suplex Forward Throw 120 100 40 0.9 - 3 2 20 - -
Judo Throw Back Throw 120 80 40 0.9 - 3 2 20 - -
Flying Mare Air Throw 150 150 40 1.07 - 3 2 - - -
Flying Buster Drop Backbreaker 150 150 40 1.07 - 3 2 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sonic Boom Sonic Boom Jab.gif 50 50 10/20 HL su 10 - 20 +4 +10
Sonic Boom Strong.gif 50 50 10/20 HL su 10 - 22 +2 +8
Sonic Boom Fierce.gif 50 50 10/20 HL su 10 - 24 0 +6
EX Sonic Boom Sonic Boom EX.gif 50*50 50*50 -250/0 HL su 11 - 28 +1 +4
Flash Kick Flash Kick Short.gif 110[80] 200[100] 30/40 HL su[-] 4 11 20+23 -33 -
Flash Kick Forward.gif 130[80] 200[100] 30/40 HL su[-] 4 11 22+23 -35 -
Flash Kick Roundhouse.gif 140[80] 200[100] 30/40 HL su[-] 4 11 24+23 -37 -
EX Flash Kick Flash Kick EX.gif 100*80 150*100 -250/0 HL su*- 4 2*9 24+23 -35 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Double Flash Double Flash Short.gif 80*40x4*120 0 -1000/0 HL - 1+2 1*5*2(9)1*8*2 20+23 -24 -
Double Flash Forward.gif 80*40x4*120 0 -1000/0 HL - 1+3 1*5*1(14)1*8*2 22+23 -26 -
Double Flash Roundhouse.gif 80*40x4*120 0 -1000/0 HL - 1+5 1*5*1(19)1*8*2 24+23 -28 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Flash Explosion Flash Explosion 90*24x6*66*150 0 0/0 HL - 0+6 1*3*1(30)1*1*1*2*1 (? Ultra Change) 31+66 -77 -
Sonic Hurricane Sonic Hurricane 90*30x4*90 (? Ultra Change) 0 0/0 HL - 0+10 43 13 -5 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

Combo filler; chain, special and super cancellable.

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

The pre-special hit in most combos. Special and super cancellable.

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

Your main anti-air if your opponent jumps to you and you aren't charged for a Flash Kick/think the Flash Kick will whiff. Tends to trade if you do it late.

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

Combo starter. Hits low.

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

Guile's main poke. Its slightly unsafe on block and hit, so you shouldn't be throwing these out at close range, unless you will be cancelling it into the Straight Chop.

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)

Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Straight Chop

Overhead f + mp

~~ Uses and Strategies ~~

Overhead punch, meaning it hits crouchers, regardless if they are blocking.

File:No image.png

Spinning Back Knuckle

Backfist f + hp

~~ Uses and Strategies ~~

Guile's longest range move that isn't a special. It's damage got nerfed from past versions. Makes a good long-range punish move, or to harass players if you predict a jump while they are in the corner.

File:No image.png

Knee Bazooka

Knee Bazooka f or b + lk

~~ Uses and Strategies ~~

Great move, allows Guile to close the distance while charging for a Sonic Boom. Beats a lot of ground moves as well.

File:No image.png

Rolling Sobat

Hop Kick f or b + mk

~~ Uses and Strategies ~~

Another versatile move for Guile. The direction of the joystick when you do the move determines which direction you will go in.

File:No image.png

Reverse Spin Kick

Upside Down Kick (near opponent) f or b + hk

~~ Uses and Strategies ~~

Great counter when near your opponent who likes to use lows. Goes over lows, and can lead to a combo afterwards (MP or cMP is probably best)

File:No image.png

Guie High Kick

High Kick df + hk

~~ Uses and Strategies ~~

An aptly named kick that hits high (whiffs on crouchers) and puts the opponent in a juggle state. Can be followed up with a normal (only near the corner), or a Flash Kick. Good to use after a focus crumple.

File:No image.png

Target Combo

Target Combo d + mk --- f + mp

~~ Uses and Strategies ~~

Crouching forward leading into the overhead punch.

File:No image.png

Shades of Glory

Shades of Glory d + hp + hk

~~ Uses and Strategies ~~

Universal taunt.

Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Dragon Suplex

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Judo Throw

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Flying Mare

Air Throw (in air) f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Flying Buster Drop

Backbreaker (in air) b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Sonic Boom

Sonic Boom b (charge) f + p ex

~~ Uses and Strategies ~~

Guile's projectile. Known for it's short recovery time, you should be throwing these out whenever you are a good range away from your opponent. You can use it after a blockstring or poke such as crouching Forward. In the corner, if you hit someone with a Boom or end a combo with it, you can follow up with the backfist, far HP, far HK, or c.HK. When you are charging for a Boom, charge with down back instead of just back to have a Flash Kick at the ready if needed. The EX version goes really fast and hits twice.

File:No image.png

Flash Kick

Somersault Kick d (charge) u + k ex armorbreak

~~ Uses and Strategies ~~

Anti-air special move, and the preferable combo ender. This is the move to use when your opponent jumps over a Boom towards you. The kick button used determines the damage and recovery.

Super Combo

  Name Nickname Command Notes
File:No image.png

Double Flash

Super Combo db (charge) df db u + k

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Flash Explosion

Ultra Combo I db (charge) df db u + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Sonic Hurricane

Ultra Combo II b (charge) f b f + 3p

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

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 3 2 7 11 +2 +5 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 60 100 40 HL sp/su 4 3 14 20 -3 0 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 120[70] 200[150] 60 HL sp/su[-] 5 4 15 23 -1 +4 18 23 [] refers to active frames 3~4 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL ch 3 3 8 13 0 +3 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 60 100 40 HL - 5 2 16 22 -4 -1 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 130 200 60 HL - 6 3 18 26 -3 +1 18 22 Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 2 7 12 +2 +5 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 22 -4 -1 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 100 200 60 HL su 5 3 14 21 +1 +5 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL ch 5 2 9 15 0 +3 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 70 100 40 HL - 7 4 12 22 -2 +1 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 13 5 14 31 -1 +3 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 8 13 +1 +5 11 15 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 4 5 10 18 -1 +2 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100[70] 200[150] 60 HL - 5 4 23 31 -9 -4 18 23 [] refers to active frames 3~4 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L ch 4 2 9 14 0 +3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 L - 7 4 14 24 -4 -1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100*110 100*100 60 L su*- 6 4(20)4 17 50 -3 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Straight Chop Right.gif+Strong.gif 80 100 40 H - 15 3 14 31 -3 0 14 17 Reset Reset - - - - - - -
Spinning Back Knuckle Right.gif+Fierce.gif 100 200 60 HL - 8 3 15 25 0 +4 18 22 Reset Reset - - - - - - -
Knee Bazooka Left.gif or Right.gif+Short.gif 50 50 20 HL - 7 4 15 25 -8 -3 11 16 Reset Reset - - Feet: 8~16f Feet: 8~16f - - -
Rolling Sobat Left.gif or Right.gif+Forward.gif 60 100 40 HL - 11 4 14 28 -4 -1 14 17 Can move forward until 6f, can move backwards until 4f Reset Reset - - Lower body: 6~20f Lower body: 6~20f - - -
Reverse Spin Kick Left.gif or Right.gif+Roundhouse.gif 100 200 60 HL - 16 6 12 33 0 +5 18 23 Reset Reset - - Lower body: 1~29f Lower body: 1~29f 6~28f - -
Guie High Kick Downright.gif+Roundhouse.gif 110 200 60 HL - 11 2 17 29 -1 - 18 - Free Juggle Free Juggle Free Juggle Free Juggle - - - - - - -
Target Combo Down.gif+Forward.gif > Right.gif+Strong.gif 80 100 40 H - 15 3 14 31 -3 0 14 17 Reset Reset - - - - - - -
Shades of Glory Shades of Glory - - 0 - - - - Total 50 50 - - - - - - - - - - - - -
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 2 - 6 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 7 4 - 10 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 7 3 - 9 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 7 6 - 12 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 6 - 12 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 3 - 8 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 6 6 - 11 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 5 5 - 9 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 5 5 - 9 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 30 50 20 H - 5 5 - 9 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 60 100 40 H - 5 6 - 10 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 6 5 - 10 - - 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 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - 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
Dragon Suplex Forward Throw 120 100 40 0.9 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Judo Throw Back Throw 120 80 40 0.9 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Flying Mare Air Throw 150 150 40 1.07 - 3 2 - - - - Hard knockdown X - - Hard Knockdown - - - - - - - -
Flying Buster Drop Backbreaker 150 150 40 1.07 - 3 2 - - - - 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
Sonic Boom Sonic Boom Jab.gif 50 50 10/20 HL su 10 - 20 30 +4 +10 Registers as Counter Hit when struck during 1~20f, 12f cancellable, charge 50f X - - - - - - -
Sonic Boom Strong.gif 50 50 10/20 HL su 10 - 22 32 +2 +8 Registers as Counter Hit when struck during 1~20f, 12f cancellable, charge 50f X - - - - - - -
Sonic Boom Fierce.gif 50 50 10/20 HL su 10 - 24 34 0 +6 Registers as Counter Hit when struck during 1~20f, 12f cancellable, charge 50f X - - - - - - -
EX Sonic Boom Sonic Boom EX.gif 50*50 50*50 -250/0 HL su 11 - 28 39 +1 +4 Registers as Counter Hit when struck during 1~20f, 12f cancellable, charge 50f X - - - - - - 2nd Hit JP: ?
Flash Kick Flash Kick Short.gif 110[80] 200[100] 30/40 HL su[-] 4 11 20+23 57 -33 - [] refers to active frames 4~11, charge 55f X - All: 1~6f - - 6~14f 6f~ -
Flash Kick Forward.gif 130[80] 200[100] 30/40 HL su[-] 4 11 22+23 59 -35 - [] refers to active frames 3~11, charge 55f X - All: 1~4f - - 4~14f 6f~ -
Flash Kick Roundhouse.gif 140[80] 200[100] 30/40 HL su[-] 4 11 24+23 61 -37 - [] refers to active frames 3~11, charge 55f X - All: 1~4f - - 4~14f 6f~ -
EX Flash Kick Flash Kick EX.gif 100*80 150*100 -250/0 HL su*- 4 2*9 24+23 61 -35 - Charge 55f X - All: 1~4f - - 6~14f 6f~ 2nd Hit JP: ?
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
Double Flash Double Flash Short.gif 80*40x4*120 0 -1000/0 HL - 1+2 1*5*2(9)1*8*2 20+23 73 -24 - Charge 55f 3rd-6th Hit: Hard Knockdown 3rd-6th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7f - - 13~21f 3~12f, 22f~ JP: ?
Double Flash Forward.gif 80*40x4*120 0 -1000/0 HL - 1+3 1*5*1(14)1*8*2 22+23 80 -26 - Charge 55f 3rd-6th Hit: Hard Knockdown 3rd-6th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8f - - 18~26f 4~17f, 27f~ JP: ?
Double Flash Roundhouse.gif 80*40x4*120 0 -1000/0 HL - 1+5 1*5*1(19)1*8*2 24+23 69 -28 - Charge 55f 3rd-6th Hit: Hard Knockdown 3rd-6th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10f - - 25~33f 6~24f, 34f~ JP: ?
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
Flash Explosion Flash Explosion 90*24x6*66*150 0 0/0 HL - 0+6 1*3*1(30)1*1*1*2*1 (? Ultra Change) 31+66 143 -77 - 8th hit goes into animation, charge 55f 4th-9th Hit: Hard Knockdown 4th-9th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~6f - - - 5~30f, 42f~ JP: ?
Sonic Hurricane Sonic Hurricane 90*30x4*90 (? Ultra Change) 0 0/0 HL - 0+10 43 13 65 -5 - Charge 55f X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8f - - - - JP: ?
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: