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Line 509: |
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| ==Move Properties== | | ==Move Properties== |
| -cancellable normals are close A, far A, crouch A, close B, close C, far C(2), crouch C, close D, crouch D, jump A, jump B<br> | | - Cancellable normals are: |
| -CD is cancellable into specials and DMs<br>
| | ** Close: A, B, C, D |
| -free cancellable into moves are hcf + A, qcf + K and qcb + P(air)<br>
| | ** Far: A, C (2) |
| -free cancellable out-of moves are f + A, hcf + P, qcb + P(air) on the last hit, rdp + K and qcf + K<br>
| | ** Crouch: A, C, D |
| -f + B is cancellable, f + A is cancellable only if cancelled into<br>
| | ** Jump: A, B |
| -qcf + K has autoguard<br>
| | |
| -f + A is an overhead<br>
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| -rdp + K is supercancellable on the first and second hit
| | * CD is cancellable into specials and DMs. |
| | |
| | |
| | * free cancellable into moves are: |
| | ** hcf + A |
| | ** qcf + K |
| | ** air qcb + P |
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| | |
| | * free cancellable out-of moves are: |
| | ** hcf + P |
| | ** air qcb + P (on the last hit) |
| | ** rdp + K |
| | ** qcf + K |
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| | * f + B is cancellable (on air attacks). |
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| | * f + A is cancellable only when you cancel into it. |
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| | * qcf + K has autoguard |
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| | * f + A (when you cancel into it) and DM qcf hcb + B (1-2) are overheads. |
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| | * rdp + K (1-2) is supercancellable. |
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General Info
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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5/4/5
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+3/+1
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R,C,S,Su
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HL
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4/5/6
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+1/-1
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HL
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8/8/15
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-3/-5
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C,S,Su
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HL
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5/8/16
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-4/-6
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C,S,Su
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HL
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Standing Far
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5/4/5
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+3/+1
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R,C,S,Su
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HL
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5/5/8
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-1/-3
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HL
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13/5(10)6/19
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-5/-7
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C,S,Su
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HL
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8/4/22
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-6/-8
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HL
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+
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20/7/19
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KD/-4
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S,Su
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HL
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Crouching
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3/4/5
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+3/+1
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R,C,S,Su
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HL
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6/4/5
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+3/+1
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R
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H
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7/8/13
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-1/-3
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C,S,Su
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HL
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7/7/19
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-5/-7
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C,S,Su
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L
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Jump
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5/8/-
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-/-
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S
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H
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5/8/-
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-/-
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S
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H
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5/9/-
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-/-
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H
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5/6/-
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-/-
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H
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+
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13/5/-
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KD/-
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S
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HL
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Neutral Jump
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5/8/-
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-/-
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S
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H
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5/8/-
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-/-
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H
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5/9/-
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-/-
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H
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5/6/-
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-/-
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H
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Hop
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5/8/-
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-/-
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S
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H
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5/8/-
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-/-
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S
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H
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5/9/-
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-/-
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H
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5/6/-
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-/-
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H
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Command Normals
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f + 
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15/11/13
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-4/-6
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H
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f +  (cancel)
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17/12/13
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-5/-7
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S,Su
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HL
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f +
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12/6/13
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+1/-1
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S
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HL
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Considered airborne
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Special Moves
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qcb +
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14/-/36
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-4/-6
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HL
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Choukyuu Dan - qcb + P
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qcb +
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18/-/39
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-7-9
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HL
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qcf + 
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3+5+4/3(3)4/18
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KD/-10
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HL
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Senkyuutai - qcf + K
- Guard point: A: 4-8f C: 4-10f.
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qcf +
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3+7+4/3(3)4/10+12
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KD/-14
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HL
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hcf +
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11/14(6)2(6)4/8+18
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KD/-12
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Fi,Fo
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HL
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Ryuu Renga: Chiryuu - hcf + A
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hcf +
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7/6(6)3(9)7/32+12
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KD/-57
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HL
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Ryuu Renga: Tenryuu - hcf + C
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j.qcb +
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15/1(2)[2(2)]x∞(2)3/15
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+2/0
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Fi
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HL
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Ryuu Sougeki - qcb + P (in air)
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j.qcb +
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24/1(2)[2(2)]x∞(5)3/18
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-1/-3
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Fi
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HL
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rdp +
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7/3*4*7*7/15+9
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KD/-24
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Fo, Su
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HL
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Ryuu Gakusai - rdp + K
- C version has the propensity to not knock down standing opponents at anything but absolute point blank range.
- Invincibility: Startup of C version.
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rdp +
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7/3*4*12*7/19+11
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KD/-
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Fo, Su
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HL
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DMs
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qcbx2+
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4/35+103 or 84 or 37
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-
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-
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Niku Man Respect - qcbx2+P
- Three different effects can take place. The shortest of the three is fully invincible.
- Invincibility: Complete startup.
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qcf,hcb +
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13/7(11)5(9)4(15)4*3(1)2(2)2(2)2(2)2(2)2*6/26+9
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KD/-41
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HL
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Shinryuu Seiou Rekkyaku - qcf,hcb + B
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(final hitbox estimated)
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qcf,hcb +
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13/4(6)4(9)4(23+19)6*3(1)2(2)2(2)2(2)2(2)2*6/26+34
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KD/-66
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HL
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Shinryuu Tenbu Kyaku - qcf,hcb + D
- Large gap between two parts of the super, can be used to punish in between, but you can simply wait for the end of the move as it is very negative on block.
- Invincibilty: 1-10f.
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(final hitbox estimated)
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SDM
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qcfx2+ +
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1/3(6)3(6)3(9)3(10)2/21
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KD
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-
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Senki Hakkei - qcfx2+AC
- proximity unblockable
- Invincibility: Startup.
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HSDM
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qcfx2+ +
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1/-37
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KD/-7
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HL
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Seigan Rairyuu
- Kensou shoots a fireball, a bit later it returns to the screen. If it hits Kensou, he is powers up, and goes into a short invincible stance. (32 frames)
- The fireball dissapates if Kensou gets hit.
- Invincibility: Startup.
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Combos
Anywhere
- cl.D / st.C (2) >
- DM qcf hcb + K {33%}
- hcf + A {28%}
- qcf + K, run hcf + C {30%}
- cr.A > rdp + D (2) >> DM qcf hcb + K {55%}
- qcf + B, DM qcf hcb + D (as early as possible) {42%}
Corner
- cl.D >
- f + B > qcb + A {25%}
- f + A > DM qcf hcb + B {55%}
- qcf + K, run rdp + D (2) >> DM qcf hcb + K (Works near corner as well) {60%}
Maxmode
- Corner: cl.D / f + A >> BC, f + B >
- (air qcb + A >> hcf + A (2) >>) x 3 {55%}
2. Close D/f + A, BC, run Close D, hcf + C(3), (C)qcb + C, qcfx2+BD - 65% (Corner only; Won't work against: Whip, Ryo*, Takuma*, Terry*, Andy, Joe, Athena* Kensou himself - The HCF + C will whiff -, Chin*, Kyo, Kusanagi, Benimaru*, Mai*, Yuri*, May Lee*, Regular and Orochi Shermie, Regular and Orochi Chris*, Vice, Mary, Kim, Choi, Kula, K9999, Angel*)
* - Works without Close D/f + A, BC
Attack Strings
1. Crouch D/CD, qcb + A
2. Jump CD, qcb + P
Move Properties
- Cancellable normals are:
- Close: A, B, C, D
- Far: A, C (2)
- Crouch: A, C, D
- Jump: A, B
- CD is cancellable into specials and DMs.
- free cancellable into moves are:
- hcf + A
- qcf + K
- air qcb + P
- free cancellable out-of moves are:
- hcf + P
- air qcb + P (on the last hit)
- rdp + K
- qcf + K
- f + B is cancellable (on air attacks).
- f + A is cancellable only when you cancel into it.
- f + A (when you cancel into it) and DM qcf hcb + B (1-2) are overheads.
- rdp + K (1-2) is supercancellable.
Game Navigation
General
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Characters
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Secret/Orochi Characters
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