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Revision as of 09:53, 8 May 2019


Introduction
Color Options
Default |
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Moves List
Normal Moves
Heel Stomp: d + Medium Kick in air
Throw: close, b or f + Medium or Hard Punch
Air Throw: close, b or f + Medium or Hard Punch in air
Special Moves
Lightning Kick: Kick button rapidly
Spinning Bird Kick: d~u + Kick
The Basics
Anti Air: standing Medium or Hard Kick
High Pokes: standing Hard Punch
Low Pokes: crounching Medium Kick
Combos
- j.HK,s.MP,s.HP or cr.HK
- j.MK,MK Lightning Kicks
Advanced Strategy
Hitboxes
Standing Normals
- Standing LP:
Damage | 4 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +7 | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1+4 | 4 | 4 |
- Standing MP:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +11 | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1+4 | 4 | 4 |
- Standing HP:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -1 | ||||||
Frame Count | 2 | 3 | 6 | 10 | 7 | 1 | |
Simplified | 1+5 | 6 | 18 |
- Standing LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +5 | |||||
Frame Count | 3 | 3 | 5 | 4 | 1 | |
Simplified | 1+6 | 5 | 5 |
- Standing MK:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +7 | |||||
Frame Count | 3 | 3 | 5 | 4 | 4 | |
Simplified | 1+6 | 5 | 8 |
- Standing HK:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +3 | ||||||
Frame Count | 3 | 3 | 4 | 8 | 7 | 7 | |
Simplified | 1+10 | 8 | 14 |
Close Standing Normals
- Close Standing LP:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +7 | |||||
Frame Count | 3 | 2 | 3 | 4 | 3 | |
Simplified | 1+2 | 3 | 7 |
- Close Standing MP:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +13 | |||||
Frame Count | 2 | 2 | 4 | 3 | 1 | |
Simplified | 1+4 | 4 | 4 |
- Close Standing HP:
Damage | 16 | ![]() |
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Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | -8 | |||
Frame Count | 3 | 20 | 11 |
- Close Standing LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +5 | |||||
Frame Count | 3 | 3 | 5 | 4 | 1 | |
Simplified | 1+6 | 4 | 5 |
- Close Standing MK:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 60 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +6 | |||||||
Frame Count | 3 | 3 | 3 | 6 | 3 | 4 | 1 | |
Simplified | 1+6 | 9 | 8 |
- Close Standing HK:
Damage | 16 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -2 | |||||
Frame Count | 3 | 3 | 6 | 8 | 11 | |
Simplified | 1+6 | 6 | 19 |
Crouching Normals
- Crouching LP:
Damage | 6 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +6 | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
Simplified | 1+4 | 4 | 5 |
- Crouching MP:
Damage | 10 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +11 | |||||
Frame Count | 2 | 2 | 4 | 4 | 1 | |
Simplified | 1+4 | 4 | 5 |
- Crouching HP:
Damage | 16 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -2/-1 | |||||
Frame Count | 3 | 3 | 6 | 8 | 11 | |
Simplified | 1+6 | 6 | 19 |
- Crouching LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +7 | |||||
Frame Count | 3 | 3 | 4 | 4 | 1 | |
Simplified | 6 | 4 | 5 |
- Crouching MK:
Damage | 10 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +12 | |||
Frame Count | 1+4 | 5 | 4 |
- Crouching HK:
Damage | 14 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 130 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -2 | |||||
Frame Count | 3 | 3 | 6 | 8 | 11 | |
Simplified | 1+6 | 6 | 19 |
Aerial Normals
- Neutral Jumping LP:
Damage | 10 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 3 | 3 | 2 | ∞ | |
Simplified | 8 | ∞ |
- Diagonal Jumping LP:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
Simplified | 6 | ∞ |
- Neutral Jumping MP:
Damage | 14 | ![]() |
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Stun | 5~11 | ||||||||
Stun Timer | 50 | ||||||||
Frame Count | 3 | 3 | 2 | 16 | 2 | 3 | 4 | ∞ | |
Simplified | 8 | 16 | ∞ |
- Diagonal Jumping MP:
Damage | 14 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 3 | 8 | 3 | 4 | ∞ | |
Simplified | 6 | 8 | ∞ |
- Neutral Jumping HP:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||||
Stun Timer | 60 | ||||||||
Frame Count | 3 | 3 | 2 | 8 | 2 | 3 | 4 | ∞ | |
Simplified | 8 | 8 | ∞ |
- Diagonal Jumping HP:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 3 | 3 | 8 | 3 | 4 | ∞ | |
Simplified | 6 | 8 | ∞ |
- Neutral Jumping LK:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
5 | 6 | ∞ |
- Diagonal Jumping LK:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 3 | ∞ | |
5 | 6 | ∞ |
- Neutral Jumping MK:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 3 | 16 | 3 | ∞ | |
Simplified | 6 | 16 | ∞ |
- Diagonal Jumping MK:
Damage | 12 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 3 | 3 | 16 | 3 | ∞ | |
Simplified | 6 | 16 | ∞ |
- Neutral Jumping HK:
Damage | 16 | ![]() |
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Stun | 11~17 | ||||||||
Stun Timer | 60 | ||||||||
Frame Count | 1 | 2 | 5 | 4 | 4 | 4 | 6 | ∞ | |
Simplified | 3 | 13 | ∞ |
- Diagonal Jumping HK:
Damage | 16 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 3 | 3 | 6 | 4 | 6 | 6 | ∞ | |
Simplified | 6 | 6 | 4 | 6 | ∞ |
Unique Moves
- Head Stomp: (On air, ↙/↓/↘ + Mk)
Damage | ? | ![]() |
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Stun | 5~11 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | ? | |||
Frame Advantage | ? | |||
Frame Count | 1 | 2 | ∞ | |
Simplified | 3 | ∞ |
Throws
- Koshuu Tou: (←/→ + MP or HP)
Damage | 20+(4*n) | ![]() | |
Duration | 130 | ||
Stun | 5~11 | ||
Stun Timer | 100 | ||
Range (from axis) | 48 | ||
Range advantage | 23 |
- Ryuusei Raku: (On Air ←/→ + MP or HP)
Damage | 20+(4*n) | ![]() | |
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 58 | ||
Range advantage | 33 |
Special Moves
- Hyakurretsu Kyaku: press any single Kick repeatedly
Startup:
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Short | 7 | 8 |
Foward | 7 | 8 |
Roundhouse | 7 | 8 |
Cycle:
Damage | 22/24/26 | ![]() |
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Stun | 13~19 | ||||||||
Stun Timer | 120 | ||||||||
Frame Advantage | -7/-5/-6 | ||||||||
Short | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | |
Foward | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Roundhouse | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Recovery:
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Short | 2 | 2 |
Foward | 4 | 4 |
Roundhouse | 6 | 6 |
+9 on block if is blocked 3 times (point blank). +4 for 2 blocks.
- Spinning Bird Kick: charge ↓, ↑ + Kick (charge 60f)
Startup:
Damage | 24 | ![]() |
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Stun | 13~19 | |||||||
Stun Timer | 120 | |||||||
Frame Advantage | -6/-9/-11 | |||||||
Frame Count | 1 | 4 | 3 | 2 | 3 | 4 | 6 |
Active:
LK version :
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4 | 3 | 2 | 1 | 1 | 1 | 1 | 1 |
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2 | 1 | 2 | 2 | 3 | 4 | 4 | 2 |
MK version :
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4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 |
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1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
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2 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
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2 |
HK version :
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5 | 4 | 4 | 3 | 3 | 2 | 2 | 2 |
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1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
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1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
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1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 |
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2 | 2 | 3 | 3 | 3 | 3 |
Recovery:
Short:
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2 | 3 | 2 | 2 | 3 | 3 | 1 |
Foward:
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2 | 3 | 2 | 2 | 3 | 3 | 1 |
Roundhouse:
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2 | 3 | 2 | 2 | 3 | 3 | 1 |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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Match-Ups
Vs. Ryu
Sweep him and keep him away, Hadoken can be evaded with your Spinning Bird Kick
Vs. Ken
He had a better Kick Throw, same as Ryu
Vs. E.Honda
Jump him is better than ground
Vs. Blanka
You have better low pokes
Vs. Zangief
Keep him away in ground with sweeps
Vs. Guile
You can evade Sonic Boom with SPK
Vs. Dhalsim
Jump him is your main option against Yoga Fire