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| {{SSFIVMoveListHeader}} | | {{SSFIVMoveListHeader}} |
| {{SSFIVMoveListRow | Ganka Uchi | b + mp | }} | | {{SSFIVMoveListRow | Ganka Uchi | {{b}} + {{mp}} | }} |
| {{SSFIVMoveListRow | Special Forward | f + hp | Cancels out fireballs }} | | {{SSFIVMoveListRow | Special Forward | {{f}} + {{hp}} | Cancels out fireballs }} |
| {{SSFIVMoveListRow | Zugai Hasatsu | f + mp | high }} | | {{SSFIVMoveListRow | Zugai Hasatsu | {{f}} + {{mp}} | {{high}} }} |
| {{SSFIVMoveListRow | Target Combo 1 | f + lp , mp | }} | | {{SSFIVMoveListRow | Target Combo 1 | {{f}} + {{lp}} , {{mp}} | }} |
| {{SSFIVMoveListRow | Target Combo 2 | b + mp , hp | Whiffs on crouching opponents }} | | {{SSFIVMoveListRow | Target Combo 2 | {{b}} + {{mp}} , {{hp}} | Whiffs on crouching opponents }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
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| {{SSFIVMoveListHeader}} | | {{SSFIVMoveListHeader}} |
| {{SSFIVMoveListRow | | f or n + lp + lk | throw }} | | {{SSFIVMoveListRow | | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} |
| {{SSFIVMoveListRow | | b + lp + lk | throw }} | | {{SSFIVMoveListRow | | {{b}} + {{lp}} + {{lk}} | {{throw}} }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
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| {{SSFIVMoveListHeader}} | | {{SSFIVMoveListHeader}} |
| {{SSFIVMoveListRow | Gouhadoken | qcf + p | Hold p to charge, ex }} | | {{SSFIVMoveListRow | Gouhadoken | {{qcf}} + {{p}} | Hold {{p}} to charge, {{ex}} }} |
| {{SSFIVMoveListRow | Gorai Hadoken | hcb + p | ex }} | | {{SSFIVMoveListRow | Gorai Hadoken | {{hcb}} + {{p}} | {{ex}} }} |
| {{SSFIVMoveListRow | Zanku Hadosho | in air, qcb + p | lp version air dashes forward, mp version dashes upward, hp version dash backwards }} | | {{SSFIVMoveListRow | Zanku Hadosho | in air, {{qcb}} + {{p}} | {{lp}} version air dashes forward, {{mp}} version dashes upward, {{hp}} version dash backwards }} |
| {{SSFIVMoveListRow | Goshoryuken | dp + p | ex }} | | {{SSFIVMoveListRow | Goshoryuken | {{dp}} + {{p}} | {{ex}} }} |
| {{SSFIVMoveListRow | Tatsumaki | qcb + k | ex , Can be done in air armorbreak }} | | {{SSFIVMoveListRow | Tatsumaki | {{qcb}} + {{k}} | {{ex}} , Can be done in air {{armorbreak}} }} |
| {{SSFIVMoveListRow | Sekisei Jiraiken | dp + k | ex version hits high on the first hit }} | | {{SSFIVMoveListRow | Sekisei Jiraiken | {{dp}} + {{k}} | {{ex}} version hits {{high}} on the first hit }} |
| {{SSFIVMoveListRow | Rakan Dantojin | hcf + k | ex version is projectile-invincible. mk has projectile-invincibility only during the forward movement at start-up. armorbreak }} | | {{SSFIVMoveListRow | Rakan Dantojin | {{hcf}} + {{k}} | {{ex}} version is projectile-invincible. {{mk}} has projectile-invincibility only during the forward movement at start-up. {{armorbreak}} }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
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|
| ==== Super Combo ==== | | ==== Super Combo ==== |
| {{SSFIVMoveListHeader}} | | {{SSFIVMoveListHeader}} |
| {{SSFIVMoveListRow | Raging Demon | lp lp f lk hp | throw, can be done in air (during which it hits only airborne opponents) }} | | {{SSFIVMoveListRow | Raging Demon | {{lp}} lp {{f}} {{lk}} {{hp}} | throw, can be done in air (during which it hits only airborne opponents) }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
|
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| ==== Ultra Combos ==== | | ==== Ultra Combos ==== |
| {{SSFIVMoveListHeader}} | | {{SSFIVMoveListHeader}} |
| {{SSFIVMoveListRow | Meido Gohado | qcf qcf + 3p | Can be done in air, upward variation on the ground armorbreak }} | | {{SSFIVMoveListRow | Meido Gohado | {{qcf}} qcf + {{3p}} | Can be done in air, upward variation on the ground {{armorbreak}} }} |
| {{SSFIVMoveListRow | Tenchi Sokaigen | hcf hcf + 3p | armorbreak }} | | {{SSFIVMoveListRow | Tenchi Sokaigen | {{hcf}} hcf + {{3p}} | {{armorbreak}} }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
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| ==The Basics== | | ==The Basics== |
|
| |
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| ==Combos== | | ==Combos== |
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| |} | | |} |
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| |
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| =====Notes:===== | | =====Notes===== |
|
| |
|
| [[Category: Super Street Fighter IV AE]] | | [[Category:Super Street Fighter IV AE]] |
Oni
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.
Players to Watch
Chris Hu, Wao
Moves
Unique Attacks
Ganka Uchi

+
Special Forward

+
Cancels out fireballs
Zugai Hasatsu

+
Target Combo 2
Whiffs on crouching opponents
Throws
Special Moves
Gouhadoken

+
Hold

to charge,
Gorai Hadoken

+
Zanku Hadosho
in air,

+

version air dashes forward,

version dashes upward,

version dash backwards
Goshoryuken

+
Tatsumaki

+

, Can be done in air
Sekisei Jiraiken

+

version hits

on the first hit
Rakan Dantojin

+

version is projectile-invincible.

has projectile-invincibility only during the forward movement at start-up.
Super Combo
Raging Demon
throw, can be done in air (during which it hits only airborne opponents)
Ultra Combos
Meido Gohado

qcf +
Can be done in air, upward variation on the ground
Tenchi Sokaigen

hcf +
AE ver. 2012 Changes
Health
Adjusted from 950 to 1000.
Goshoryuken
Slightly increased forward knockdown distance on final hit to fix the character facing the wrong way on EX Focus→Dash.
Made quick-stand impossible following the first hit of the EX version.
Messatsu-Gotenha
Changed active period from 10F to 9F, and made the attack totally invincible until after the first active frame.
Messatsu-Gozanku
Made Messatsu-Gozanku cancelable on a Zanku Hadosho hit.
Tenchi Sokaigen
Reduced damaged party’s horizontal knockdown distance in order to increase ease of subsequent hitbox connection following a successful first hit.
Raging Demon
Changed damage from 350 to 370 when executed on the ground.
Changed from a throw hitbox to a strike hitbox that can only hit airborne opponents when the move is carried out in the air.
EX Tatsumaki Zankukyaku
Made additional adjustments to allow the move to fully hit.
Airborne Tatsumaki Zankukyaku
Changed EX version to make a sudden, vertical dive, only when canceled into from a Zanku Hadosho.
Made EX version a 1-hit move, with damage of 140 and stun of 200 that does tailspin knockdown damage, only when canceled into from a Zanku Hadosho.
Changed EX version landing stun to 22F, only when canceled into from a Zanku Hadosho.
Gankauchi (Stick Back + Medium Punch)
Changed damage motion when hitting crouching opponents, making it easier to land a hit when canceling a special or other move from a Gankauchi.
Angled Jumping Heavy Punch
Changed active period from 4F to 5F.
Zanku Hadosho
Expanded hitbox for light and heavy versions.
Rakan Dantojin
Added hitbox for deep hit to light version.
Extended projectile-invincible frames by 3F for medium version.
The Basics
Combos
1. Crouching LP x2, Crouching MP, Gohadoken
2. Crouching MP x2, Gohadoken (In corner: EX Tatsu, HK Tatsu)
3. LK Slash (Rakan Dantojin) xx FADC, Target Combo 2, Goshoryuken
4. Crouching LP, Crouching HP, Gohadoken xx FADC, Target Combo 2, Ender
5. Jump in HP or HK, Crouching LP, Standing LP, Target Combo 2, Goshoryuken
6. (Corner) - Target Combo 2, EX Tatsu, HK Tatsu
7. EX Slash , Tatsu or Gohadoken or any Ultra
8. (Corner Anti-air) - F + HK, Ultra 1 or 2
9. (Corner) - EX Tatsu , Ultra 1 or 2
10. Shoryuken xx FADC, Ultra 1 or 2
11. c.LK, c.LP, c.HP, HK Tatsu
12. Crouching MP, Target Combo 2, LK Sekisei Jiraiken
Strategy
Matchups
Frame Data
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Stand
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
3
|
5
|
+3
|
+7
|
|
|
Stand
|
HL
|
70
|
100
|
40
|
sp/su
|
6
|
4
|
11
|
0
|
+3
|
|
|
Stand
|
HL
|
100
|
200
|
60
|
sp/su
|
7
|
4
|
17
|
-3
|
2
|
[H] forces stand
|
|
Stand
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
5
|
6
|
0
|
+3
|
|
|
Stand
|
HL
|
40*30
|
50*50
|
40*40
|
sp/su*-
|
6
|
1*4
|
14
|
-2
|
+1
|
|
|
Stand
|
HL
|
40*70
|
125*75
|
60*20
|
su*-
|
6
|
2(8)4
|
18
|
-4
|
+2
|
[H] forces stand
|
|
+
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
3
|
6
|
+2
|
+5
|
|
|
+
|
H
|
30*50
|
50*50
|
40*20
|
-
|
15
|
2(1)2
|
17
|
-5
|
+2
|
|
|
+
|
HL
|
120
|
200
|
60
|
su
|
12
|
6
|
18
|
-9
|
0
|
hitbox counts as projectile
|
|
+
|
HL
|
50
|
50
|
20
|
-
|
5
|
3
|
10
|
-2
|
+1
|
|
|
+
|
HL
|
70
|
100
|
40
|
-
|
13
|
2
|
13
|
-1
|
+2
|
|
|
+
|
HL
|
100
|
200
|
60
|
-
|
10
|
2
|
22
|
-6
|
-2
|
can juggle
|
|
Crouch
|
HL
|
25
|
50
|
20
|
ch/sp/su
|
3
|
3
|
5
|
+3
|
+6
|
|
|
Crouch
|
HL
|
60
|
100
|
40
|
sp/su
|
5
|
4
|
7
|
+3
|
+6
|
|
|
Crouch
|
HL
|
90
|
200
|
60
|
sp/su
|
5
|
8
|
18
|
-8
|
-3
|
[H] forces stand
|
|
Crouch
|
L
|
20
|
50
|
20
|
ch/sp/su
|
4
|
3
|
9
|
-1
|
+2
|
|
|
Crouch
|
L
|
60
|
100
|
40
|
sp/su
|
6
|
2
|
16
|
-4
|
-1
|
|
|
Crouch
|
L
|
100
|
150
|
60
|
-
|
9
|
2
|
24
|
-8
|
-
|
[H] hard knockdown
|
|
Jump Up
|
H
|
50
|
50
|
20
|
-
|
5
|
10
|
-
|
-
|
-
|
|
|
Jump Up
|
H
|
80
|
100
|
40
|
-
|
7
|
10
|
-
|
-
|
-
|
[air H] limited juggle, pursuit property
|
|
Jump Up
|
H
|
110
|
200
|
60
|
-
|
8
|
4
|
-
|
-
|
-
|
|
|
Jump Up
|
H
|
40
|
50
|
20
|
-
|
5
|
9
|
-
|
-
|
-
|
|
|
Jump Up
|
H
|
80
|
100
|
40
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump Up
|
H
|
100
|
200
|
60
|
-
|
6
|
3(6)2
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
50
|
50
|
20
|
-
|
5
|
10
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
80
|
100
|
40
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
110
|
200
|
60
|
-
|
7
|
5
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
40
|
50
|
20
|
-
|
4
|
10
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
70
|
100
|
40
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
100
|
200
|
60
|
-
|
6
|
4
|
-
|
-
|
-
|
|
|
+
|
HL
|
60
|
50
|
40
|
sp/su
|
5
|
6
|
12
|
+2
|
+6
|
|
|
Target Combo 1
|
HL
|
60
|
150
|
40
|
sp/su
|
6
|
4
|
11
|
0
|
+3
|
|
|
Target Combo 2
|
HL
|
80
|
160
|
60
|
sp/su
|
7
|
4
|
17
|
-3
|
+2
|
wont hit crouching opponent
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
10+11
|
2
|
36
|
-22
|
-
|
|
|
Focus Attack LVL 2
|
HL
|
80
|
150
|
40
|
-
|
18+11
|
2
|
36
|
-16
|
-
|
|
|
Focus Attack LVL 3
|
-
|
140
|
200
|
60
|
-
|
64
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.91
|
130
|
150
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
[H] hard knockdown
|
|
Back Throw
|
0.91
|
130
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
[H] hard knockdown
|
|
Gohadoken
|
HL
|
60
|
100
|
10/20
|
su
|
13
|
33
|
Total 47
|
-8
|
-4
|
[air H] limited juggle / can cancel on the 18-19f
|
|
Gohadoken
|
HL
|
60
|
100
|
10/20
|
su
|
13
|
31
|
Total 47
|
-8
|
-4
|
[air H] limited juggle / can cancel on the 18-19f
|
|
Gohadoken
|
HL
|
60
|
100
|
10/20
|
su
|
13
|
28
|
Total 47
|
-8
|
-4
|
[air H] limited juggle / can cancel on the 18-19f
|
|
Gohadoken Charge
|
HL
|
40*40
|
50*50
|
10/10*10
|
su
|
45
|
-
|
Total 77
|
+2
|
+6
|
[air H] limited juggle / can cancel on the 62-63f
|
|
Gohadoken
|
HL
|
50*50
|
50*50
|
-250/0
|
su
|
13
|
-
|
Total 43
|
+4
|
+4
|
[air H] limited juggle / can cancel on the 16-17f / can juggle
|
|
Gorai Hadoken
|
HL
|
60
|
150
|
10/20
|
su
|
28
|
-
|
Total 54
|
-5
|
-
|
[H] limited juggle / can cancel on the 30-31f / can juggle
|
|
Gorai Hadoken
|
HL
|
60*30
|
100*100
|
10/20*20
|
su
|
29
|
-
|
Total 61
|
-3
|
-
|
[H] limited juggle / can cancel on the 31-32f / can juggle
|
|
Gorai Hadoken
|
HL
|
50*50*20
|
100*100*50
|
10/20*20*20
|
su
|
31
|
-
|
Total 69
|
+12
|
-
|
[H] limited juggle / can cancel on the 33-34f / can juggle
|
|
Gorai Hadoken
|
HL
|
50x3
|
100*100*50
|
-250/0
|
su
|
25
|
-
|
Total 50
|
+12
|
-
|
[H] limited juggle / can cancel on the 27-28f / can juggle
|
|
Zanku Hadosho
|
HL
|
70
|
100
|
5/40
|
See notes
|
5
|
4
|
post landing 11
|
-
|
-
|
[air H] limited juggle / projectile hitbox / 13f~ cancellable by Tatsumaki or Super (while airborne) / [block/hit] 6f~ cancellable by Ultra 1 (while airborne)
|
|
Zanku Hadosho
|
HL
|
70
|
100
|
5/40
|
See notes
|
5
|
4
|
post landing 11
|
-
|
-
|
[air H] limited juggle / projectile hitbox / 14f~ cancellable by Tatsumaki or Super (while airborne) / [block/hit] 6f~ cancellable by Ultra 1 (while airborne)
|
|
Zanku Hadosho
|
HL
|
70
|
100
|
5/40
|
See notes
|
5
|
4
|
post landing 16
|
-
|
-
|
[air H] limited juggle / projectile hitbox / 13f~ cancellable by Super (while airborne) / [block/hit] 6f~ cancellable by Ultra 1 (while airborne)
|
|
Goshoryuken
|
HL
|
80*40[80*30*30]
|
80*60[80*60*60]
|
30/40*20[40*10*10]
|
-
|
3
|
2*12
|
14+10
|
-15
|
-
|
1-16 lower half full invi / 1-4 throw invi / 5 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property
|
|
Goshoryuken
|
HL
|
70*40[70*50*30]
|
80*60[80*60*60]
|
20/40*20[40*10*10]
|
-
|
3
|
2*12
|
25+10
|
-26
|
-
|
1-4 full invi / 5-16 lower half full invi / 5 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property
|
|
Goshoryuken
|
HL
|
80*40[80*50*30]
|
80*60[80*60*60]
|
20/40*20[40*10*10]
|
-
|
3
|
4*12
|
28+10
|
-29
|
-
|
1-8 full invi / 9-10 hit invi / 11-18 lower half full invi / 8 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property
|
|
Goshoryuken
|
HL
|
100*70*80[100*50*40]
|
80*60*60[80*60*60]
|
-250/0
|
-
|
3
|
4*2*10
|
28+10
|
-27
|
-
|
1-18 full invi / 5 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd and 3rd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property
|
|
Tatsumaki
|
HL
|
110
|
150
|
30/20
|
-
|
11
|
2(6)2
|
12+8
|
-9
|
-
|
7-20 lower half projectile invi / 7 onwards airborne / [H] limited juggle / armor break / doesnt hit crouching opponent / 2nd kick has rear hitbox
|
|
Tatsumaki
|
HL
|
80*50
|
100*50
|
30/20*10
|
su*-*-
|
5
|
2(5)[2(5)2](5)1
|
16+12
|
-22[-8]
|
-
|
5~6f feet invincible / 7~26f lower body projectile invincible / 7f~ airborne / 1st hit [ground hit] forces stand / [hit] limited juggle (1st airborne hit) / armor break / 2nd hit onwards pursuit property and whiffs on crouching opponents / 2nd hit on hit or block cause 3rd-4th hit to disappear / active frames in [] can hit once at most and 2nd half is aimed backwards / block advantage in [] assumes 4th hit
|
|
Tatsumaki
|
HL
|
80*40*40
|
100*50*50
|
30/20*10*10
|
su*-(x3)
|
5
|
2(4)[2(5)1](5)[1(5)1](5)1
|
13+8
|
-13[-1]
|
-
|
5~6f feet invincible / 7~36f lower body projectile invincible / 7f~ airborne / 1st hit [ground hit] forces stand / [hit] limited juggle (1st airborne hit) / armor break / 2nd hit onwards pursuit property and whiffs on crouching opponents / 4nd hit on hit or block cause 5th-6th hit to disappear / active frames in [] can hit once at most and 2nd half is aimed backwards / block advantage in [] assumes 6th hit
|
|
Tatsumaki
|
HL
|
30x4*40
|
40x5
|
-250/0
|
-
|
11
|
1(3)1(3)1(3)1(3)1
|
18+3
|
-1
|
-
|
6-27 lower half projectile invi / 5 onwards airborne / 1st~4th hit [ground H] forces stand / 1st~4th hit [air H] or 5th hit [ground H] limited juggle / can juggle
|
|
Tatsumaki (air)
|
HL
|
70
|
50
|
10/30
|
-
|
9
|
2(6)2(6)2
|
post landing 10
|
-
|
-
|
[H] limited juggle / will only do 1 hit / 2nd kick has rear hitbox
|
|
Tatsumaki (air)
|
HL
|
60*60
|
50*50
|
10/30*30
|
-
|
7
|
[2(6)2](6)2
|
post landing 10
|
-
|
-
|
[H] limited juggle / the [ ] in active frames only hit once, the 2nd kick hits behind / 3rd hit can juggle
|
|
Tatsumaki (air)
|
HL
|
80*80
|
50*50
|
10/30*30
|
-
|
7
|
[2(6)2](6)2
|
post landing 10
|
-
|
-
|
[H] limited juggle / the [ ] in active frames only hit once, the 2nd kick hits behind / 3rd hit can juggle
|
|
Tatsumaki (air)
|
HL
|
40x5
|
50x5
|
-250/0
|
-
|
7
|
1(3)1(3)1(3)1(3)1
|
post landing 4
|
-
|
-
|
[H] limited juggle / can juggle
|
|
Tatsumaki (air, following Zanku Hadosho)
|
HL
|
140
|
200
|
-250/0
|
-
|
7
|
2(2)2(2)2(2)2(2)2
|
post landing 22
|
-
|
-
|
[H] limited juggle / can juggle / hitboxes disappear after hit
|
|
Sekisei Jiraiken
|
HL
|
130
|
150
|
30/30
|
su
|
18
|
7
|
21
|
-7
|
-
|
2-21 airborne / [H] hard knockdown / can juggle
|
|
Sekisei Jiraiken
|
HL
|
100
|
150
|
30/30
|
su
|
18
|
7
|
20
|
-6
|
-
|
1 full invi / 2-21 airborne / [H] hard knockdown / can juggle
|
|
Sekisei Jiraiken
|
HL
|
140[90]
|
150
|
30/30
|
su
|
30
|
11
|
15
|
-1
|
-
|
4-33 airborne / [H] hard knockdown / [ ] value represents if hit from a distance
|
|
Sekisei Jiraiken
|
H*HL
|
80*90
|
100*100
|
-250/0
|
-*su
|
23
|
4*3
|
29
|
-9
|
-
|
1 full invi / 2-8 lower half full invi / 2-26 airborne / 1st hit [air hit] limited juggle / 2nd hit [ground H] hard knockdown, [air H] limited juggle / can juggle
|
|
Rakan Dantojin
|
HL
|
120
|
150
|
20/60
|
su
|
17
|
2
|
25
|
-2
|
+1
|
[air H] free juggle
|
|
Rakan Dantojin
|
HL
|
120
|
200
|
20/60
|
su
|
30
|
2
|
25
|
-4
|
-
|
10-28 projectile invincible / [H] limited juggle (cant juggle)
|
|
Rakan Dantojin
|
HL
|
120[100]
|
150
|
20/60
|
su
|
28*34
|
2
|
25
|
-8
|
-
|
[H] limited juggle (cant juggle) / hitbox active on contact with opponent, can hit cross up / value in [ ] is if hit as cross up / cancellable only from a front hit
|
|
Rakan Dantojin
|
HL
|
100[80]
|
100
|
-250/0
|
su
|
29*34
|
2
|
31
|
-10
|
-
|
1f till 3rd recovery frame, projectile invi / [H] limited juggle / hitbox active on contact with opponent, can hit cross up / value in [ ] is if hit as cross up
|
|
Super Combo
|
1.0
|
370
|
0
|
-1000/0
|
-
|
1+0
|
36
|
13
|
-
|
-
|
1~post freeze 2, full invi / [H] hard knockdown / can be cancelled from any normal moves
|
|
Super Combo (air)
|
1.0
|
350
|
0
|
-1000/0
|
-
|
1+0
|
30
|
32
|
-
|
-
|
1~post freeze 6, full invi / [H] hard knockdown / can be cancelled from jump normal moves
|
|
Ultra Combo 1
 
|
HL
|
38x7*84[450]
|
0
|
0/0
|
-
|
0+11
|
1(1) until edge of screen
|
Total 101
|
-4
|
-
|
1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock into full animation / value in [ ] for full animation / 1st hit count as physical hit(not projectile)
|
|
Ultra Combo 1
 
|
-
|
45x7*60
|
0
|
0/0
|
-
|
0+9
|
-
|
Total 93
|
-
|
-
|
1~post freeze 10, full invi / [H] hard knockdown / wont hit opponent on ground
|
|
Ultra Combo 1 (air)
|
HL
|
45x8
|
0
|
0/0
|
-
|
0+14 [0+4]
|
-
|
post landing 51
|
-
|
-
|
1~post freeze 5, full invi / [H] hard knockdown / [] refers to when done as a cancel from Zanku Hadosho
|
|
Ultra Combo 2
|
HL
|
38x7[525]
|
0
|
0/0
|
-
|
0+8
|
2*3x7
|
48
|
-30
|
-
|
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
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes