Aneesh Roy (talk | contribs) m (Tweaking commands) |
Aneesh Roy (talk | contribs) (Move analysis) |
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| Far\Close LP | lp | H | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | | Far\Close LP | lp | H | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | ||
| - | | - | ||
| | | Good hitbox and active frames. Useful for counter-poking and buffering into launcher. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
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| Far LK | lk | L | 30 | 8 | 5 | 12 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | | Far LK | lk | L | 30 | 8 | 5 | 12 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | ||
| - | | - | ||
| | | Low-hitting attack which can be used in neutral, although it is a bit risky due to the long animation and forward movement, especially mid-screen. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Far MK | mk | H | 60 | 8 | 9 | 13 | -1 | -5 | - | 2 | 1 | 1 | | Far MK | mk | H | 60 | 8 | 9 | 13 | -1 | -5 | - | 2 | 1 | 1 | ||
| - | | - | ||
| | | This move is very useful because of the '''Gaufrettes Cutter''' string (st.MK>MP>HP), which can hit-confirm into launcher. It also has very long active frames by itself, which can be used to confirm into a boost combo. The string followups make it a good pressure and mixup tool as well. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Far HK | | | Far HK | hk | H | 90 | 13 | 4 | 22 | -1 | -6 | - | 3 | 1 | 1 | ||
| - | | - | ||
| | | | ||
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| Close MP | mp (near opponent) | H | 60 | 6 | 4 | 10 | +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1 | | Close MP | mp (near opponent) | H | 60 | 6 | 4 | 10 | +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1 | ||
| - | | - | ||
| | | Useful for hit-confirms and pressure. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
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| Close MK | mk (near opponent) | L | 60 | 5 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | | Close MK | mk (near opponent) | L | 60 | 5 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | ||
| - | | - | ||
| | | Can be used as a low mixup which can be followed up with '''EX Spinner Ball''' (hcf+KK). | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
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| Crouch LP | d + lp | H | 30 | 5 | 4 | 5 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | | Crouch LP | d + lp | H | 30 | 5 | 4 | 5 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | ||
| - | | - | ||
| | | Good hitbox and active frames. Useful for counter-poking and buffering into launcher. Also Bob's main tool for pressuring and hit-confirming up close. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Crouch MP | d + mp | H | 60 | 6 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | | Crouch MP | d + mp | H | 60 | 6 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | ||
| - | | - | ||
| | | Decent poke. Can be useful as a pressure tool at certain ranges. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Crouch HP | d + hp | H | 80 | 7 | 6 | 29 | -9 | -15 | SM,EX,SA,CA | 3 | 1 | 1 | | Crouch HP | d + hp | H | 80 | 7 | 6 | 29 | -9 | -15 | SM,EX,SA,CA | 3 | 1 | 1 | ||
| Forces standing, Neck and above crushes airborne attacks frames 9-12 | | Forces standing, Neck and above crushes airborne attacks frames 9-12 | ||
| | | Solid anti-air which can be used as an alternative to '''Cracker''' (dp+LP). Although it is unlikely to counterhit, following it up with '''Granchi Cannon''' (dp+LK>LP+MP) will also set up a meaty hit on the air reset. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Crouch LK | d + lk | L | 30 | 5 | 4 | 10 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | | Crouch LK | d + lk | L | 30 | 5 | 4 | 10 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | ||
| | | | ||
| | | Good hitbox and active frames. Useful for counter-poking and buffering into launcher. When close, it can be used for low mixups by cancelling into boost combo cl.MP. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
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| Double Chapati | (air) hk --- hk | H | 30 | 3 | 6 | until ground+4 | +21 | +12 | - | 1 | 0 | - | | Double Chapati | (air) hk --- hk | H | 30 | 3 | 6 | until ground+4 | +21 | +12 | - | 1 | 0 | - | ||
| - | | - | ||
| | | Very high blockstun for a jump-in, which makes it good as a pressure tool. Works well with Bob's exceptionally fast neutral jump. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | (far) mk --- mp | H | 30 | 13 | 4 | 20 | -3 | -6 | BC,LA | 2 | 0 | 0 | | | (far) mk --- mp | H | 30 | 13 | 4 | 20 | -3 | -6 | BC,LA | 2 | 0 | 0 | ||
| Knockdown on airborne opponent | | Knockdown on airborne opponent | ||
| | | This string can be canceled into st.HK or launcher on hit. On block, you can choose whether or not to use the string followup to keep your opponent guessing. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Gaufrettes Cutter | (far) mk --- mp --- hp | H | 80 | 21 | 2 | 23 | +1 | -3 | SM,EX,SA,CA | 3 | 1 | 0 | | Gaufrettes Cutter | (far) mk --- mp --- hp | H | 80 | 21 | 2 | 23 | +1 | -3 | SM,EX,SA,CA | 3 | 1 | 0 | ||
| Knockdown on airborne opponent, Doesn’t combo | | Knockdown on airborne opponent, Doesn’t combo | ||
| | | This string is useful on block since it can be special canceled. Typically a safe option would be to use '''Cutting Coppa''' (dp+K>LK>LP+MP) and reset to neutral, but you can mix it up with other options as well. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
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| Gaufrettes Punch | (far) mk --- hp | M | 70 | 19 | 4 | 27 | +10 | -9 | - | 2 | 1 | 0 | | Gaufrettes Punch | (far) mk --- hp | M | 70 | 19 | 4 | 27 | +10 | -9 | - | 2 | 1 | 0 | ||
| Ground bounce on airborne opponent, Doesn’t combo | | Ground bounce on airborne opponent, Doesn’t combo | ||
| | | This is a useful overhead which can be mixed up with cr.MK. However, it is very unsafe on block. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| One Two Punch | lp --- b + mp | H | 50 | 10 | 3 | 16 | +2 | -1 | SM,EX,SA,CA | 2 | 0 | 0 | | One Two Punch | lp --- b + mp | H | 50 | 10 | 3 | 16 | +2 | -1 | SM,EX,SA,CA | 2 | 0 | 0 | ||
| Knockdown on airborne opponent | | Knockdown on airborne opponent | ||
| | | Useful for hit-confirms and pressure as well as okizeme. Combos into '''Cutting Coppa''' (dp+K>LK>LP+MP). | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Fast Break | lp --- b + mp --- lp + mp | M | 70 | 21 | 2 | 24 | -1 | -8 | SM,EX,SA,CA | 3 | 1 | 0 | | Fast Break | lp --- b + mp --- lp + mp | M | 70 | 21 | 2 | 24 | -1 | -8 | SM,EX,SA,CA | 3 | 1 | 0 | ||
| Knockdown on airborne opponent, Doesn’t combo | | Knockdown on airborne opponent, Doesn’t combo | ||
| | | Useful overhead option which can be mixed up with cr.LK. However, it is unsafe on block. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
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| Course Picante | lp --- lk --- lk | H | 70 | 15 | 4 | 25 | knockdown | -13 | SM,EX,SA,CA | 3 | 1 | 0 | | Course Picante | lp --- lk --- lk | H | 70 | 15 | 4 | 25 | knockdown | -13 | SM,EX,SA,CA | 3 | 1 | 0 | ||
| Knockdown on airborne opponent | | Knockdown on airborne opponent | ||
| | | Can be followed up in the corner with '''EX Spinner Ball''' (hcf+KK). | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
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| Contorno Farce | d + hk --- hk --- hk | H,M | 40,50 | 18 | 2(35)2 | 26 | ground bounce | -2 | - | 3,3 | 1,1 | 0,4 | | Contorno Farce | d + hk --- hk --- hk | H,M | 40,50 | 18 | 2(35)2 | 26 | ground bounce | -2 | - | 3,3 | 1,1 | 0,4 | ||
| 1st hit: Whiffs on crouching opponent | | 1st hit: Whiffs on crouching opponent | ||
| | | Gimmicky string which requires the opponent to be unprepared. Combos into '''Giga Jacker''' (qcf+HP). | ||
}} | }} | ||
|} | |} | ||
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| Cracker LP | dp + lp | H | 60 | 6 | 5 | 29 | -5 | -22 | - | 3 | 3 | 0 | | Cracker LP | dp + lp | H | 60 | 6 | 5 | 29 | -5 | -22 | - | 3 | 3 | 0 | ||
| Upper body invulnerability frames 1-4, strike invulnerability frames 5-6, Airborne frames 5-26, Whiffs on crouching opponent | | Upper body invulnerability frames 1-4, strike invulnerability frames 5-6, Airborne frames 5-26, Whiffs on crouching opponent | ||
| | | This is Bob's primary anti-air option, being much faster than the other versions and guaranteeing a followup combo. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
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| Special Step LK | dp + lk | - | - | 10 | - | 23 | - | - | - | - | - | - | | Special Step LK | dp + lk | - | - | 10 | - | 23 | - | - | - | - | - | - | ||
| Upper body projectile invulnerability frames 1-21 | | Upper body projectile invulnerability frames 1-21 | ||
| | | Special Step is Bob's main anti-fireball tool. Often followed up with '''Apres Sweep''' (LK) as a relatively safe way to reset to neutral. LK Special Step doesn't move as far but can be canceled earlier, making it preferable for pressure situations and certain combos. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Special Step MK | dp + mk | - | - | 11 | - | 23 | - | - | - | - | - | - | | Special Step MK | dp + mk | - | - | 11 | - | 23 | - | - | - | - | - | - | ||
| Upper body projectile invulnerability frames 1-22 | | Upper body projectile invulnerability frames 1-22 | ||
| | | MK Special Step is the middle ground for cancel timing and distance, but it's much closer to the LK version than the HK version. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Special Step HK | dp + hk | - | - | 14 | - | 23 | - | - | - | - | - | - | | Special Step HK | dp + hk | - | - | 14 | - | 23 | - | - | - | - | - | - | ||
| Upper body projectile invulnerability frames 1-25 | | Upper body projectile invulnerability frames 1-25 | ||
| | | HK Special Step moves the farthest, but it has the longest delay before followups come out. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
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| Langue Washer | Special Step --- lp | H | 80 | 11 | 2 | 22 | float | -2 | - | 3 | 3 | 0 | | Langue Washer | Special Step --- lp | H | 80 | 11 | 2 | 22 | float | -2 | - | 3 | 3 | 0 | ||
| Upper body projectile invulnerability frames 1-5 | | Upper body projectile invulnerability frames 1-5 | ||
| | | Causes a float, which is useful in combos. It is safe on block, but doesn't reset to neutral. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
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| Granchi Cannon | Special Step --- lp + mp | H | 100 | 18 | 5 | 17 | wall bounce | +2 | - | 1 | 2 | 0 | | Granchi Cannon | Special Step --- lp + mp | H | 100 | 18 | 5 | 17 | wall bounce | +2 | - | 1 | 2 | 0 | ||
| Crumples on counter hit, Upper body projectile invulnerability frames 1-4 | | Crumples on counter hit, Upper body projectile invulnerability frames 1-4 | ||
| | | Although this move is slow, it is plus on block, so if the opponent respects your pressure, it can be used to continue your offense. Leads to very high damage on counterhit. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Apres Sweep | Special Step --- lk | L | 50 | 5 | 3 | 30 | 0 | -9 | LP+MP | 3 | 0 | 0 | | Apres Sweep | Special Step --- lk | L | 50 | 5 | 3 | 30 | 0 | -9 | LP+MP | 3 | 0 | 0 | ||
| Upper body projectile invulnerability frames 1-30 | | Upper body projectile invulnerability frames 1-30 | ||
| | | This is the fastest Special Step followup and can be made safe with the followup. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Cutting Coppa | Apres Sweep --- lp + mp | H | 80 | 18 | 3 | 24 | knockdown | -5 | - | 3 | 3 | 0 | | Cutting Coppa | Apres Sweep --- lp + mp | H | 80 | 18 | 3 | 24 | knockdown | -5 | - | 3 | 3 | 0 | ||
| - | | - | ||
| | | Causes high pushback, which is good for resetting to neutral. | ||
}} | }} | ||
|} | |} |
Revision as of 10:36, 9 February 2020


Bob
Ideal Team Position: A man renowned as a bounty hunter who developed his body to immense proportions in order to fight larger opponents. While others vehemently disagree, Bob believes that he now has the "perfect body".
TBW
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Far\Close LP
lp |
H | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Good hitbox and active frames. Useful for counter-poking and buffering into launcher. | ||||||||||||
Far MP
mp |
H | 60 | 6 | 3 | 15 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Far HP
hp |
H | 90 | 9 | 5 | 19 | +3 | -3 | - | 3 | 1 | 1 | Hits standing characters on frame 10, Frame advantage based on 2nd active frame |
This attack has long range and can be used to poke when the opponent is farther away. | ||||||||||||
Far LK
lk |
L | 30 | 8 | 5 | 12 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Low-hitting attack which can be used in neutral, although it is a bit risky due to the long animation and forward movement, especially mid-screen. | ||||||||||||
Far MK
mk |
H | 60 | 8 | 9 | 13 | -1 | -5 | - | 2 | 1 | 1 | - |
This move is very useful because of the Gaufrettes Cutter string (st.MK>MP>HP), which can hit-confirm into launcher. It also has very long active frames by itself, which can be used to confirm into a boost combo. The string followups make it a good pressure and mixup tool as well. | ||||||||||||
Far HK
hk |
H | 90 | 13 | 4 | 22 | -1 | -6 | - | 3 | 1 | 1 | - |
Close MP
mp (near opponent) |
H | 60 | 6 | 4 | 10 | +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Useful for hit-confirms and pressure. | ||||||||||||
Close HP
hp (near opponent) |
H | 90 | 13 | 4 | 27 | -5 | -11 | SM,EX,SA,CA | 3 | 1 | 1 | Ground bounce against airborne opponent |
Close LK
lk (near opponent) |
H | 30 | 4 | 4 | 10 | +3 | -1 | - | 1 | 1 | 1 | - |
Close MK
mk (near opponent) |
L | 60 | 5 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Can be used as a low mixup which can be followed up with EX Spinner Ball (hcf+KK). | ||||||||||||
Close HK
hk (near opponent) |
H | 90 | 8 | 10 | 15 | 0 | -5 | SM,EX,SA,CA | 3 | 1 | 1 | - |
Crouch LP
d + lp |
H | 30 | 5 | 4 | 5 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Good hitbox and active frames. Useful for counter-poking and buffering into launcher. Also Bob's main tool for pressuring and hit-confirming up close. | ||||||||||||
Crouch MP
d + mp |
H | 60 | 6 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Decent poke. Can be useful as a pressure tool at certain ranges. | ||||||||||||
Crouch HP
d + hp |
H | 80 | 7 | 6 | 29 | -9 | -15 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing, Neck and above crushes airborne attacks frames 9-12 |
Solid anti-air which can be used as an alternative to Cracker (dp+LP). Although it is unlikely to counterhit, following it up with Granchi Cannon (dp+LK>LP+MP) will also set up a meaty hit on the air reset. | ||||||||||||
Crouch LK
d + lk |
L | 30 | 5 | 4 | 10 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | |
Good hitbox and active frames. Useful for counter-poking and buffering into launcher. When close, it can be used for low mixups by cancelling into boost combo cl.MP. | ||||||||||||
Crouch MK
d + mk |
L | 60 | 7 | 6 | 15 | 0 | -4 | SM,EX,SA,CA | 2 | 1 | 1 | - |
This is an excellent poke, which you should use frequently. The long active frames make it possible to hit-confirm into st.HK. | ||||||||||||
Crouch HK
d + hk |
L | 90 | 11 | 4 | 29 | hard knockdown | -13 | - | 3 | 1 | - | - |
Bob's sweep is one of his worst normals. Avoid using it. | ||||||||||||
Jump LP
ub / u / uf --- lp |
M | 40 | 5 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump MP
ub / u / uf --- mp |
M | 70 | 8 | 10 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump HP
ub / u / uf --- hp |
M | 100 | 13 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Jump LK
ub / u / uf --- lk |
M | 40 | 5 | 12 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump MK
ub / u / uf --- mk |
M | 70 | 6 | 12 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump HK
ub / u / uf --- hk |
M | 90 | 7 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
See Double Chapati (HK > HK). | ||||||||||||
Launcher
hp + hk |
H | 100 | 13 | 2 | 54 | switch | -32 | - | 3 | - | - | **LC Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Guard Cancel
f + hp + hk (while blocking) |
H | 120 | 11 | 6 | 26 | hard knockdown | -11 | - | - | - | - | Invulnerability frames 1-11, Resembles LP Giga Jacker |
Unique Attacks
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Double Chapati
(air) hk --- hk |
H | 30 | 3 | 6 | until ground+4 | +21 | +12 | - | 1 | 0 | - | - |
Very high blockstun for a jump-in, which makes it good as a pressure tool. Works well with Bob's exceptionally fast neutral jump. | ||||||||||||
(far) mk --- mp |
H | 30 | 13 | 4 | 20 | -3 | -6 | BC,LA | 2 | 0 | 0 | Knockdown on airborne opponent |
This string can be canceled into st.HK or launcher on hit. On block, you can choose whether or not to use the string followup to keep your opponent guessing. | ||||||||||||
Gaufrettes Cutter
(far) mk --- mp --- hp |
H | 80 | 21 | 2 | 23 | +1 | -3 | SM,EX,SA,CA | 3 | 1 | 0 | Knockdown on airborne opponent, Doesn’t combo |
This string is useful on block since it can be special canceled. Typically a safe option would be to use Cutting Coppa (dp+K>LK>LP+MP) and reset to neutral, but you can mix it up with other options as well. | ||||||||||||
(far) mk --- mk |
H | 30 | 13 | 6 | 19 | -4 | -10 | BC,LA | 2 | 0 | 0 | Knockdown on airborne opponent |
Gaufrettes Kick
(far) mk --- mk --- hk |
H | 50 | 15 | 5 | 20 | +6 | -8 | LA | 2 | 1 | 0 | - |
Gaufrettes Punch
(far) mk --- hp |
M | 70 | 19 | 4 | 27 | +10 | -9 | - | 2 | 1 | 0 | Ground bounce on airborne opponent, Doesn’t combo |
This is a useful overhead which can be mixed up with cr.MK. However, it is very unsafe on block. | ||||||||||||
One Two Punch
lp --- b + mp |
H | 50 | 10 | 3 | 16 | +2 | -1 | SM,EX,SA,CA | 2 | 0 | 0 | Knockdown on airborne opponent |
Useful for hit-confirms and pressure as well as okizeme. Combos into Cutting Coppa (dp+K>LK>LP+MP). | ||||||||||||
Fast Break
lp --- b + mp --- lp + mp |
M | 70 | 21 | 2 | 24 | -1 | -8 | SM,EX,SA,CA | 3 | 1 | 0 | Knockdown on airborne opponent, Doesn’t combo |
Useful overhead option which can be mixed up with cr.LK. However, it is unsafe on block. | ||||||||||||
lp --- lk |
L | 50 | 10 | 4 | 26 | -5 | -15 | BC,LA | 2 | 0 | 0 | - |
Course Picante
lp --- lk --- lk |
H | 70 | 15 | 4 | 25 | knockdown | -13 | SM,EX,SA,CA | 3 | 1 | 0 | Knockdown on airborne opponent |
Can be followed up in the corner with EX Spinner Ball (hcf+KK). | ||||||||||||
d + hk --- hk |
M | 30 | 21 | 3 | 26 | -6 | -9 | - | 3 | 1 | 0 | Knockdown on airborne opponent |
Contorno Farce
d + hk --- hk --- hk |
H,M | 40,50 | 18 | 2(35)2 | 26 | ground bounce | -2 | - | 3,3 | 1,1 | 0,4 | 1st hit: Whiffs on crouching opponent |
Gimmicky string which requires the opponent to be unprepared. Combos into Giga Jacker (qcf+HP). |
Throws
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Flying Cask
lp + lk |
throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Quarter Deck
b + lp + lk |
throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Special Moves
Super Art
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Giga Meteo
qcf + 3p |
H | 320 | 23 | 5 | 72 | hard knockdown | -55 | - | 5 | - | - | 77 frames cinematic freeze before attack begins, Projectile invulnerability frames 1-23, Airborne frames 8-27 & 41-71, Tracks opponent |
Cross Art
qcf + mp + mk |
H | 150+ | 9 | 4 | 45 | switch | -27 | - | 3 | - | - | **LC 61 frames cinematic freeze before attack begins, Invulnerability frames 1-12 |
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- st.MK~st.MP~st.HK~HP_HK
Hit Confirm Combos
- cr.LP, cr.LP, cr.HP xx dp+K>LP, st.LP>b+MP xx dp+LK>MP, cr.HP xx dp+MK>MP (325)
- cr.LP, cl.MP, cr.HP xx dp+K>LP, st.LP>b+MP xx dp+LK>MP, walk forward cr.HP xx dp+MK>MP (355)
- st.LP>LK>LK xx hcf+KK, cl.HP xx dp+K>MP, cl.HP xx dp+K>MP (372)
Low Combos
- cr.LK~cl.MP~cl.HK~HP_HK
- cr.LK~cl.MP, st.LP>b+MP xx dp+LK>LK>LP+MP (201)
- cr.LK~cl.MP, st.LP, cr.LP, cr.HP xx dp+K>LP, cr.MP, cr.HP xx dp+HP>P (274)
- cr.LK~cl.MP, st.LP, cr.LP, cr.HP xx dp+K>LP, cr.MP, cr.HP xx dp+HP>K (281)
- cr.LK~cl.MP, st.LP, cr.LP, cr.HP xx dp+HK>LP, st.LP>b+MP xx dp+LK>MP, walk forward cr.HP xx dp+MK>MP (279)
- st.LK~cl.MK~cr.HP xx hcf+KK, cl.MP, cr.HP xx dp+K>LP, cr.MP, cr.HP xx dp+HP>K (321)
- (corner) st.LK xx hcf+MK>P, st.LP>b+MP xx dp+LK>MP, cl.HP xx dp+K>MP (317)
- cl.MK xx hcf+KK, cl.MP, cr.HP xx dp+K>LP, st.LP>b+MP xx dp+LK>MP, walk forward cr.HP xx dp+MK>MP
- (st.MK)>MK~cr.HP xx hcf+KK, cl.MP, cr.HP xx dp+K>LP, cr.MP, cr.HP xx dp+HP>K (340)
Overhead Combos
- (st.LP>b+MP)>LP+MP xx dp+MK>LP, st.LP>b+MP xx dp+LK>MP, cr.HP xx dp+MK>MP (379)
- (st.MK)>HP, cr.HP xx dp+K>LP, st.LP>b+MP xx dp+LK>MP, cr.HP xx dp+MK>MP (401)
- cr.HK>HK>HK, qcf+HP (200)
Tag-in Combos
- cr.MP, cr.HP xx dp+HP>P
- cr.MP, cr.HP xx dp+HP>K
- cl.HP xx dp+K>MP, walk forward cr.HP xx dp+MK>MP
- If in the corner, replace the cr.HP with another cl.HP.
- dp+K>MP, dp+LK>MP, walk forward cr.HP xx dp+MK>MP, qcf+HP
Anti-Air Combos
- dp+LP>P, walk forward st.LK~st.MK>MP>HP xx dp+HP>K (289)
- dp+LP>P, walk forward st.LK, cr.HP xx dp+HP>P, qcf+HP (303)
- dp+LP>P, walk forward cr.HP xx dp+HP>P, qcf+HP (310)
- CH cr.HP xx dp+K>LP+MP, dp+K>MP, qcf+HP (374)
Advanced Combos
- dp+K>LP+MP, dp+LK>MP, walk forward cr.HP xx dp+MK>MP, qcf+HP (445)
- CH cr.MK xx dp+MK>LP, st.LP>b+MP xx dp+LK>MP, cr.HP xx dp+MK>MP (384)
Combos Into Supers
- N/A