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=== Special Moves === | === Special Moves === | ||
Hadoken/Fireball : QCF + Punch | |||
Shoryuken/Dragon Punch : F,D,DF + Punch | |||
Tatsu/Hurricane Kick : QCB + Kick (also in air) | |||
Zenpou Tenshin/Roll : QCB + Punch | |||
=== Super Combos === | === Super Combos === |
Revision as of 20:08, 12 April 2021

Introduction
Colors
First row: Punch X-ISM, A-ISM, V-ISM
Second row: Kick X-ISM, A-ISM, V-ISM
Moves List
Ground Normals
Standing
- Close/Far Standing Jab:
Damage | 7 | |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Far Standing Strong:
Damage | 13 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 5/6/21 | |
Block Stun | -7 | |
Hit Stun/Counter Hit | -6/-2 |
- Close Standing Strong:
Damage | 13 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 6/6/21 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/-3 |
- Far Standing Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 6/6/27 | |
Block Stun | -10 | |
Hit Stun/Counter Hit | -9/Launch |
- Close Standing Fierce:
Damage | 18 | ![]() |
Stun | 20/8 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/10,7/XV 15,10 | |
Frame Count | 4/5/27 | |
Block Stun | -9 | |
Hit Stun/Counter Hit | -8/Launch |
- Close/Far Standing Short:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 6/4/10 | |
Block Stun | +0 | |
Hit Stun/Counter Hit | +1/+6 |
- Far Standing Forward:
Damage | 12 | ![]() |
Stun | 14/4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 13/6/12 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/+6 |
- Close Standing Forward:
Damage | 6+4 | ![]() |
Stun | 2x2 | |
Chain Cancel | No | |
Special Cancel | Yes(first hit only) | |
Super Cancel | Yes (both hits) | |
Meter on whiff/hit | 1/1x2 | |
Frame Count | 6/2/3/6 | |
Block Stun | -5 | |
Hit Stun/Counter Hit | -4/+0 |
- Far Stand Roundhouse:
Damage | 16 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 13/4/27 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/Launch |
- Close Standing Roundhouse:
Damage | 14 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 7/4/12 | |
Block Stun | +7 | |
Hit Stun/Counter Hit | +8/Launch |
Crouching
- Crouching Jab:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/8 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+8 |
- Crouching Strong:
Damage | 12 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 5/6/11 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+7 |
- Crouching Fierce:
Damage | 16 | ![]() |
Stun | 14/8 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 6/2/29 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/Launch |
- Crouching Short:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Crouching Forward:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 5/3/15 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/+6 |
- Crouching Roundhouse:
Damage | 15 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 5/6/31 | |
Block Stun | +14 | |
Hit Stun/Counter Hit | Knockdown/Launch |
Air Normals
- Neutral/Diagonal Jump Jab:
Damage | 9 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/10/6 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Strong:
Damage | 12 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 5/8/2 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Strong:
Damage | 12 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 5/8/2 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 8/6/2 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 5/6/2 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Short:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/10/10 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Short:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 7/10/2 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Forward:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 4/6/12 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Forward:
Damage | 8 | ![]() |
Stun | 11/4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 7/7/13 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Roundhouse:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 12/6/11 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Roundhouse:
Damage | 14 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 6/6/10 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
Command Normals
Damage | 8+6 | ![]() |
Stun | 2x2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1x2 | |
Frame Count | 33/3/6/9 | |
Block Stun | +4 | |
Hit Stun/Counter Hit | +5/? |
Standard two hit overhead.
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/6/XV9 | |
Frame Count | 24/2/19 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | Knockdown/Launch |
Special Moves
Hadoken/Fireball : QCF + Punch
Shoryuken/Dragon Punch : F,D,DF + Punch
Tatsu/Hurricane Kick : QCB + Kick (also in air)
Zenpou Tenshin/Roll : QCB + Punch
Super Combos
The Basics
Which Ism?
A-Ism
V-Ism
Recommended, he can use the main shoto corner guard break trap of Hadoken > f+MK x N
X-Ism
Advanced Strategy
Hit Confirms for Shinryuuken
- Standing LP
- Crouching LP
- Jumping LP
- Crouching MP
- Jumping MP
- Close Standing HP
- Crouching HP
- Jumping HP
- Crouching LK
- Jumping LK
- Close Standing MK
- Crouching MK
- Jumping MK
- Jumping HK
- Forward + HK
Hit Confirms for Shoryu Reppa
- Standing LP
- Crouching LP
- Jumping LP
- Crouching MP
- Jumping MP
- Close Standing HP
- Jumping HP
- Crouching LK
- Jumping LK
- Close Standing MK
- Crouching MK
- Jumping MK
- Jumping HK
- Forward + HK
Hit Confirms for Shippujinrai Kyaku
- Crouching LP
- Jumping LP
- Close Standing MP
- Crouching MP
- Jumping MP
- Close Standing HP
- Crouching HP
- Jumping HP
- Standing LK
- Crouching LK
- Jumping LK
- Close Standing MK
- Crouching MK
- Jumping MK
- Jumping HK
- Forward + HK