Ultra Street Fighter IV/Oni: Difference between revisions

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m (Separated U2 animation damage into individual hits, because having more hits does matter slightly for scaling)
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{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Stand LP|Stand Jab|lp||Stand [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|3|3|5|10|11|15|+3|+7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand LP|Stand Jab|lp||Stand [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|3|3|5|10|11|15|3|7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand MP|Stand Strong|mp||Stand [[File:Strong.gif]]|70|100|40|HL|sp/su|6|4|11|20|15|18|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand MP|Stand Strong|mp||Stand [[File:Strong.gif]]|70|100|40|HL|sp/su|6|4|11|20|15|18|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand HP|Stand Fierce|hp||Stand [[File:Fierce.gif]]|100|200|60|HL|sp/su|7|4|17|27|18|23|-3|+2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand HP|Stand Fierce|hp||Stand [[File:Fierce.gif]]|100|200|60|HL|sp/su|7|4|17|27|18|23|-3|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand LK|Stand Short|lk||Stand [[File:Short.gif]]|30|50|20|HL|sp/su|4|5|6|14|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand LK|Stand Short|lk||Stand [[File:Short.gif]]|30|50|20|HL|sp/su|4|5|6|14|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand MK|Stand Forward|mk||Stand [[File:Forward.gif]]|40*30|50*50|40*40|HL|sp/su*-|6|1*4|14|24|16|19|-2|+1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand MK|Stand Forward|mk||Stand [[File:Forward.gif]]|40*30|50*50|40*40|HL|sp/su*-|6|1*4|14|24|16|19|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand HK|Stand Roundhouse|hk||Stand [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|6|2(8)4|18|37|18|24|-4|+2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand HK|Stand Roundhouse|hk||Stand [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|6|2(8)4|18|37|18|24|-4|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Toward LP|Toward Jab|f + lp||[[File:Right.gif]]+[[File:Jab.gif]]|30|50|20|HL|sp/su|4|3|6|12|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Toward LP|Toward Jab|f + lp||Toward [[File:Jab.gif]]|30|50|20|HL|sp/su|4|3|6|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Toward MP|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|30*50|50*50|40*20|H|-|15|2(1)2|17|36|14|21|-5|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Zugai Hasatsu|Overhead|f + mp||Zugai Hasatsu|30*50|50*50|40*20|H|-|15|2(1)2|17|36|14|21|-5|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Toward HP|Toward Fierce|f + hp|Cancels out Projectiles|[[File:Right.gif]]+[[File:Fierce.gif]]|120|200|60|HL|su|12|3|18|32|12|21|-9|0|||X||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Toward Fierce|Toward Fierce|f + hp|Cancels out Projectiles|Toward [[File:Fierce.gif]]|120|200|60|HL|su|12|3|18|32|12|21|-9|0|||X||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Toward LK|Toward Short|f + lk||[[File:Right.gif]]+[[File:Short.gif]]|50|50|20|HL|-|5|3|10|17|11|14|-2|+1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Toward LK|Toward Short|f + lk||Toward [[File:Short.gif]]|50|50|20|HL|-|5|3|10|17|11|14|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Toward MK|Toward Forward|f + mk||[[File:Right.gif]]+[[File:Forward.gif]]|70|100|40|HL|-|11|2|13|25|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Toward MK|Toward Forward|f + mk||Toward [[File:Forward.gif]]|70|100|40|HL|-|11|2|13|25|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Toward HK|Toward Roundhouse|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|100|200|60|HL|-|10|2|22|33|18|22|-6|-2|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Toward HK|Toward Roundhouse|f + hk||Toward [[File:Roundhouse.gif]]|100|200|60|HL|-|10|2|22|33|18|22|-6|-2|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|25|50|20|HL|ch/sp/su|3|3|5|10|11|14|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|25|50|20|HL|ch/sp/su|3|3|5|10|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|4|7|15|14|17|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|4|7|15|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|200|60|HL|sp/su|5|8|18|30|18|23|-8|-3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|200|60|HL|sp/su|5|8|18|30|18|23|-8|-3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|4|3|9|15|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|4|3|9|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|6|2|16|23|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|6|2|16|23|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|150|60|L|-|8|2|23|32|17|-|-8|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|150|60|L|-|8|2|23|32|17|-|-8|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Gankauchi|Gut Punch|b + mp||[[File:Left.gif]]+[[File:Strong.gif]]|60|50|40|HL|sp/su|5|6|12|22|20|24|+2|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Ganka Uchi|Gut Punch|b + mp||[[File:Left.gif]]+[[File:Strong.gif]]|60|50|40|HL|sp/su|5|6|12|22|20|24|2|6|||||||Reset|Reset|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataGlanceRow|Target Combo 1|Target Combo 1|f + lp --- mp||[[File:Right.gif]]+[[File:Jab.gif]] > [[File:Strong.gif]]|60|150|40|HL|sp/su|6|4|11|20|15|18|0|+3||||||||||||||||}}
{{USFIVFrameDataGlanceRow|Target Combo 1|Target Combo 1|f + lp --- mp||[[File:Right.gif]]+[[File:Jab.gif]] > [[File:Strong.gif]]|60|150|40|HL|sp/su|6|4|11|20|||0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 2|Target Combo 2|b + mp --- hp||[[File:Left.gif]]+[[File:Strong.gif]] > [[File:Fierce.gif]]|80|160|60|HL|sp/su|7|4|17|27|18|23|-3|+2|Cannot hit crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Target Combo 2|Target Combo 2|b + mp --- hp||[[File:Left.gif]]+[[File:Strong.gif]] > [[File:Fierce.gif]]|80|160|60|HL|sp/su|7|4|17|27|||-3|2|Cannot hit crouching||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|5|10|-|14|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|5|10|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|80|100|40|H|-|7|10|-|16|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|80|100|40|H|-|7|10|-|16|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 1~6F|-|-|JP: 1|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|110|200|60|H|-|8|4|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|110|200|60|H|-|8|4|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|5|9|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|5|9|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|3(6)2|-|16|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|3(6)2|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|50|50|20|H|-|5|10|-|14|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|5|10|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|80|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|80|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|110|200|60|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|110|200|60|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|-|4|10|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|4|10|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|70|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|70|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|4|-|9|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|4|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|36|58|||-22|-||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|36|58|16|16|-22|-22|Range: 2.051|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|36|66|||-16|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|36|66|22|-|-16|-|Range: 2.051||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|64|2|35|100|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|64|2|35|100|-|-|-|-|Range: 2.051, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~63F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + mp + mk||Level 1 Red Focus|90|100|20|HL|-|10+11|2|36|58|16|16|-22|-22|Range:  2.051, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + mp + mk||Level 2 Red Focus|120|150|40|HL|-|18+11|2|36|66|22|-|-16|-|Range: 2.051, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + mp + mk||Level 3 Red Focus|210|200|60|-|-|64|2|35|100|-|-|-|-|Range: 2.051, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~64F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + mp + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+11|2|36|58|22|-|-16|-|Range: 2.051, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Ragou Souha|Forward Throw|f or n + lp + lk||Forward Throw|130|150|40|0.91|-|3|2|20|24|||-|-|[H] hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Ragou Souha|Forward Throw|f or n + lp + lk||Forward Throw|130|150|40|0.919|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Shuretto|Back Throw|b + lp + lk||Back Throw|130|120|40|0.91|-|3|2|20|24|||-|-|[H] hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Shuretto|Back Throw|b + lp + lk||Back Throw|130|120|40|0.919|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Gohadoken|Fireball|qcf + p ex|Hold p to charge|Gohadoken [[File:Jab.gif]]|60|100|10/20|HL|su|13|[33]|34|47|||-8|-4|[] refers to the life of the Projectile, can cancel on the 18-19f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Gohadoken|Fireball|qcf + p ex|Hold p to charge|Gohadoken [[File:Jab.gif]]|60|100|10/20|HL|su|13|33|Total 47|47|-|-|-8|-4|18~19F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Gohadoken [[File:Strong.gif]]|60|100|10/20|HL|su|13|[31]|34|47|||-8|-4|[] refers to the life of the Projectile, can cancel on the 18-19f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Gohadoken [[File:Strong.gif]]|60|100|10/20|HL|su|13|31|Total 47|47|-|-|-8|-4|18~19F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Gohadoken [[File:Fierce.gif]]|60|100|10/20|HL|su|13|[28]|34|47|||-8|-4|[] refers to the life of the Projectile, can cancel on the 18-19f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Gohadoken [[File:Fierce.gif]]|60|100|10/20|HL|su|13|28|Total 47|47|-|-|-8|-4|18~19F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Gohadoken (Charge)|Fireball (Charge)|||Gohadoken (Charged)|40*40|50*50|10/10*10|HL|su|45|-|32|77|||+2|+6|Can cancel on the 62-63f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Gohadoken (Charge)|Fireball (Charge)|||Gohadoken (Charged)|40*40|50*50|10/10*10|HL|su|45|-|Total 77|77|-|-|2|6|62~63F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 0*1|}}
{{USFIVFrameDataGlanceRow|EX Gohadoken|EX Fireball|||Gohadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|13|-|30|43|||+4|+4|Can cancel on the 16-17f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Gohadoken|EX Fireball|||Gohadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|13|-|Total 43|56|-|-|4|4|16~17F cancelable, opponent gains 10x2 meter on hit||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*2|}}
{{USFIVFrameDataGlanceRow|Gorai Hadoken|Electric Fireball|hcb + p ex||Gorai Hadoken [[File:Jab.gif]]|60|150|10/20|HL|su|28|-|24|52|||-5|-|Can cancel on the 30-31f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Gorai Hadoken|Electric Fireball|hcb + p ex||Gorai Hadoken [[File:Jab.gif]]|60|150|10/20|HL|su|28|-|Total 52|52|-|-|-5|-|30~31F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataGlanceRow|||||Gorai Hadoken [[File:Strong.gif]]|60*30|100*100|10/20*20|HL|su|29|-|30|59|||-3|-|Can cancel on the 31-32f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Gorai Hadoken [[File:Strong.gif]]|60*30|100*100|10/20*20|HL|su|29|-|Total 59|59|-|-|-3|-|31~32F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*2|}}
{{USFIVFrameDataGlanceRow|||||Gorai Hadoken [[File:Fierce.gif]]|50*50*20|100*100*50|10/20*20*20|HL|su|31|-|36|67|||+12|-|Can cancel on the 33-34f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Gorai Hadoken [[File:Fierce.gif]]|50*50*20|100*100*50|10/20*20*20|HL|su|31|-|Total 67|67|-|-|12|-|33~34F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1*2, JI: 1*0*2|}}
{{USFIVFrameDataGlanceRow|EX Gorai Hadoken|EX Electric Fireball|||Gorai Hadoken [[File:EX.gif]]|50x3|100*100*50|-250/0|HL|su|25|-|25|50|||+12|-|Can cancel on the 27-28f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Gorai Hadoken|EX Electric Fireball|||Gorai Hadoken [[File:EX.gif]]|50x3|100*100*50|-250/0|HL|su|25|-|Total 50|50|-|-|12|-|27~28f cancelable, opponent gains 10x3 meter on hit||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1*2, JI: 1*0*2|}}
{{USFIVFrameDataGlanceRow|Zanku Hadosho|Air Command Dash|(in air) qcb + p|lp air dashes forward, mp bounces Oni upward and slight forward, hp air dashes backward|Zanku Hadosho [[File:Jab.gif]]|70|100|5/40|HL|-|5|4|post landing 11|19|||-|-|From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Zanku Hadosho|Air Command Dash|(in air) qcb + p|lp air dashes forward, mp bounces Oni upward and slight forward, hp air dashes backward|Air Command Dash [[File:Jab.gif]]|70|100|5/40|HL|-|5|4|After landing 11|19|-|-|-|-|Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 5F until landing||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataGlanceRow|||||Zanku Hadosho [[File:Strong.gif]]|70|100|5/40|HL|-|5|4|post landing 11|19|||-|-|From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Air Command Dash [[File:Strong.gif]]|70|100|5/40|HL|-|5|4|After landing 11|19|-|-|-|-|Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 6F until landing||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataGlanceRow|||||Zanku Hadosho [[File:Fierce.gif]]|70|100|5/40|HL|-|5|4|post landing 16|24|||-|-|||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Air Command Dash [[File:Fierce.gif]]|70|100|5/40|HL|-|5|4|After landing 16|24|-|-|-|-|Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 5F until landing||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataGlanceRow|Goshoryuken|Uppercut|dp + p ex||Goshoryuken [[File:Jab.gif]]|80*40[80*30*30]|80*60[80*60*60]|30/40*20[40*10*10]|HL|su|3|2*12|14+10|40|||-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|-|1~4f|5f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Goshoryuken|Uppercut|dp + p ex||Goshoryuken [[File:Jab.gif]]|80*40[80*30*30]|80*60[80*60*60]|30/40*20[40*10*10]|HL|su|3|2*12|14 + After landing 10|40|21|-|-15|-|"If 1st hit connects then full animation plays, 1st and 2nd hits of full  
{{USFIVFrameDataGlanceRow|||||Goshoryuken [[File:Strong.gif]]|70*40[70*50*30]|80*60[80*60*60]|20/40*20[40*10*10]|HL|su|3|2*12|25+10|51|||-26|-|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|-|All: 1~4f|Lower half: 5~16f|-|-|5f~|JP: ?|}}
animation can be canceled, only 1st hit can be canceled on block, [] 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|-|1~4F|5f~|JP: 0*1|}}
{{USFIVFrameDataGlanceRow|||||Goshoryuken [[File:Fierce.gif]]|80*40[80*50*30]|80*60[80*60*60]|20/40*20[40*10*10]|HL|su|3|4*12|28+10|56|||-29|-|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|-|All: 1~5f|All: 6~7f, Lower body: 11~18f|-|-|8f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Goshoryuken [[File:Strong.gif]]|70*40[70*50*30]|80*60[80*60*60]|20/40*20[40*10*10]|HL|su|3|2*12|25 + After landing 10|51|21|-|-26|-|"If 1st hit connects then full animation plays, 1st and 2nd hits of full  
{{USFIVFrameDataGlanceRow|EX Goshoryuken|EX Uppercut|EX Goshoryuken||Goshoryuken [[File:EX.gif]]|100*70*80[100*50*40]|80*60*60[80*60*60]|-250/0|HL|su|3|4*2*10|28+10|56|||-27|-|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|-|All: 1~18f|-|-|-|5f~|JP: ?|}}
animation can be canceled, only 1st hit can be canceled on block, [] represents full hit property"||||||||-|All: 1~4F|Lower body: 5~16F|-|-|5F~|JP: 0*1|}}
{{USFIVFrameDataGlanceRow|Tatsumaki Zankukyaku|Hurricane Kick|qcb + k ex armorbreak||Tatsumaki Zankukyaku [[File:Short.gif]]|110|150|30/20|HL|-|11|2(6)2|12+8|40|||-9|-|2nd kick hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~20f|-|7f~|-|}}
{{USFIVFrameDataGlanceRow|||||Goshoryuken [[File:Fierce.gif]]|80*40[80*50*30]|80*60[80*60*60]|20/40*20[40*10*10]|HL|su|3|4*12|28 + After landing 10|56|21|-|-29|-|If 1st hit connects then full animation plays, 1st and 2nd hits of full animation can be canceled, only 1st hit can be canceled on block, [] represents full hit property||||||||-|All: 1~5F|All: 6~7F, Lower body: 11~18F|-|-|8F~|JP: 0*1|}}
{{USFIVFrameDataGlanceRow|||||Tatsumaki Zankukyaku [[File:Forward.gif]]|80*50|100*50|30/20*10|HL|su*-*-|5|2(5)[2(5)2](5)1|16+12|54|||-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|Lower body: 7~26f|-|7f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Goshoryuken|EX Uppercut|||Goshoryuken [[File:EX.gif]]|100*70*80[100*50*40]|80*60*60[80*60*60]|-250/0|HL|su|3|4*2*10|28 + After landing 10|56|21|-|-27|-|If 1st hit connects then full animation plays, [] represents full hit property, opponent gains 20*10x2 meter on full animation hit, 20*5x2 on partial||||||||-|All: 1~18F|-|-|-|8F~|JP: 0*2*2|}}
{{USFIVFrameDataGlanceRow|||||Tatsumaki Zankukyaku [[File:Roundhouse.gif]]|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|57|||-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|Lower body: 7~36f|-|7f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Tatsumaki|Hurricane Kick|qcb + k ex armorbreak||Hurricane Kick [[File:Short.gif]]|110|150|30/20|HL|-|11|2(6)2|12 + After landing 8|40|-|-|-9|-|2nd hit backwards facing, cannot hit crouching|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~20F|-|7F~|-|}}
{{USFIVFrameDataGlanceRow|EX Tatsumaki Zankukyaku|EX Hurricane Kick|||Tatsumaki Zankukyaku [[File:EX.gif]]|30x4*40|40x5|-250/0|HL|-|11|1(3)1(3)1(3)1(3)1|18+3|48|||-1|-||X|||1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown|1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 6~27f|-|5f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Forward.gif]]|80*50|100*50|30/20*10|HL|su*-*-|5|2(5)2(5)2(5)1|16 + After landing 12|54|-|-|-22|-|3rd hit backwards facing, 2nd~4th hits cannot hit crouching|X|||[1st Hit]: Forces stand, [2nd~4th Hit]: Soft Knockdown|[1st Hit]: Forces stand, [2nd~4th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|Feet: 5~6F|Lower body: 7~26F|-|7F~|JP: 1*2x3|}}
{{USFIVFrameDataGlanceRow|Airborne Tatsumaki Zankukyaku|Air Hurricane|(in air) qcb + k||Airborne Tatsumaki Zankukyaku [[File:Short.gif]]|70|50|10/30|HL|-|9|2(6)2(6)2|post landing 10|-|||-|-|Will only hit once, 2nd kick hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Roundhouse.gif]]|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 + After landing 8|57|-|-|-13|-|3rd and 5th hit backwards facing, 2nd~6th hit cannot hit crouching|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|Lower body: 7~36f|-|7F~|JP: 0*1*2x3|}}
{{USFIVFrameDataGlanceRow|||||Airborne Tatsumaki Zankukyaku [[File:Forward.gif]]|60*60|50*50|10/30*30|HL|-|7|[2(6)2](6)2|post landing 10|-|||-|-|Active frames in [] only hit once, 2nd kick hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Tatsumaki|EX Hurricane Kick|||Hurricane Kick [[File:EX.gif]]|30x4*40|40x5|-250/0|HL|-|11|1(3)1(3)1(3)1(3)1|18 + After landing 3|48|-|-|-1|-|2nd and 4th hit backwards facing, opponent gains 10x5 meter on hit|X|||[1st~4th Hit]: Forces stand, [5th Hit]: Soft Knockdown|[1st~4th Hit]: Forces stand, [5th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 6~27F|-|5F~|JP: 5x5|}}
{{USFIVFrameDataGlanceRow|||||Airborne Tatsumaki Zankukyaku [[File:Roundhouse.gif]]|80*80|50*50|10/30*30|HL|-|7|[2(6)2](6)2|post landing 10|-|||-|-|Active frames in [] only hit once, 2nd kick hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Air Tatsumaki|Air Hurricane|(in air) qcb + k||Air Hurricane [[File:Short.gif]]|70|50|10/30|HL|-|9|2(6)2(6)2|After landing 10|-|-|-|-|-|Height requirement: 0.5, 2nd hit backwards facing, builds 20x2 meter on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-||}}
{{USFIVFrameDataGlanceRow|EX Airborne Tatsumaki Zankukyaku|EX Air Hurricane|||Airborne Tatsumaki Zankukyaku [[File:EX.gif]]|40x5|50x5|-250/0|HL|-|7|1(3)1(3)1(3)1(3)1|post landing 4|-|||-|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Forward.gif]]|60*60|50*50|10/30*30|HL|-|7|2(6)2(6)2|After landing 10|-|-|-|-|-|Height requirement: 0.5, 2nd hit backwards facing, builds 20x2 meter on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 0*0*1|}}
{{USFIVFrameDataGlanceRow|Airborne Tatsumaki Zankukyaku Followup|Air Tatsumaki Followup|(in air) qcb + k after Zanku Hadosho ex||Airborne Tatsumaki Zankukyaku Followup|140|200|-250/0|HL|-|7|2(2)2(2)2(2)2(2)2|post landing 22|-|||-|-|Can only hit once||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Roundhouse.gif]]|80*80|50*50|10/30*30|HL|-|7|2(6)2(6)2|After landing 10|-|-|-|-|-|Height requirement 0.5, 2nd hit backwards facing, builds 20x2 meter on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 0*0*1|}}
{{USFIVFrameDataGlanceRow|Sekisei Jiraiken|Ground Pound|dp + k ex||Sekisei Jiraiken [[File:Short.gif]]|130|150|30/30|HL|su|18|7|21|45|||-7|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1f|2~21f|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Air Tatsumaki|EX Air Hurricane|||Air Hurricane [[File:EX.gif]]|40x5|50x5|-250/0|HL|-|7|1(3)1(3)1(3)1(3)1|Afer landing 4|-|-|-|-|-|Height requirement: 0.25, 2nd and 4th hit backwards facing, opponent gains 10x5 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 0*1*2*3*4|}}
{{USFIVFrameDataGlanceRow|||||Sekisei Jiraiken [[File:Forward.gif]]|100|150|30/30|HL|su|18|7|20|44|||-6|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|2~21f|JP: ?|}}
{{USFIVFrameDataGlanceRow|Air Tatsumaki Followup|Air Tatsumaki Followup|(in air) qcb + k after Zanku Hadosho ex||Air Tatsumaki Followup|140|200|-250/0|HL|-|7|2(2)2(2)2(2)2(2)2|After landing 22|-|-|-|-|-|Height requirement: 0.25, opponent gains 30 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}}
{{USFIVFrameDataGlanceRow|||||Sekisei Jiraiken [[File:Roundhouse.gif]]|140[90]|150|30/30|HL|su|30|11|15|55|||-1|-|[] value represents if hit from a distance||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|4~33f|JP: ?|}}
{{USFIVFrameDataGlanceRow|Sekisei Jiraiken|Ground Pound|dp + k ex||Ground Pound [[File:Short.gif]]|130|150|30/30|HL|su|18|7|21|45|-|-|-7|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1F|2~21F|JP: 1|}}
{{USFIVFrameDataGlanceRow|EX Sekisei Jiraiken|EX Ground Pound|||Sekisei Jiraiken [[File:EX.gif]]|80*90|100*100|-250/0|H*HL|-*su|23|4*3|29|58|||-9|-|||||2nd Hit: Hard Knockdown|2nd Hit: Hard Knockdown|1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown|1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown|-|All: 1f|-|-|-|2~26f|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Ground Pound [[File:Forward.gif]]|100|150|30/30|HL|su|18|7|20|44|-|-|-6|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|2~21F|JP: 2|}}
{{USFIVFrameDataGlanceRow|Rakan Dantojin|Demon Slash|hcf + k ex armorbreak||Rakan Dantojin [[File:Short.gif]]|110|130|20/60|HL|su|17|2|25|43|||-2|+1|[air H] free juggle||||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Ground Pound [[File:Roundhouse.gif]]|140[90]|150|30/30|HL|su|30|11|15|55|-|-|-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|-|-|-|-|-|4~33F|-|}}
{{USFIVFrameDataGlanceRow|||||Rakan Dantojin [[File:Forward.gif]]|120|200|20/60|HL|su|30|2|25|56|||-4|-|10-28 projectile invincible / [H] limited juggle (cant juggle)||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 10~28f|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Sekisei Jiraiken|EX Ground Pound|||Ground Pound [[File:EX.gif]]|80*90|100*100|-250/0|H*HL|-*su|23|4*3|29|58|-|-|-9|-|||||||||-|All: 1F|-|-|-|2~26F|JP: 1*2|}}
{{USFIVFrameDataGlanceRow|||||Rakan Dantojin [[File:Roundhouse.gif]]|120[100]|150|20/60|HL|su|28*34|2|25|88|||-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|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Rakan Dantojin|Demon Slash|hcf + k ex armorbreak||Demon Slash [[File:Short.gif]]|120|150|20/60|HL|su|17|2|25|43|-|-|-2|1|||||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Rakan Dantojin|EX Rakan Dantojin|||Rakan Dantojin [[File:EX.gif]]|100[80]|100|-250/0|HL|su|29*34|2|31|95|||-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|-|-|-|All: 1f until 3rd recovery frame|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Demon Slash [[File:Forward.gif]]|120|200|20/60|HL|su|30|2|25|56|-|-|-4|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 10~28F|-|-|JS: 99|}}
{{USFIVFrameDataGlanceRow|||||Demon Slash [[File:Roundhouse.gif]]|120[100]|150|20/60|HL|su|28~34|2|25|88|-|-|-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, can pass through opponent 22~30F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JS: 99|}}
{{USFIVFrameDataGlanceRow|EX Rakan Dantojin|EX Rakan Dantojin|||Demon Slash [[File:EX.gif]]|100[80]|100|-250/0|HL|su|29~34|2|31|95|-|-|-9|-|Hitbox active on contact with opponent, can pass through opponent 18~30F can hit cross up, value in [ ] is if hit as cross up, opponent gains 30 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All:1~34F|-|-|On front hit JP: 1|}}
{{USFIVFrameDataGlanceRow|||||||||||||||-|-||||||||||||||||||}}
{{USFIVFrameDataGlanceRow|Raging Demon|Super|lp lp f lk hp||Super Combo|370|0|-1000/0|1|-|1+0|36|13|49|-|-|-|-|All normals can be canceled into Raging Demon at any point, opponent gains 20x15 meter on hit|||X|Hard Knockdown|-|-|-|-|All: 1~2F|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Air Raging Demon|Air Super|(in air) lp lp f lk hp||Air Super Combo|350|0|-1000/0|1|-|1+0|30|32|62|-|-|-|-|Height requirement: 0.2, cannot hit grounded, all air normals can be canceled into Air Raging Demon at any point, opponent gains 20x15 meter on hit||||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~6F|-|-|-|-|JP: 2|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Raging Demon|Super Combo|lp lp f lk hp||Raging Demon|370|0|-1000/0|1|-|1+0|36|13|49|||-|-||||X|Hard Knockdown|-|-|-|-|All: 1~2f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Meido Gohado|Ultra I|qcf qcf + 3p armorbreak||Ultra Combo 1 (punches)|45x7*60[450]|0|0/0|HL|-|0+9|1(1) until edge of screen|Total 101|110|-|-|-3|-|1st active frame triggers animation if connected, 1st active frame counts as Strike and not Projectile, [] is for full animation, opponent gains 10x7*30 meter on full animation hit, 10x8 on partial animation|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|-|-|-|JP:0*7x7*8, JI:1*0x7*8|}}
{{USFIVFrameDataGlanceRow|Air Raging Demon|Air Super Combo|(in air) lp lp f lk hp||Air Raging Demon|350|0|-1000/0|1|-|1+0|30|32|62|||-|-|Cannot hit grounded opponents||||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~6f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Anti-Air Meido Gohado|Anti-air Ultra I|qcf qcf + 3k||Ultra Combo 1 (kicks)|45x7*60|0|0/0|-|-|0+9|-|Total 93|102|||-|-|Cannot hit grounded||X||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~10F|-|-|-|-|JP:0*7x7*8, JI:1*0x7*8|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Air Meido Gohado|Air Ultra I|(in air) qcf qcf + 3p||Ultra Combo 1 (air)|45x7*60|0|0/0|HL|-|0+11[4]|-|After landing 51|-|-|-|-25|-|Height requirement: 0.3, when canceled from Zanku Hadosho height requirement: 0.2, [] is for when canceled from Zanku Hadosho||X||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~5F|-|-|-|-|JP:0*7x7*8, JI:1*0x7*8|}}
{{USFIVFrameDataGlanceRow|Meido Gohado|Ultra Combo I|qcf qcf + 3p armorbreak||Meido Gohado|38x7*109[450] (? Ultra Change)|0|0/0|HL|-|0+9|1(1) until edge of screen|92|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|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Tenchi Sokaigen|Ultra II|qcb qcb + 3p||Ultra Combo 2|38x7[525]|0|0/0|HL|-|0+9|2*3x7|48|79|-|-|-30|-|1~2F trigger animation on hit, [] is for full animation, 1st hit does 0 chip damage, opponent gains 100x2 meter on full animation hit, 10x7 on partial animation hit|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|-|-|-|JP:0*5~11 sequentially|}}
{{USFIVFrameDataGlanceRow|Anti-Air Meido Gohado|Anti-air Ultra Combo I|qcf qcf + 3k||Anti-Air Meido Gohado|45x7*60|0|0/0|-|-|0+9|-|84|93|||-|-|Wont hit opponent on ground||||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~10f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Air Meido Gohado|Air Ultra Combo I|(in air) qcf qcf + 3p||Air Meido Gohado|45x8|0|0/0|HL|-|0+11[4]|-|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|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Tenchi Sokaigen|Ultra Combo II|qcb qcb + 3p||Tenchi Sokaigen|38x7[225*300]|0|0/0|HL|-|0+9|2*3x7|48|79|||-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|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|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|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|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|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
|-
|-
Line 645: Line 651:
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Stand LP|Stand Jab|lp||Stand [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|3|3|5|10|11|15|+3|+7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand LP|Stand Jab|lp||Stand [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|3|3|5|10|11|15|3|7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand MP|Stand Strong|mp||Stand [[File:Strong.gif]]|70|100|40|HL|sp/su|6|4|11|20|15|18|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand MP|Stand Strong|mp||Stand [[File:Strong.gif]]|70|100|40|HL|sp/su|6|4|11|20|15|18|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand HP|Stand Fierce|hp||Stand [[File:Fierce.gif]]|100|200|60|HL|sp/su|7|4|17|27|18|23|-3|+2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand HP|Stand Fierce|hp||Stand [[File:Fierce.gif]]|100|200|60|HL|sp/su|7|4|17|27|18|23|-3|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand LK|Stand Short|lk||Stand [[File:Short.gif]]|30|50|20|HL|sp/su|4|5|6|14|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand LK|Stand Short|lk||Stand [[File:Short.gif]]|30|50|20|HL|sp/su|4|5|6|14|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand MK|Stand Forward|mk||Stand [[File:Forward.gif]]|40*30|50*50|40*40|HL|sp/su*-|6|1*4|14|24|16|19|-2|+1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand MK|Stand Forward|mk||Stand [[File:Forward.gif]]|40*30|50*50|40*40|HL|sp/su*-|6|1*4|14|24|16|19|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand HK|Stand Roundhouse|hk||Stand [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|6|2(8)4|18|37|18|24|-4|+2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand HK|Stand Roundhouse|hk||Stand [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|6|2(8)4|18|37|18|24|-4|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Toward LP|Toward Jab|f + lp||[[File:Right.gif]]+[[File:Jab.gif]]|30|50|20|HL|sp/su|4|3|6|12|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Toward LP|Toward Jab|f + lp||Toward [[File:Jab.gif]]|30|50|20|HL|sp/su|4|3|6|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Toward MP|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|30*50|50*50|40*20|H|-|15|2(1)2|17|36|14|21|-5|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Zugai Hasatsu|Overhead|f + mp||Zugai Hasatsu|30*50|50*50|40*20|H|-|15|2(1)2|17|36|14|21|-5|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Toward HP|Toward Fierce|f + hp|Cancels out Projectiles|[[File:Right.gif]]+[[File:Fierce.gif]]|120|200|60|HL|su|12|3|18|32|12|21|-9|0|||X||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Toward Fierce|Toward Fierce|f + hp|Cancels out Projectiles|Toward [[File:Fierce.gif]]|120|200|60|HL|su|12|3|18|32|12|21|-9|0|||X||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Toward LK|Toward Short|f + lk||[[File:Right.gif]]+[[File:Short.gif]]|50|50|20|HL|-|5|3|10|17|11|14|-2|+1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Toward LK|Toward Short|f + lk||Toward [[File:Short.gif]]|50|50|20|HL|-|5|3|10|17|11|14|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Toward MK|Toward Forward|f + mk||[[File:Right.gif]]+[[File:Forward.gif]]|70|100|40|HL|-|11|2|13|25|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Toward MK|Toward Forward|f + mk||Toward [[File:Forward.gif]]|70|100|40|HL|-|11|2|13|25|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Toward HK|Toward Roundhouse|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|100|200|60|HL|-|10|2|22|33|18|22|-6|-2|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Toward HK|Toward Roundhouse|f + hk||Toward [[File:Roundhouse.gif]]|100|200|60|HL|-|10|2|22|33|18|22|-6|-2|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|25|50|20|HL|ch/sp/su|3|3|5|10|11|14|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|25|50|20|HL|ch/sp/su|3|3|5|10|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|4|7|15|14|17|+3|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|4|7|15|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|200|60|HL|sp/su|5|8|18|30|18|23|-8|-3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|200|60|HL|sp/su|5|8|18|30|18|23|-8|-3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|4|3|9|15|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|4|3|9|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|6|2|16|23|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|6|2|16|23|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|150|60|L|-|8|2|23|32|17|-|-8|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|150|60|L|-|8|2|23|32|17|-|-8|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Gankauchi|Gut Punch|b + mp||[[File:Left.gif]]+[[File:Strong.gif]]|60|50|40|HL|sp/su|5|6|12|22|20|24|+2|+6|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Ganka Uchi|Gut Punch|b + mp||[[File:Left.gif]]+[[File:Strong.gif]]|60|50|40|HL|sp/su|5|6|12|22|20|24|2|6|||||||Reset|Reset|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataRow|Target Combo 1|Target Combo 1|f + lp --- mp||[[File:Right.gif]]+[[File:Jab.gif]] > [[File:Strong.gif]]|60|150|40|HL|sp/su|6|4|11|20|15|18|0|+3||||||||||||||||}}
{{USFIVFrameDataRow|Target Combo 1|Target Combo 1|f + lp --- mp||[[File:Right.gif]]+[[File:Jab.gif]] > [[File:Strong.gif]]|60|150|40|HL|sp/su|6|4|11|20|||0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Target Combo 2|Target Combo 2|b + mp --- hp||[[File:Left.gif]]+[[File:Strong.gif]] > [[File:Fierce.gif]]|80|160|60|HL|sp/su|7|4|17|27|18|23|-3|+2|Cannot hit crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Target Combo 2|Target Combo 2|b + mp --- hp||[[File:Left.gif]]+[[File:Strong.gif]] > [[File:Fierce.gif]]|80|160|60|HL|sp/su|7|4|17|27|||-3|2|Cannot hit crouching||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|5|10|-|14|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|80|100|40|H|-|7|10|-|16|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|110|200|60|H|-|8|4|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|5|9|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|3(6)2|-|16|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|50|50|20|H|-|5|10|-|14|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|80|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|110|200|60|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|-|4|10|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|70|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|4|-|9|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|36|58|||-22|-||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|5|10|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|36|66|||-16|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|80|100|40|H|-|7|10|-|16|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 1~6F|-|-|JP: 1|}}
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|64|2|35|100|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|110|200|60|H|-|8|4|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|5|9|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|3(6)2|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|5|10|-|14|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|80|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|110|200|60|H|-|7|5|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|4|10|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|70|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|4|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Ragou Souha|Forward Throw|f or n + lp + lk||Forward Throw|130|150|40|0.91|-|3|2|20|24|||-|-|[H] hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|36|58|16|16|-22|-22|Range: 2.051|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Shuretto|Back Throw|b + lp + lk||Back Throw|130|120|40|0.91|-|3|2|20|24|||-|-|[H] hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|36|66|22|-|-16|-|Range: 2.051||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|64|2|35|100|-|-|-|-|Range: 2.051, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~63F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + mp + mk||Level 1 Red Focus|90|100|20|HL|-|10+11|2|36|58|16|16|-22|-22|Range:  2.051, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + mp + mk||Level 2 Red Focus|120|150|40|HL|-|18+11|2|36|66|22|-|-16|-|Range: 2.051, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + mp + mk||Level 3 Red Focus|210|200|60|-|-|64|2|35|100|-|-|-|-|Range: 2.051, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~64F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + mp + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+11|2|36|58|22|-|-16|-|Range: 2.051, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Gohadoken|Fireball|qcf + p ex|Hold p to charge|Gohadoken [[File:Jab.gif]]|60|100|10/20|HL|su|13|[33]|34|47|||-8|-4|[] refers to the life of the Projectile, can cancel on the 18-19f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Ragou Souha|Forward Throw|f or n + lp + lk||Forward Throw|130|150|40|0.919|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Gohadoken [[File:Strong.gif]]|60|100|10/20|HL|su|13|[31]|34|47|||-8|-4|[] refers to the life of the Projectile, can cancel on the 18-19f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Shuretto|Back Throw|b + lp + lk||Back Throw|130|120|40|0.919|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Gohadoken [[File:Fierce.gif]]|60|100|10/20|HL|su|13|[28]|34|47|||-8|-4|[] refers to the life of the Projectile, can cancel on the 18-19f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Gohadoken (Charge)|Fireball (Charge)|||Gohadoken (Charged)|40*40|50*50|10/10*10|HL|su|45|-|32|77|||+2|+6|Can cancel on the 62-63f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Gohadoken|EX Fireball|||Gohadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|13|-|30|43|||+4|+4|Can cancel on the 16-17f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Gorai Hadoken|Electric Fireball|hcb + p ex||Gorai Hadoken [[File:Jab.gif]]|60|150|10/20|HL|su|28|-|24|52|||-5|-|Can cancel on the 30-31f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Gorai Hadoken [[File:Strong.gif]]|60*30|100*100|10/20*20|HL|su|29|-|30|59|||-3|-|Can cancel on the 31-32f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Gorai Hadoken [[File:Fierce.gif]]|50*50*20|100*100*50|10/20*20*20|HL|su|31|-|36|67|||+12|-|Can cancel on the 33-34f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|EX Gorai Hadoken|EX Electric Fireball|||Gorai Hadoken [[File:EX.gif]]|50x3|100*100*50|-250/0|HL|su|25|-|25|50|||+12|-|Can cancel on the 27-28f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Zanku Hadosho|Air Command Dash|(in air) qcb + p|lp air dashes forward, mp bounces Oni upward and slight forward, hp air dashes backward|Zanku Hadosho [[File:Jab.gif]]|70|100|5/40|HL|-|5|4|post landing 11|19|||-|-|From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Zanku Hadosho [[File:Strong.gif]]|70|100|5/40|HL|-|5|4|post landing 11|19|||-|-|From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Zanku Hadosho [[File:Fierce.gif]]|70|100|5/40|HL|-|5|4|post landing 16|24|||-|-|||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Goshoryuken|Uppercut|dp + p ex||Goshoryuken [[File:Jab.gif]]|80*40[80*30*30]|80*60[80*60*60]|30/40*20[40*10*10]|HL|su|3|2*12|14+10|40|||-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|-|1~4f|5f~|JP: ?|}}
{{USFIVFrameDataRow|||||Goshoryuken [[File:Strong.gif]]|70*40[70*50*30]|80*60[80*60*60]|20/40*20[40*10*10]|HL|su|3|2*12|25+10|51|||-26|-|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|-|All: 1~4f|Lower half: 5~16f|-|-|5f~|JP: ?|}}
{{USFIVFrameDataRow|||||Goshoryuken [[File:Fierce.gif]]|80*40[80*50*30]|80*60[80*60*60]|20/40*20[40*10*10]|HL|su|3|4*12|28+10|56|||-29|-|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|-|All: 1~5f|All: 6~7f, Lower body: 11~18f|-|-|8f~|JP: ?|}}
{{USFIVFrameDataRow|EX Goshoryuken|EX Uppercut|EX Goshoryuken||Goshoryuken [[File:EX.gif]]|100*70*80[100*50*40]|80*60*60[80*60*60]|-250/0|HL|su|3|4*2*10|28+10|56|||-27|-|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|-|All: 1~18f|-|-|-|5f~|JP: ?|}}
{{USFIVFrameDataRow|Tatsumaki Zankukyaku|Hurricane Kick|qcb + k ex armorbreak||Tatsumaki Zankukyaku [[File:Short.gif]]|110|150|30/20|HL|-|11|2(6)2|12+8|40|||-9|-|2nd kick hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~20f|-|7f~|-|}}
{{USFIVFrameDataRow|||||Tatsumaki Zankukyaku [[File:Forward.gif]]|80*50|100*50|30/20*10|HL|su*-*-|5|2(5)[2(5)2](5)1|16+12|54|||-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|Lower body: 7~26f|-|7f~|JP: ?|}}
{{USFIVFrameDataRow|||||Tatsumaki Zankukyaku [[File:Roundhouse.gif]]|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|57|||-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|Lower body: 7~36f|-|7f~|JP: ?|}}
{{USFIVFrameDataRow|EX Tatsumaki Zankukyaku|EX Hurricane Kick|||Tatsumaki Zankukyaku [[File:EX.gif]]|30x4*40|40x5|-250/0|HL|-|11|1(3)1(3)1(3)1(3)1|18+3|48|||-1|-||X|||1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown|1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 6~27f|-|5f~|JP: ?|}}
{{USFIVFrameDataRow|Airborne Tatsumaki Zankukyaku|Air Hurricane|(in air) qcb + k||Airborne Tatsumaki Zankukyaku [[File:Short.gif]]|70|50|10/30|HL|-|9|2(6)2(6)2|post landing 10|-|||-|-|Will only hit once, 2nd kick hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Airborne Tatsumaki Zankukyaku [[File:Forward.gif]]|60*60|50*50|10/30*30|HL|-|7|[2(6)2](6)2|post landing 10|-|||-|-|Active frames in [] only hit once, 2nd kick hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Airborne Tatsumaki Zankukyaku [[File:Roundhouse.gif]]|80*80|50*50|10/30*30|HL|-|7|[2(6)2](6)2|post landing 10|-|||-|-|Active frames in [] only hit once, 2nd kick hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|EX Airborne Tatsumaki Zankukyaku|EX Air Hurricane|||Airborne Tatsumaki Zankukyaku [[File:EX.gif]]|40x5|50x5|-250/0|HL|-|7|1(3)1(3)1(3)1(3)1|post landing 4|-|||-|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Airborne Tatsumaki Zankukyaku Followup|Air Tatsumaki Followup|(in air) qcb + k after Zanku Hadosho ex||Airborne Tatsumaki Zankukyaku Followup|140|200|-250/0|HL|-|7|2(2)2(2)2(2)2(2)2|post landing 22|-|||-|-|Can only hit once||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Sekisei Jiraiken|Ground Pound|dp + k ex||Sekisei Jiraiken [[File:Short.gif]]|130|150|30/30|HL|su|18|7|21|45|||-7|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1f|2~21f|JP: ?|}}
{{USFIVFrameDataRow|||||Sekisei Jiraiken [[File:Forward.gif]]|100|150|30/30|HL|su|18|7|20|44|||-6|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|2~21f|JP: ?|}}
{{USFIVFrameDataRow|||||Sekisei Jiraiken [[File:Roundhouse.gif]]|140[90]|150|30/30|HL|su|30|11|15|55|||-1|-|[] value represents if hit from a distance||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|4~33f|JP: ?|}}
{{USFIVFrameDataRow|EX Sekisei Jiraiken|EX Ground Pound|||Sekisei Jiraiken [[File:EX.gif]]|80*90|100*100|-250/0|H*HL|-*su|23|4*3|29|58|||-9|-|||||2nd Hit: Hard Knockdown|2nd Hit: Hard Knockdown|1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown|1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown|-|All: 1f|-|-|-|2~26f|JP: ?|}}
{{USFIVFrameDataRow|Rakan Dantojin|Demon Slash|hcf + k ex armorbreak||Rakan Dantojin [[File:Short.gif]]|110|130|20/60|HL|su|17|2|25|43|||-2|+1|[air H] free juggle||||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Rakan Dantojin [[File:Forward.gif]]|120|200|20/60|HL|su|30|2|25|56|||-4|-|10-28 projectile invincible / [H] limited juggle (cant juggle)||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 10~28f|-|-|-|}}
{{USFIVFrameDataRow|||||Rakan Dantojin [[File:Roundhouse.gif]]|120[100]|150|20/60|HL|su|28*34|2|25|88|||-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|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Rakan Dantojin|EX Rakan Dantojin|||Rakan Dantojin [[File:EX.gif]]|100[80]|100|-250/0|HL|su|29*34|2|31|95|||-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|-|-|-|All: 1f until 3rd recovery frame|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Raging Demon|Super Combo|lp lp f lk hp||Raging Demon|370|0|-1000/0|1|-|1+0|36|13|49|||-|-||||X|Hard Knockdown|-|-|-|-|All: 1~2f|-|-|-|-|-|}}
{{USFIVFrameDataRow|Gohadoken|Fireball|qcf + p ex|Hold p to charge|Gohadoken [[File:Jab.gif]]|60|100|10/20|HL|su|13|33|Total 47|47|-|-|-8|-4|18~19F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Air Raging Demon|Air Super Combo|(in air) lp lp f lk hp||Air Raging Demon|350|0|-1000/0|1|-|1+0|30|32|62|||-|-|Cannot hit grounded opponents||||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~6f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Gohadoken [[File:Strong.gif]]|60|100|10/20|HL|su|13|31|Total 47|47|-|-|-8|-4|18~19F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Gohadoken [[File:Fierce.gif]]|60|100|10/20|HL|su|13|28|Total 47|47|-|-|-8|-4|18~19F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Gohadoken (Charge)|Fireball (Charge)|||Gohadoken (Charged)|40*40|50*50|10/10*10|HL|su|45|-|Total 77|77|-|-|2|6|62~63F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 0*1|}}
{{USFIVFrameDataRow|EX Gohadoken|EX Fireball|||Gohadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|13|-|Total 43|56|-|-|4|4|16~17F cancelable, opponent gains 10x2 meter on hit||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*2|}}
{{USFIVFrameDataRow|Gorai Hadoken|Electric Fireball|hcb + p ex||Gorai Hadoken [[File:Jab.gif]]|60|150|10/20|HL|su|28|-|Total 52|52|-|-|-5|-|30~31F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataRow|||||Gorai Hadoken [[File:Strong.gif]]|60*30|100*100|10/20*20|HL|su|29|-|Total 59|59|-|-|-3|-|31~32F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*2|}}
{{USFIVFrameDataRow|||||Gorai Hadoken [[File:Fierce.gif]]|50*50*20|100*100*50|10/20*20*20|HL|su|31|-|Total 67|67|-|-|12|-|33~34F cancelable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1*2, JI: 1*0*2|}}
{{USFIVFrameDataRow|EX Gorai Hadoken|EX Electric Fireball|||Gorai Hadoken [[File:EX.gif]]|50x3|100*100*50|-250/0|HL|su|25|-|Total 50|50|-|-|12|-|27~28f cancelable, opponent gains 10x3 meter on hit||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*1*2, JI: 1*0*2|}}
{{USFIVFrameDataRow|Zanku Hadosho|Air Command Dash|(in air) qcb + p|lp air dashes forward, mp bounces Oni upward and slight forward, hp air dashes backward|Air Command Dash [[File:Jab.gif]]|70|100|5/40|HL|-|5|4|After landing 11|19|-|-|-|-|Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 5F until landing||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataRow|||||Air Command Dash [[File:Strong.gif]]|70|100|5/40|HL|-|5|4|After landing 11|19|-|-|-|-|Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 6F until landing||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataRow|||||Air Command Dash [[File:Fierce.gif]]|70|100|5/40|HL|-|5|4|After landing 16|24|-|-|-|-|Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 5F until landing||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}}
{{USFIVFrameDataRow|Goshoryuken|Uppercut|dp + p ex||Goshoryuken [[File:Jab.gif]]|80*40[80*30*30]|80*60[80*60*60]|30/40*20[40*10*10]|HL|su|3|2*12|14 + After landing 10|40|21|-|-15|-|"If 1st hit connects then full animation plays, 1st and 2nd hits of full
animation can be canceled, only 1st hit can be canceled on block, [] 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|-|1~4F|5f~|JP: 0*1|}}
{{USFIVFrameDataRow|||||Goshoryuken [[File:Strong.gif]]|70*40[70*50*30]|80*60[80*60*60]|20/40*20[40*10*10]|HL|su|3|2*12|25 + After landing 10|51|21|-|-26|-|"If 1st hit connects then full animation plays, 1st and 2nd hits of full
animation can be canceled, only 1st hit can be canceled on block, [] represents full hit property"||||||||-|All: 1~4F|Lower body: 5~16F|-|-|5F~|JP: 0*1|}}
{{USFIVFrameDataRow|||||Goshoryuken [[File:Fierce.gif]]|80*40[80*50*30]|80*60[80*60*60]|20/40*20[40*10*10]|HL|su|3|4*12|28 + After landing 10|56|21|-|-29|-|If 1st hit connects then full animation plays, 1st and 2nd hits of full animation can be canceled, only 1st hit can be canceled on block, [] represents full hit property||||||||-|All: 1~5F|All: 6~7F, Lower body: 11~18F|-|-|8F~|JP: 0*1|}}
{{USFIVFrameDataRow|EX Goshoryuken|EX Uppercut|||Goshoryuken [[File:EX.gif]]|100*70*80[100*50*40]|80*60*60[80*60*60]|-250/0|HL|su|3|4*2*10|28 + After landing 10|56|21|-|-27|-|If 1st hit connects then full animation plays, [] represents full hit property, opponent gains 20*10x2 meter on full animation hit, 20*5x2 on partial||||||||-|All: 1~18F|-|-|-|8F~|JP: 0*2*2|}}
{{USFIVFrameDataRow|Tatsumaki|Hurricane Kick|qcb + k ex armorbreak||Hurricane Kick [[File:Short.gif]]|110|150|30/20|HL|-|11|2(6)2|12 + After landing 8|40|-|-|-9|-|2nd hit backwards facing, cannot hit crouching|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~20F|-|7F~|-|}}
{{USFIVFrameDataRow|||||Hurricane Kick [[File:Forward.gif]]|80*50|100*50|30/20*10|HL|su*-*-|5|2(5)2(5)2(5)1|16 + After landing 12|54|-|-|-22|-|3rd hit backwards facing, 2nd~4th hits cannot hit crouching|X|||[1st Hit]: Forces stand, [2nd~4th Hit]: Soft Knockdown|[1st Hit]: Forces stand, [2nd~4th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|Feet: 5~6F|Lower body: 7~26F|-|7F~|JP: 1*2x3|}}
{{USFIVFrameDataRow|||||Hurricane Kick [[File:Roundhouse.gif]]|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 + After landing 8|57|-|-|-13|-|3rd and 5th hit backwards facing, 2nd~6th hit cannot hit crouching|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|Lower body: 7~36f|-|7F~|JP: 0*1*2x3|}}
{{USFIVFrameDataRow|EX Tatsumaki|EX Hurricane Kick|||Hurricane Kick [[File:EX.gif]]|30x4*40|40x5|-250/0|HL|-|11|1(3)1(3)1(3)1(3)1|18 + After landing 3|48|-|-|-1|-|2nd and 4th hit backwards facing, opponent gains 10x5 meter on hit|X|||[1st~4th Hit]: Forces stand, [5th Hit]: Soft Knockdown|[1st~4th Hit]: Forces stand, [5th Hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 6~27F|-|5F~|JP: 5x5|}}
{{USFIVFrameDataRow|Air Tatsumaki|Air Hurricane|(in air) qcb + k||Air Hurricane [[File:Short.gif]]|70|50|10/30|HL|-|9|2(6)2(6)2|After landing 10|-|-|-|-|-|Height requirement: 0.5, 2nd hit backwards facing, builds 20x2 meter on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-||}}
{{USFIVFrameDataRow|||||Air Hurricane [[File:Forward.gif]]|60*60|50*50|10/30*30|HL|-|7|2(6)2(6)2|After landing 10|-|-|-|-|-|Height requirement: 0.5, 2nd hit backwards facing, builds 20x2 meter on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 0*0*1|}}
{{USFIVFrameDataRow|||||Air Hurricane [[File:Roundhouse.gif]]|80*80|50*50|10/30*30|HL|-|7|2(6)2(6)2|After landing 10|-|-|-|-|-|Height requirement 0.5, 2nd hit backwards facing, builds 20x2 meter on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 0*0*1|}}
{{USFIVFrameDataRow|EX Air Tatsumaki|EX Air Hurricane|||Air Hurricane [[File:EX.gif]]|40x5|50x5|-250/0|HL|-|7|1(3)1(3)1(3)1(3)1|Afer landing 4|-|-|-|-|-|Height requirement: 0.25, 2nd and 4th hit backwards facing, opponent gains 10x5 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 0*1*2*3*4|}}
{{USFIVFrameDataRow|Air Tatsumaki Followup|Air Tatsumaki Followup|(in air) qcb + k after Zanku Hadosho ex||Air Tatsumaki Followup|140|200|-250/0|HL|-|7|2(2)2(2)2(2)2(2)2|After landing 22|-|-|-|-|-|Height requirement: 0.25, opponent gains 30 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 2|}}
{{USFIVFrameDataRow|Sekisei Jiraiken|Ground Pound|dp + k ex||Ground Pound [[File:Short.gif]]|130|150|30/30|HL|su|18|7|21|45|-|-|-7|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1F|2~21F|JP: 1|}}
{{USFIVFrameDataRow|||||Ground Pound [[File:Forward.gif]]|100|150|30/30|HL|su|18|7|20|44|-|-|-6|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|2~21F|JP: 2|}}
{{USFIVFrameDataRow|||||Ground Pound [[File:Roundhouse.gif]]|140[90]|150|30/30|HL|su|30|11|15|55|-|-|-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|-|-|-|-|-|4~33F|-|}}
{{USFIVFrameDataRow|EX Sekisei Jiraiken|EX Ground Pound|||Ground Pound [[File:EX.gif]]|80*90|100*100|-250/0|H*HL|-*su|23|4*3|29|58|-|-|-9|-|||||||||-|All: 1F|-|-|-|2~26F|JP: 1*2|}}
{{USFIVFrameDataRow|Rakan Dantojin|Demon Slash|hcf + k ex armorbreak||Demon Slash [[File:Short.gif]]|120|150|20/60|HL|su|17|2|25|43|-|-|-2|1|||||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Demon Slash [[File:Forward.gif]]|120|200|20/60|HL|su|30|2|25|56|-|-|-4|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 10~28F|-|-|JS: 99|}}
{{USFIVFrameDataRow|||||Demon Slash [[File:Roundhouse.gif]]|120[100]|150|20/60|HL|su|28~34|2|25|88|-|-|-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, can pass through opponent 22~30F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JS: 99|}}
{{USFIVFrameDataRow|EX Rakan Dantojin|EX Rakan Dantojin|||Demon Slash [[File:EX.gif]]|100[80]|100|-250/0|HL|su|29~34|2|31|95|-|-|-9|-|Hitbox active on contact with opponent, can pass through opponent 18~30F can hit cross up, value in [ ] is if hit as cross up, opponent gains 30 meter on hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All:1~34F|-|-|On front hit JP: 1|}}
{{USFIVFrameDataRow|||||||||||||||-|-||||||||||||||||||}}
{{USFIVFrameDataRow|Raging Demon|Super|lp lp f lk hp||Super Combo|370|0|-1000/0|1|-|1+0|36|13|49|-|-|-|-|All normals can be canceled into Raging Demon at any point, opponent gains 20x15 meter on hit|||X|Hard Knockdown|-|-|-|-|All: 1~2F|-|-|-|-|-|}}
{{USFIVFrameDataRow|Air Raging Demon|Air Super|(in air) lp lp f lk hp||Air Super Combo|350|0|-1000/0|1|-|1+0|30|32|62|-|-|-|-|Height requirement: 0.2, cannot hit grounded, all air normals can be canceled into Air Raging Demon at any point, opponent gains 20x15 meter on hit||||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~6F|-|-|-|-|JP: 2|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Meido Gohado|Ultra Combo I|qcf qcf + 3p armorbreak||Meido Gohado|38x7*109[450] (? Ultra Change)|0|0/0|HL|-|0+9|1(1) until edge of screen|92|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|-|-|-|-|-|}}
{{USFIVFrameDataRow|Meido Gohado|Ultra I|qcf qcf + 3p armorbreak||Ultra Combo 1 (punches)|45x7*60[450]|0|0/0|HL|-|0+9|1(1) until edge of screen|Total 101|110|-|-|-3|-|1st active frame triggers animation if connected, 1st active frame counts as Strike and not Projectile, [] is for full animation, opponent gains 10x7*30 meter on full animation hit, 10x8 on partial animation|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|-|-|-|JP:0*7x7*8, JI:1*0x7*8|}}
{{USFIVFrameDataRow|Anti-Air Meido Gohado|Anti-air Ultra Combo I|qcf qcf + 3k||Anti-Air Meido Gohado|45x7*60|0|0/0|-|-|0+9|-|84|93|||-|-|Wont hit opponent on ground||||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~10f|-|-|-|-|-|}}
{{USFIVFrameDataRow|Anti-Air Meido Gohado|Anti-air Ultra I|qcf qcf + 3k||Ultra Combo 1 (kicks)|45x7*60|0|0/0|-|-|0+9|-|Total 93|102|||-|-|Cannot hit grounded||X||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~10F|-|-|-|-|JP:0*7x7*8, JI:1*0x7*8|}}
{{USFIVFrameDataRow|Air Meido Gohado|Air Ultra Combo I|(in air) qcf qcf + 3p||Air Meido Gohado|45x8|0|0/0|HL|-|0+11[4]|-|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|-|-|-|-|-|}}
{{USFIVFrameDataRow|Air Meido Gohado|Air Ultra I|(in air) qcf qcf + 3p||Ultra Combo 1 (air)|45x7*60|0|0/0|HL|-|0+11[4]|-|After landing 51|-|-|-|-25|-|Height requirement: 0.3, when canceled from Zanku Hadosho height requirement: 0.2, [] is for when canceled from Zanku Hadosho||X||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~5F|-|-|-|-|JP:0*7x7*8, JI:1*0x7*8|}}
{{USFIVFrameDataRow|Tenchi Sokaigen|Ultra Combo II|qcb qcb + 3p||Tenchi Sokaigen|38x7[225*300]|0|0/0|HL|-|0+9|2*3x7|48|79|||-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|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|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|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|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|}}
{{USFIVFrameDataRow|Tenchi Sokaigen|Ultra II|qcb qcb + 3p||Ultra Combo 2|38x7[525]|0|0/0|HL|-|0+9|2*3x7|48|79|-|-|-30|-|1~2F trigger animation on hit, [] is for full animation, 1st hit does 0 chip damage, opponent gains 100x2 meter on full animation hit, 10x7 on partial animation hit|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12F|-|-|-|-|JP:0*5~11 sequentially|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
|-
|-

Revision as of 14:44, 17 August 2015

Ultra Street Fighter IVUSFIV-Header.png

Oni

SSFIV-Oni Face.jpg

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

(From Ultra SFIV Arcade Japan)

  • Crouch HK: Startup reduced by to 8 frames from 9 frames; recovery reduced to 23 frames from 24 frames
  • F + MK: Startup reduced to 11 frames from 13 frames
  • Focus Attack: Hitbox expanded horizontally
  • Gorai Hadoken: Light version total frames reduced to 52 frames from 54 frames
  • Gorai Hadoken: Medium version total frames reduced to 59 frames from 61 frames
  • Gorai Hadoken: Hard version total frames reduced to 67 frames from 69 frames
  • Sekisei Jiraiken: Medium version 1 frame of invincibility removed
  • Goshoryuken: Hard version startup invincibility reduced to frames 1-5 from frames 1-8; Strike Invincibility shifted to frames 6-7 from frames 9-10
  • Goshoryuken: All versions 1st hit can now be EX Focus Cancelled on hit or block
  • Rakan Dantojin: Light version damage reduced to 110 from 120; stun damage reduced to 130 from 150
  • EX Rakan Dantojin: On block now -9 from -10
  • Rakan Dantojin: Hard and EX versions rear Hurtbox just before the attack starts reduced to match Throwbox area
  • Meido Gohado (Anti-Ground UC1): Non-cinematic damage increased to 375 from 350; startup reduced to 9 frames from 11 frames
  • Meido Gozanku (Air UC1): Startup reduced to 11 frames from 14 frames
  • Tenchi Sokaigen (UC2): Input changed to HCB HCB + 3P from HCF HCF + 3P
  • L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(New to Ultra SFIV Console Digital Release)

  • Health: Reduced to 950 from 1000
  • Sekisei Jiraiken: Light version 1st frame no longer considered airborne but given Throw Invincibility
  • Goshoryuken: All versions 1st hit now causes Hard Knockdown
  • EX Goshoryuken: Bug where if only the 1st hit connects, delayed standing could not be performed fixed

(Removed from Ultra SFIV Arcade Japan)

  • Sekisei Jiraiken: Light version on block now -6 from -7
  • Sekisei Jiraiken: Medium version on block now -4 from -6


Character Specific Data

Oni

VITALS
Health: 950 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.04 Forward Dash Distance: 1.10
Back Walk Speed: 0.04 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.90
Jump Height Apex: 1.73 Back Dash Total Frames: 27
Jump Total Frames: 41 (4+37) Back Dash Invincibility: 8
Forward Jump Distance: 1.98 Back Dash Airborne: 11
Back Jump Distance 1.80 Back Dash Recovery: 8
THROWS WAKE-UP TIMING
Forward Throw Range: 0.91 Face Up Total Frames: 31
Back Throw Range: 0.91 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Toward MP, EX Sekisei Jiraiken (1st Hit) Hard Knockdowns: Crouch HK, Goshoryuken (1st Hit), EX Goshoryuken (1st Hit), Sekiei Jiraiken, EX Sekisei Jiraiken (2nd Hit)
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Tatsumaki Zankukyaku, EX Tatsumaki Zankukyaku, Rakan Dantojin, EX Rakan Dantojin, Meido Gohado (1st Hit), Tenchi Sokaigen
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Stand HP, Stand HK (1st Hit), Toward HP, Gankauchi, Target Combo 2, Gohadoken, MK/HK Tatsumaki Zankukyaku (1st Hit), LK Rakan Dantojin
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 64
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -11 L2 FA Back Dash (On Block): -5


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
Stand LP Stand Jab.gif 30 50 20 HL ch/sp/su 3 3 5 3 7
Stand MP Stand Strong.gif 70 100 40 HL sp/su 6 4 11 0 3
Stand HP Stand Fierce.gif 100 200 60 HL sp/su 7 4 17 -3 2
Stand LK Stand Short.gif 30 50 20 HL sp/su 4 5 6 0 3
Stand MK Stand Forward.gif 40*30 50*50 40*40 HL sp/su*- 6 1*4 14 -2 1
Stand HK Stand Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(8)4 18 -4 2
Toward LP Toward Jab.gif 30 50 20 HL sp/su 4 3 6 2 5
Zugai Hasatsu Zugai Hasatsu 30*50 50*50 40*20 H - 15 2(1)2 17 -5 2
Toward Fierce Toward Fierce.gif 120 200 60 HL su 12 3 18 -9 0
Toward LK Toward Short.gif 50 50 20 HL - 5 3 10 -2 1
Toward MK Toward Forward.gif 70 100 40 HL - 11 2 13 -1 2
Toward HK Toward Roundhouse.gif 100 200 60 HL - 10 2 22 -6 -2
Crouch LP Crouch Jab.gif 25 50 20 HL ch/sp/su 3 3 5 3 6
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 4 7 3 6
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 5 8 18 -8 -3
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 -1 2
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 16 -4 -1
Crouch HK Crouch Roundhouse.gif 100 150 60 L - 8 2 23 -8 -
Ganka Uchi Left.gif+Strong.gif 60 50 40 HL sp/su 5 6 12 2 6
Target Combo 1 Right.gif+Jab.gif > Strong.gif 60 150 40 HL sp/su 6 4 11 0 3
Target Combo 2 Left.gif+Strong.gif > Fierce.gif 80 160 60 HL sp/su 7 4 17 -3 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 10 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 7 10 - - -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 8 4 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 3(6)2 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 10 - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 6 7 - - -
Angled Jump HP Angled Jump Fierce.gif 110 200 60 H - 7 5 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 10 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 7 - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 4 - - -
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 36 -22 -22
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 36 -16 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 36 -22 -22
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 36 -16 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 64 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 36 -16 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ragou Souha Forward Throw 130 150 40 0.919 - 3 2 20 - -
Shuretto Back Throw 130 120 40 0.919 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Gohadoken Gohadoken Jab.gif 60 100 10/20 HL su 13 33 Total 47 -8 -4
Gohadoken Strong.gif 60 100 10/20 HL su 13 31 Total 47 -8 -4
Gohadoken Fierce.gif 60 100 10/20 HL su 13 28 Total 47 -8 -4
Gohadoken (Charge) Gohadoken (Charged) 40*40 50*50 10/10*10 HL su 45 - Total 77 2 6
EX Gohadoken Gohadoken EX.gif 50*50 50*50 -250/0 HL su 13 - Total 43 4 4
Gorai Hadoken Gorai Hadoken Jab.gif 60 150 10/20 HL su 28 - Total 52 -5 -
Gorai Hadoken Strong.gif 60*30 100*100 10/20*20 HL su 29 - Total 59 -3 -
Gorai Hadoken Fierce.gif 50*50*20 100*100*50 10/20*20*20 HL su 31 - Total 67 12 -
EX Gorai Hadoken Gorai Hadoken EX.gif 50x3 100*100*50 -250/0 HL su 25 - Total 50 12 -
Zanku Hadosho Air Command Dash Jab.gif 70 100 5/40 HL - 5 4 After landing 11 - -
Air Command Dash Strong.gif 70 100 5/40 HL - 5 4 After landing 11 - -
Air Command Dash Fierce.gif 70 100 5/40 HL - 5 4 After landing 16 - -
Goshoryuken Goshoryuken Jab.gif 80*40[80*30*30] 80*60[80*60*60] 30/40*20[40*10*10] HL su 3 2*12 14 + After landing 10 -15 -
Goshoryuken Strong.gif 70*40[70*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 2*12 25 + After landing 10 -26 -
Goshoryuken Fierce.gif 80*40[80*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 4*12 28 + After landing 10 -29 -
EX Goshoryuken Goshoryuken EX.gif 100*70*80[100*50*40] 80*60*60[80*60*60] -250/0 HL su 3 4*2*10 28 + After landing 10 -27 -
Tatsumaki Hurricane Kick Short.gif 110 150 30/20 HL - 11 2(6)2 12 + After landing 8 -9 -
Hurricane Kick Forward.gif 80*50 100*50 30/20*10 HL su*-*- 5 2(5)2(5)2(5)1 16 + After landing 12 -22 -
Hurricane Kick Roundhouse.gif 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 + After landing 8 -13 -
EX Tatsumaki Hurricane Kick EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 -1 -
Air Tatsumaki Air Hurricane Short.gif 70 50 10/30 HL - 9 2(6)2(6)2 After landing 10 - -
Air Hurricane Forward.gif 60*60 50*50 10/30*30 HL - 7 2(6)2(6)2 After landing 10 - -
Air Hurricane Roundhouse.gif 80*80 50*50 10/30*30 HL - 7 2(6)2(6)2 After landing 10 - -
EX Air Tatsumaki Air Hurricane EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 Afer landing 4 - -
Air Tatsumaki Followup Air Tatsumaki Followup 140 200 -250/0 HL - 7 2(2)2(2)2(2)2(2)2 After landing 22 - -
Sekisei Jiraiken Ground Pound Short.gif 130 150 30/30 HL su 18 7 21 -7 -
Ground Pound Forward.gif 100 150 30/30 HL su 18 7 20 -6 -
Ground Pound Roundhouse.gif 140[90] 150 30/30 HL su 30 11 15 -1 -
EX Sekisei Jiraiken Ground Pound EX.gif 80*90 100*100 -250/0 H*HL -*su 23 4*3 29 -9 -
Rakan Dantojin Demon Slash Short.gif 120 150 20/60 HL su 17 2 25 -2 1
Demon Slash Forward.gif 120 200 20/60 HL su 30 2 25 -4 -
Demon Slash Roundhouse.gif 120[100] 150 20/60 HL su 28~34 2 25 -8 -
EX Rakan Dantojin Demon Slash EX.gif 100[80] 100 -250/0 HL su 29~34 2 31 -9 -
Raging Demon Super Combo 370 0 -1000/0 1 - 1+0 36 13 - -
Air Raging Demon Air Super Combo 350 0 -1000/0 1 - 1+0 30 32 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Meido Gohado Ultra Combo 1 (punches) 45x7*60[450] 0 0/0 HL - 0+9 1(1) until edge of screen Total 101 -3 -
Anti-Air Meido Gohado Ultra Combo 1 (kicks) 45x7*60 0 0/0 - - 0+9 - Total 93 - -
Air Meido Gohado Ultra Combo 1 (air) 45x7*60 0 0/0 HL - 0+11[4] - After landing 51 -25 -
Tenchi Sokaigen Ultra Combo 2 38x7[525] 0 0/0 HL - 0+9 2*3x7 48 -30 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Normals

  Name Nickname Command Notes
File:No image.png

Stand LP

Stand Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MP

Stand Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HP

Stand Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand LK

Stand Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MK

Stand Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HK

Stand Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Toward Normals

  Name Nickname Command Notes
File:No image.png

Toward LP

Toward Jab f + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward MP

Overhead f + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward HP

Toward Fierce f + hp Cancels out Projectiles

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward LK

Toward Short f + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward MK

Toward Forward f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward HK

Toward Roundhouse f + 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 ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

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

Gankauchi

Gut Punch b + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 1

Target Combo 1 f + lp --- mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 2

Target Combo 2 b + mp --- hp

~~ Uses and Strategies ~~

(No uses/strategies)


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

Ragou Souha

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shuretto

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Gohadoken

Fireball qcf + p ex Hold p to charge

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Gohadoken (Charge) Fireball (Charge)

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Gorai Hadoken

Electric Fireball hcb + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Zanku Hadosho

Air Command Dash (in air) qcb + p lp air dashes forward, mp bounces Oni upward and slight forward, hp air dashes backward

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Goshoryuken

Uppercut dp + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tatsumaki Zankukyaku

Hurricane Kick qcb + k ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Airborne Tatsumaki Zankukyaku

Air Hurricane (in air) qcb + k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Airborne Tatsumaki Zankukyaku Followup

Air Tatsumaki Followup (in air) qcb + k after Zanku Hadosho ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Sekisei Jiraiken

Ground Pound dp + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Rakan Dantojin

Demon Slash hcf + k ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Raging Demon

Super Combo lp lp f lk hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Air Raging Demon

Air Super Combo (in air) lp lp f lk hp

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Meido Gohado

Ultra Combo I qcf qcf + 3p armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Anti-Air Meido Gohado Anti-air Ultra Combo I qcf qcf + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Air Meido Gohado

Air Ultra Combo I (in air) qcf qcf + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tenchi Sokaigen

Ultra Combo II qcb qcb + 3p armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni (self)

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

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
Stand LP Stand Jab.gif 30 50 20 HL ch/sp/su 3 3 5 10 3 7 11 15 Reset Reset - - - - - - -
Stand MP Stand Strong.gif 70 100 40 HL sp/su 6 4 11 20 0 3 15 18 Reset Reset - - - - - - -
Stand HP Stand Fierce.gif 100 200 60 HL sp/su 7 4 17 27 -3 2 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Stand LK Stand Short.gif 30 50 20 HL sp/su 4 5 6 14 0 3 11 14 Reset Reset - - - - - - -
Stand MK Stand Forward.gif 40*30 50*50 40*40 HL sp/su*- 6 1*4 14 24 -2 1 16 19 Reset Reset - - - - - - -
Stand HK Stand Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(8)4 18 37 -4 2 18 24 Forces stand Forces stand Reset Reset - - - - - - -
Toward LP Toward Jab.gif 30 50 20 HL sp/su 4 3 6 12 2 5 11 14 Reset Reset - - - - - - -
Zugai Hasatsu Zugai Hasatsu 30*50 50*50 40*20 H - 15 2(1)2 17 36 -5 2 14 21 Reset Reset - - - - - - -
Toward Fierce Toward Fierce.gif 120 200 60 HL su 12 3 18 32 -9 0 12 21 X Reset Reset - - - - - - -
Toward LK Toward Short.gif 50 50 20 HL - 5 3 10 17 -2 1 11 14 Reset Reset - - - - - - -
Toward MK Toward Forward.gif 70 100 40 HL - 11 2 13 25 -1 2 14 17 Reset Reset - - - - - - -
Toward HK Toward Roundhouse.gif 100 200 60 HL - 10 2 22 33 -6 -2 18 22 Soft Knockdown Soft Knockdown - - - - - - JP: 1
Crouch LP Crouch Jab.gif 25 50 20 HL ch/sp/su 3 3 5 10 3 6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 4 7 15 3 6 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 5 8 18 30 -8 -3 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 15 -1 2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 16 23 -4 -1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 150 60 L - 8 2 23 32 -8 - 17 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Ganka Uchi Left.gif+Strong.gif 60 50 40 HL sp/su 5 6 12 22 2 6 20 24 Reset Reset - - - - - - JP: 1
Target Combo 1 Right.gif+Jab.gif > Strong.gif 60 150 40 HL sp/su 6 4 11 20 0 3 Reset Reset - - - - - - -
Target Combo 2 Left.gif+Strong.gif > Fierce.gif 80 160 60 HL sp/su 7 4 17 27 -3 2 Cannot hit crouching Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 10 - 14 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 7 10 - 16 - - Soft Knockdown Soft Knockdown - - - Lower body: 1~6F - - JP: 1
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 8 4 - 11 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - 13 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 3(6)2 - 16 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 10 - 14 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump HP Angled Jump Fierce.gif 110 200 60 H - 7 5 - 11 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 10 - 13 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~5F - - -
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 58 -22 -22 16 16 Range: 2.051 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 36 66 -16 - 22 - Range: 2.051 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 100 - - - - Range: 2.051, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~63F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 36 58 -22 -22 16 16 Range: 2.051, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 36 66 -16 - 22 - Range: 2.051, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 64 2 35 100 - - - - Range: 2.051, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 36 58 -16 - 22 - Range: 2.051, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block 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 0.919 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Shuretto Back Throw 130 120 40 0.919 - 3 2 20 24 - - - - 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 Jab.gif 60 100 10/20 HL su 13 33 Total 47 47 -8 -4 - - 18~19F cancelable X Soft Knockdown Soft Knockdown - - - - - - -
Gohadoken Strong.gif 60 100 10/20 HL su 13 31 Total 47 47 -8 -4 - - 18~19F cancelable X Soft Knockdown Soft Knockdown - - - - - - -
Gohadoken Fierce.gif 60 100 10/20 HL su 13 28 Total 47 47 -8 -4 - - 18~19F cancelable X Soft Knockdown Soft Knockdown - - - - - - -
Gohadoken (Charge) Gohadoken (Charged) 40*40 50*50 10/10*10 HL su 45 - Total 77 77 2 6 - - 62~63F cancelable X Soft Knockdown Soft Knockdown - - - - - - JP: 0*1
EX Gohadoken Gohadoken EX.gif 50*50 50*50 -250/0 HL su 13 - Total 43 56 4 4 - - 16~17F cancelable, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Gorai Hadoken Gorai Hadoken Jab.gif 60 150 10/20 HL su 28 - Total 52 52 -5 - - - 30~31F cancelable X Soft Knockdown Soft Knockdown - - - - - - JP: 1
Gorai Hadoken Strong.gif 60*30 100*100 10/20*20 HL su 29 - Total 59 59 -3 - - - 31~32F cancelable X Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Gorai Hadoken Fierce.gif 50*50*20 100*100*50 10/20*20*20 HL su 31 - Total 67 67 12 - - - 33~34F cancelable X Soft Knockdown Soft Knockdown - - - - - - JP: 1*1*2, JI: 1*0*2
EX Gorai Hadoken Gorai Hadoken EX.gif 50x3 100*100*50 -250/0 HL su 25 - Total 50 50 12 - - - 27~28f cancelable, opponent gains 10x3 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 1*1*2, JI: 1*0*2
Zanku Hadosho Air Command Dash Jab.gif 70 100 5/40 HL - 5 4 After landing 11 19 - - - - Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 5F until landing X Soft Knockdown Soft Knockdown - - - - - - JP: 1
Air Command Dash Strong.gif 70 100 5/40 HL - 5 4 After landing 11 19 - - - - Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 6F until landing X Soft Knockdown Soft Knockdown - - - - - - JP: 1
Air Command Dash Fierce.gif 70 100 5/40 HL - 5 4 After landing 16 24 - - - - Height requirement: 0.25, On hit can cancel into Air Meido Gohado, can cancel into Tatsumaki Followup or Air Raging Demon at any point after 5F until landing X Soft Knockdown Soft Knockdown - - - - - - JP: 1
Goshoryuken Goshoryuken Jab.gif 80*40[80*30*30] 80*60[80*60*60] 30/40*20[40*10*10] HL su 3 2*12 14 + After landing 10 40 -15 - 21 - "If 1st hit connects then full animation plays, 1st and 2nd hits of full

animation can be canceled, only 1st hit can be canceled on block, [] 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 - 1~4F 5f~ JP: 0*1
Goshoryuken Strong.gif 70*40[70*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 2*12 25 + After landing 10 51 -26 - 21 - "If 1st hit connects then full animation plays, 1st and 2nd hits of full

animation can be canceled, only 1st hit can be canceled on block, [] represents full hit property"

- All: 1~4F Lower body: 5~16F - - 5F~ JP: 0*1
Goshoryuken Fierce.gif 80*40[80*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 4*12 28 + After landing 10 56 -29 - 21 - If 1st hit connects then full animation plays, 1st and 2nd hits of full animation can be canceled, only 1st hit can be canceled on block, [] represents full hit property - All: 1~5F All: 6~7F, Lower body: 11~18F - - 8F~ JP: 0*1
EX Goshoryuken Goshoryuken EX.gif 100*70*80[100*50*40] 80*60*60[80*60*60] -250/0 HL su 3 4*2*10 28 + After landing 10 56 -27 - 21 - If 1st hit connects then full animation plays, [] represents full hit property, opponent gains 20*10x2 meter on full animation hit, 20*5x2 on partial - All: 1~18F - - - 8F~ JP: 0*2*2
Tatsumaki Hurricane Kick Short.gif 110 150 30/20 HL - 11 2(6)2 12 + After landing 8 40 -9 - - - 2nd hit backwards facing, cannot hit crouching X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~20F - 7F~ -
Hurricane Kick Forward.gif 80*50 100*50 30/20*10 HL su*-*- 5 2(5)2(5)2(5)1 16 + After landing 12 54 -22 - - - 3rd hit backwards facing, 2nd~4th hits cannot hit crouching X [1st Hit]: Forces stand, [2nd~4th Hit]: Soft Knockdown [1st Hit]: Forces stand, [2nd~4th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - Feet: 5~6F Lower body: 7~26F - 7F~ JP: 1*2x3
Hurricane Kick Roundhouse.gif 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 + After landing 8 57 -13 - - - 3rd and 5th hit backwards facing, 2nd~6th hit cannot hit crouching 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 Lower body: 7~36f - 7F~ JP: 0*1*2x3
EX Tatsumaki Hurricane Kick EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 48 -1 - - - 2nd and 4th hit backwards facing, opponent gains 10x5 meter on hit X [1st~4th Hit]: Forces stand, [5th Hit]: Soft Knockdown [1st~4th Hit]: Forces stand, [5th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 6~27F - 5F~ JP: 5x5
Air Tatsumaki Air Hurricane Short.gif 70 50 10/30 HL - 9 2(6)2(6)2 After landing 10 - - - - - Height requirement: 0.5, 2nd hit backwards facing, builds 20x2 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - -
Air Hurricane Forward.gif 60*60 50*50 10/30*30 HL - 7 2(6)2(6)2 After landing 10 - - - - - Height requirement: 0.5, 2nd hit backwards facing, builds 20x2 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 0*0*1
Air Hurricane Roundhouse.gif 80*80 50*50 10/30*30 HL - 7 2(6)2(6)2 After landing 10 - - - - - Height requirement 0.5, 2nd hit backwards facing, builds 20x2 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 0*0*1
EX Air Tatsumaki Air Hurricane EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 Afer landing 4 - - - - - Height requirement: 0.25, 2nd and 4th hit backwards facing, opponent gains 10x5 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 0*1*2*3*4
Air Tatsumaki Followup Air Tatsumaki Followup 140 200 -250/0 HL - 7 2(2)2(2)2(2)2(2)2 After landing 22 - - - - - Height requirement: 0.25, opponent gains 30 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
Sekisei Jiraiken Ground Pound Short.gif 130 150 30/30 HL su 18 7 21 45 -7 - - - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 1F 2~21F JP: 1
Ground Pound Forward.gif 100 150 30/30 HL su 18 7 20 44 -6 - - - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 2~21F JP: 2
Ground Pound Roundhouse.gif 140[90] 150 30/30 HL su 30 11 15 55 -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 - - - - - 4~33F -
EX Sekisei Jiraiken Ground Pound EX.gif 80*90 100*100 -250/0 H*HL -*su 23 4*3 29 58 -9 - - - - All: 1F - - - 2~26F JP: 1*2
Rakan Dantojin Demon Slash Short.gif 120 150 20/60 HL su 17 2 25 43 -2 1 - - Free Juggle Free Juggle - - - - - - -
Demon Slash Forward.gif 120 200 20/60 HL su 30 2 25 56 -4 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 10~28F - - JS: 99
Demon Slash Roundhouse.gif 120[100] 150 20/60 HL su 28~34 2 25 88 -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, can pass through opponent 22~30F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JS: 99
EX Rakan Dantojin Demon Slash EX.gif 100[80] 100 -250/0 HL su 29~34 2 31 95 -9 - - - Hitbox active on contact with opponent, can pass through opponent 18~30F can hit cross up, value in [ ] is if hit as cross up, opponent gains 30 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All:1~34F - - On front hit JP: 1
- -
Raging Demon Super Combo 370 0 -1000/0 1 - 1+0 36 13 49 - - - - All normals can be canceled into Raging Demon at any point, opponent gains 20x15 meter on hit X Hard Knockdown - - - - All: 1~2F - - - - -
Air Raging Demon Air Super Combo 350 0 -1000/0 1 - 1+0 30 32 62 - - - - Height requirement: 0.2, cannot hit grounded, all air normals can be canceled into Air Raging Demon at any point, opponent gains 20x15 meter on hit - - Hard Knockdown Hard Knockdown - All: 1~6F - - - - JP: 2
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) 45x7*60[450] 0 0/0 HL - 0+9 1(1) until edge of screen Total 101 110 -3 - - - 1st active frame triggers animation if connected, 1st active frame counts as Strike and not Projectile, [] is for full animation, opponent gains 10x7*30 meter on full animation hit, 10x8 on partial animation X X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12F - - - - JP:0*7x7*8, JI:1*0x7*8
Anti-Air Meido Gohado Ultra Combo 1 (kicks) 45x7*60 0 0/0 - - 0+9 - Total 93 102 - - Cannot hit grounded X - - Hard Knockdown Hard Knockdown - All: 1~10F - - - - JP:0*7x7*8, JI:1*0x7*8
Air Meido Gohado Ultra Combo 1 (air) 45x7*60 0 0/0 HL - 0+11[4] - After landing 51 - -25 - - - Height requirement: 0.3, when canceled from Zanku Hadosho height requirement: 0.2, [] is for when canceled from Zanku Hadosho X 8th Hit: Hard Knockdown 8th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~5F - - - - JP:0*7x7*8, JI:1*0x7*8
Tenchi Sokaigen Ultra Combo 2 38x7[525] 0 0/0 HL - 0+9 2*3x7 48 79 -30 - - - 1~2F trigger animation on hit, [] is for full animation, 1st hit does 0 chip damage, opponent gains 100x2 meter on full animation hit, 10x7 on partial animation hit X X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12F - - - - JP:0*5~11 sequentially
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: