Line 49: | Line 49: | ||
{{OmegaSFIVFrameDataTableHeader}} | {{OmegaSFIVFrameDataTableHeader}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|'''5LP''' (Close)|cl. {{lp}}|3|3|10|-2|1|30|50|M|Sp Su| | {{OSFIVFrameDataRow|'''5LP''' (Close)|cl. {{lp}}|3|3|10|-2|1|30|50|M|Sp Su|(only 1 hit, 2nd hit replaced with TC)|}} | ||
{{OSFIVFrameDataRow|'''5MP''' (Close)|cl. {{mp}}|5|3|12|-1|2|70|100|M|Sp Su| | {{OSFIVFrameDataRow|'''5MP''' (Close)|cl. {{mp}}|5|3|12|-1|2|70|100|M|Sp Su|Forces stand; (only 1 hit, 2nd hit replaced with TC)|}} | ||
{{OSFIVFrameDataRow|'''5HP''' (Close)|cl. {{hp}}|4|3|17|-2|3|100|150|M|Sp Su| | {{OSFIVFrameDataRow|'''5HP''' (Close)|cl. {{hp}}|4|3|17|-2|3|100|150|M|Sp Su|Forces stand, has juggle potential; (only 1 hit, 2nd hit replaced with TC)|}} | ||
{{OSFIVFrameDataRow|'''5LK''' (Close)|cl. {{lk}}|5|2|9|0|3|30|50|M|-|-|}} | {{OSFIVFrameDataRow|'''5LK''' (Close)|cl. {{lk}}|5|2|9|0|3|30|50|M|-|-|}} | ||
{{OSFIVFrameDataRow|'''5MK''' (Close)|cl. {{mk}}|7|2|15|-6(-5)|3(4)|100|180|M|Dash|( | {{OSFIVFrameDataRow|'''5MK''' (Close)|cl. {{mk}}|7|2|15|-6(-5)|3(4)|100|180|M|Dash|Forces stand; (advantage when Dash cancelled); buffer only applies to dash cancel version|}} | ||
{{OSFIVFrameDataRow|'''5HK''' (Close)|cl. {{hk}}|6(10)|6|16|-4|0(5)|100(30)|150(50)|H|-|Forces stand; ( | {{OSFIVFrameDataRow|'''5HK''' (Close)|cl. {{hk}}|6(10)|6|16|-4|0(5)|100(30)|150(50)|H|-|Forces stand; (data vs. crouching opponent)|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|'''5LP''' (Far)|far. {{lp}}|5|2|6|3|6|30|50|M|Su| | {{OSFIVFrameDataRow|'''5LP''' (Far)|far. {{lp}}|5|2|6|3|6|30|50|M|Su|Whiffs vs. short/average crouching characters|}} | ||
{{OSFIVFrameDataRow|'''5MP''' (Far)|far. {{mp}}|5|3|11|0|3|80|100|M|Su|-|}} | {{OSFIVFrameDataRow|'''5MP''' (Far)|far. {{mp}}|5|3|11|0|3|80|100|M|Su|-|}} | ||
{{OSFIVFrameDataRow|'''5HP''' (Far)|far. {{hp}}|8|3|19|-4|0|100|200|M|-| | {{OSFIVFrameDataRow|'''5HP''' (Far)|far. {{hp}}|8|3|19|-4|0|100|200|M|-|Whiffs vs. short/average crouching characters|}} | ||
{{OSFIVFrameDataRow|'''5LK''' (Far)|far. {{lk}}|5|3|8|0|3|40|50|M|-|-|}} | {{OSFIVFrameDataRow|'''5LK''' (Far)|far. {{lk}}|5|3|8|0|3|40|50|M|-|-|}} | ||
{{OSFIVFrameDataRow|'''5MK''' (Far)|far. {{mk}}|11|1*3|9|2|5|60*60|100*50|M|Sp Su / -|2 hits | {{OSFIVFrameDataRow|'''5MK''' (Far)|far. {{mk}}|11|1*3|9|2|5|60*60|100*50|M|Sp Su / -|2 hits; 1st hit forces stand and is cancellable, 2nd hit whiffs if 1st hit is crouch blocked|}} | ||
{{OSFIVFrameDataRow|'''5HK''' (Far)|far. {{hk}}|13|3|18|-3|1|100|200|M|-|-|}} | {{OSFIVFrameDataRow|'''5HK''' (Far)|far. {{hk}}|13|3|18|-3|1|100|200|M|-|-|}} | ||
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{{OSFIVFrameDataRow|'''2LP'''|{{Down}}{{lp}}|4|2|6|1|6|45|80|M|Sp Su|-|}} | {{OSFIVFrameDataRow|'''2LP'''|{{Down}}{{lp}}|4|2|6|1|6|45|80|M|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''2MP'''|{{Down}}{{mp}}|6|2|11|1|4|90|150|M|Sp Su|-|}} | {{OSFIVFrameDataRow|'''2MP'''|{{Down}}{{mp}}|6|2|11|1|4|90|150|M|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''2HP'''|{{Down}}{{hp}}|8|2*2|22|-6|KD|90*40|150*50|M|Sp Su| | {{OSFIVFrameDataRow|'''2HP'''|{{Down}}{{hp}}|8|2*2|22|-6|KD|90*40|150*50|M|Sp Su|1st hit forces stand, 2nd hit has juggle potential and puts opponent into free juggles state; -3/-8 if 2nd hit whiffs; can FADC 1st hit (+3, links to cl.5LP); KD Adv: +50 if no juggle|}} | ||
{{OSFIVFrameDataRow|'''2LK'''|{{Down}}{{lk}}|4|3|7|-1|4|40|50|L|Sp Su|-|}} | {{OSFIVFrameDataRow|'''2LK'''|{{Down}}{{lk}}|4|3|7|-1|4|40|50|L|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''2MK'''|{{Down}}{{mk}}|6|3|12|-1|2|70|100|L|Sp Su|New animation|}} | {{OSFIVFrameDataRow|'''2MK'''|{{Down}}{{mk}}|6|3|12|-1|2|70|100|L|Sp Su|New animation|}} | ||
Line 73: | Line 73: | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|Back Hand Knuckle|{{Right}}{{mp}}|9|5|13|-4(-3)|-1(0)|90|180|M|-|( | {{OSFIVFrameDataRow|Back Hand Knuckle|{{Right}}{{mp}}|9|5|13|-4(-3)|-1(0)|90|180|M|-|Has juggle potential; (advantage vs. crouching opponents)|}} | ||
{{OSFIVFrameDataRow|Over Hand Hook|{{Right}}{{hp}}|13|2|23|-3|3|110|200|M|Su| | {{OSFIVFrameDataRow|Over Hand Hook|{{Right}}{{hp}}|13|2|23|-3|3|110|200|M|Su|Has juggle potential, KD vs. airborne opponents; +8/+2 after FADC, links into 2HP|}} | ||
{{OSFIVFrameDataRow|Side Kick|{{Downright}}{{mk}}|8|5|13|-4|-1|70|100|M|Sp Su|Anti-air, uses his old 2MK animation|}} | {{OSFIVFrameDataRow|Side Kick|{{Downright}}{{mk}}|8|5|13|-4|-1|70|100|M|Sp Su|Anti-air, uses his old 2MK animation|}} | ||
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{{OSFIVFrameDataRow|HK Shoulder Tackle|{{Qcf}}{{hk}}<br>236+LK|24|5|17|-2|KD|150|200|M|Su, Feint|Feint cancellable 12-32f (freeze glitch if you hit P on frames 10-11); KD Adv: +26|}} | {{OSFIVFrameDataRow|HK Shoulder Tackle|{{Qcf}}{{hk}}<br>236+LK|24|5|17|-2|KD|150|200|M|Su, Feint|Feint cancellable 12-32f (freeze glitch if you hit P on frames 10-11); KD Adv: +26|}} | ||
{{OSFIVFrameDataRow| + Charged HK Tackle|+ Hold {{hk}}|50|5|14|0|KD|200|200|M|Su|Must hold HK for 33f; KD Adv: +29|}} | {{OSFIVFrameDataRow| + Charged HK Tackle|+ Hold {{hk}}|50|5|14|0|KD|200|200|M|Su|Must hold HK for 33f; KD Adv: +29|}} | ||
{{OSFIVFrameDataRow| | {{OSFIVFrameDataRow|Tackle Feint|+ {{P}}<br>(during 236K)|-|-|8|-|-|-|-|-|-|Good for building meter at long range or baiting opponent's approach|}} | ||
{{OSFIVFrameDataRow2|{{ex}} Shoulder Tackle|{{Qcf}}{{2k}}<br>236+KK|13|5|19|-7|KD|80|100|M|FA|Wall bounces (standard KD vs. airborne opponent); KD Adv: +53 if no juggle|}} | {{OSFIVFrameDataRow2|{{ex}} Shoulder Tackle|{{Qcf}}{{2k}}<br>236+KK|13|5|19|-7|KD|80|100|M|FA|Wall bounces (standard KD vs. airborne opponent); KD Adv: +53 if no juggle|}} | ||
Line 119: | Line 119: | ||
{{OSFIVFrameDataRow|MP Grappling<br>(Running Grab)|{{Qcf}}{{mp}}<br>236+MP|15|1|44|-|KD|170|200|T|-|Can't be special cancelled into; KD Adv: +20|}} | {{OSFIVFrameDataRow|MP Grappling<br>(Running Grab)|{{Qcf}}{{mp}}<br>236+MP|15|1|44|-|KD|170|200|T|-|Can't be special cancelled into; KD Adv: +20|}} | ||
{{OSFIVFrameDataRow|HP Grappling<br>(Running Grab)|{{Qcf}}{{hp}}<br>236+HP|19|1|44|-|KD|70|150|T|-|Takes opponent to the corner; can't be special cancelled into; KD Adv: +14|}} | {{OSFIVFrameDataRow|HP Grappling<br>(Running Grab)|{{Qcf}}{{hp}}<br>236+HP|19|1|44|-|KD|70|150|T|-|Takes opponent to the corner; can't be special cancelled into; KD Adv: +14|}} | ||
{{OSFIVFrameDataRow2|EX Grappling<br>{{ex}}{{ex}}(Running Grab)|{{Qcf}}{{2p}}<br>236+PP|15|1|44|-|KD|200|200|T|-| | {{OSFIVFrameDataRow2|EX Grappling<br>{{ex}}{{ex}}<br>(Running Grab)|{{Qcf}}{{2p}}<br>236+PP|15|1|44|-|KD|200|200|T|-|'''1-xf armor'''; costs 2 bars, can't be special cancelled into; KD Adv: +8|}} | ||
{{OSFIVFrameDataRow|LP Falling Sky<br>(AA Grab)|{{Dp}}{{lp}}<br>623+LP|5|2|31|-|KD|150|200|T|-|vs. airborne only; side switches; KD Adv: +9|}} | {{OSFIVFrameDataRow|LP Falling Sky<br>(AA Grab)|{{Dp}}{{lp}}<br>623+LP|5|2|31|-|KD|150|200|T|-|vs. airborne only; side switches; KD Adv: +9|}} |
Revision as of 05:18, 1 October 2022

Abel
In a nutshell
Omega Abel is vastly different from his Ultra counterpart.
Notable Changes from USF4 to Omega
Bafcord Omega Doc - Abel
Detailed Frame Data with USF4 Comparisons - Abel
- Throw: slightly shorter range
- Movement Changes:
- Forward Dash: 2f faster (16f > 14f), slightly shorter distance
- Normal Move Changes:
- All close 2-hit punches are now 1-hit, with Target Combos replacing the 2nd hit
- LP > LP, MP > MP tend to whiff on crouchers
- HP > HP is a powerful meterless juggle ender with high juggle potential
- 2MK has a new animation, a real low poke with combo utility
- All close 2-hit punches are now 1-hit, with Target Combos replacing the 2nd hit
- Command Normal Changes:
- Step Kick (6MK) - is now Close 5MK, much worse on block and hard to use due to proximity
- Side Kick (3MK) - Abel's old 2MK animation, can be used to anti-air
- Back Hand Knuckle (6MP) - new move similar to Change of Direction 2nd hit, far reaching poke
- Over Hand Hook (6HP) - new move similar to Change of Direction 1st hit, allows FADC combos from long range
- Palm Drop (j.2HP) - new air command normal, good downward angle for jumping in
- Special Move Changes:
- Change of Direction - removed
- Marseilles Roll - can only be used on wakeup with 6K (strength determines roll distance), still throwable and vulnerable at the end of recovery
- Super/Ultra Changes:
- Super is safe on block, does more damage
- Ultra 1 is slower, and other changes make it harder to juggle into
- Moves with ending Frame Buffer:
Character Specific Data
Abel
VITALS | |||||
---|---|---|---|---|---|
Health: | 1050 | Stun: | 1050 | ||
WALKING | |||||
Forward Walk Speed: | 0.035 | Back Walk Speed: | 0.030 | ||
JUMPING | |||||
Jump Total Frames: | 4+36+4 | Jump Distance: | 2.1 Forward, 1.925 Back | ||
DASHING | |||||
Forward Dash Frames: | 14 | Forward Dash Distance: | 1.33 | ||
Back Dash Frames: | 25 | Back Dash Distance: | 0.79 | ||
FA + Forward Dash Frames: | 15 | FA + Back Dash Frames: | 20 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-18 | FA + Back Dash Airborne: | 6-13 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | 0 | Lv1 FA + Back Dash (Block): | -5 | ||
Lv2 FA + Forward Dash (Block): | +6 | Lv2 FA + Back Dash (Block): | -1 |
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP (Close) | cl. ![]() |
3 | 3 | 10 | -2 | 1 | 30 | 50 | M | Sp Su | (only 1 hit, 2nd hit replaced with TC) |
5MP (Close) | cl. ![]() |
5 | 3 | 12 | -1 | 2 | 70 | 100 | M | Sp Su | Forces stand; (only 1 hit, 2nd hit replaced with TC) |
5HP (Close) | cl. ![]() |
4 | 3 | 17 | -2 | 3 | 100 | 150 | M | Sp Su | Forces stand, has juggle potential; (only 1 hit, 2nd hit replaced with TC) |
5LK (Close) | cl. ![]() |
5 | 2 | 9 | 0 | 3 | 30 | 50 | M | - | - |
5MK (Close) | cl. ![]() |
7 | 2 | 15 | -6(-5) | 3(4) | 100 | 180 | M | Dash | Forces stand; (advantage when Dash cancelled); buffer only applies to dash cancel version |
5HK (Close) | cl. ![]() |
6(10) | 6 | 16 | -4 | 0(5) | 100(30) | 150(50) | H | - | Forces stand; (data vs. crouching opponent) |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP (Far) | far. ![]() |
5 | 2 | 6 | 3 | 6 | 30 | 50 | M | Su | Whiffs vs. short/average crouching characters |
5MP (Far) | far. ![]() |
5 | 3 | 11 | 0 | 3 | 80 | 100 | M | Su | - |
5HP (Far) | far. ![]() |
8 | 3 | 19 | -4 | 0 | 100 | 200 | M | - | Whiffs vs. short/average crouching characters |
5LK (Far) | far. ![]() |
5 | 3 | 8 | 0 | 3 | 40 | 50 | M | - | - |
5MK (Far) | far. ![]() |
11 | 1*3 | 9 | 2 | 5 | 60*60 | 100*50 | M | Sp Su / - | 2 hits; 1st hit forces stand and is cancellable, 2nd hit whiffs if 1st hit is crouch blocked |
5HK (Far) | far. ![]() |
13 | 3 | 18 | -3 | 1 | 100 | 200 | M | - | - |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 | 2 | 6 | 1 | 6 | 45 | 80 | M | Sp Su | - |
2MP | ![]() ![]() |
6 | 2 | 11 | 1 | 4 | 90 | 150 | M | Sp Su | - |
2HP | ![]() ![]() |
8 | 2*2 | 22 | -6 | KD | 90*40 | 150*50 | M | Sp Su | 1st hit forces stand, 2nd hit has juggle potential and puts opponent into free juggles state; -3/-8 if 2nd hit whiffs; can FADC 1st hit (+3, links to cl.5LP); KD Adv: +50 if no juggle |
2LK | ![]() ![]() |
4 | 3 | 7 | -1 | 4 | 40 | 50 | L | Sp Su | - |
2MK | ![]() ![]() |
6 | 3 | 12 | -1 | 2 | 70 | 100 | L | Sp Su | New animation |
2HK | ![]() ![]() |
11 | 3 | 26 | -11 | KD | 120 | 200 | L | Sp Su | KD Adv: +13; if cancelled into Tackle + Feint, becomes -3 on Block, KD Adv +22/21 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Back Hand Knuckle | ![]() ![]() |
9 | 5 | 13 | -4(-3) | -1(0) | 90 | 180 | M | - | Has juggle potential; (advantage vs. crouching opponents) |
Over Hand Hook | ![]() ![]() |
13 | 2 | 23 | -3 | 3 | 110 | 200 | M | Su | Has juggle potential, KD vs. airborne opponents; +8/+2 after FADC, links into 2HP |
Side Kick | ![]() ![]() |
8 | 5 | 13 | -4 | -1 | 70 | 100 | M | Sp Su | Anti-air, uses his old 2MK animation |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Target Combo | cl. ![]() ![]() |
- | - | - | 2 | 5 | 30*40 | 50*50 | M*M | Sp Su | Whiffs on crouching; hard to use against some characters due to short proximity range |
MP Target Combo | cl. ![]() ![]() |
- | - | - | 2(-8) | 5 | 70*60 | 100*50 | M*M | Sp Su | 1st hit forces stand; -8 on Block if 2nd hit whiffs, which depends on character height |
HP Target Combo | cl. ![]() ![]() |
- | - | - | -5 | KD | 100*80 | 150*100 | M*M | - | KD Adv: +16; good juggle ender |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
5 | 4 | - | - | - | 50 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
5 | 10 | - | - | - | 80 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
5 | 8 | - | - | - | 100 | 200 | H | - | - |
j.LK (angled) | ![]() ![]() |
4 | 5 | - | - | - | 50 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
5 | 6 | - | - | - | 70 | 100 | H | - | - |
j.HK (angled) | ![]() ![]() |
5 | 5 | - | - | - | 110 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
5 | 4 | - | - | - | 50 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
5 | 6 | - | - | - | 80 | 100 | H | - | - |
j.HP (neutral) | ![]() ![]() |
5 | 4 | - | - | - | 130 | 250 | H | - | - |
j.LK (neutral) | ![]() ![]() |
5 | 8 | - | - | - | 50 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
4 | 6 | - | - | - | 80 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
5 | 6 | - | - | - | 100 | 200 | H | - | - |
Palm Drop | Air ![]() ![]() |
9 | 6 | - | - | - | 130 | 250 | H | - | Good downward angle |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Focus Attack Lv. 1 | ![]() ![]() |
10+11 | 2 | 35 | -21 | KD | 110 | 150 | M | Dash | KD Adv: +11; +32 after Forward Dash, +27 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
18+12 | 2 | 35 | -15 | crumple | 80 | 150 | M | Dash | - |
Focus Attack Lv. 3 | ![]() ![]() |
65 | 2 | 35 | crumple | crumple | 140 | 200 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Drop Throw (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 180 | 200 | T | - | KD Adv: +21 |
Pincer Throw (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 180 | 200 | T | - | KD Adv: +7 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LK Shoulder Tackle | ![]() ![]() 236+LK |
16 | 5 | 17 | -4 | KD | 130 | 200 | M | Su, Feint | Feint cancellable 12-25f (freeze glitch if you hit P on frame 11); KD Adv: +26 |
+ Charged LK Tackle | + Hold ![]() |
33 | 5 | 14 | 0 | KD | 170 | 200 | M | Su | Must hold LK for 26f; KD Adv: +29 |
MK Shoulder Tackle | ![]() ![]() 236+LK |
17 | 5 | 17 | -3 | KD | 140 | 200 | M | Su, Feint | Feint cancellable 12-27f (freeze glitch if you hit P on frame 11); KD Adv: +26 |
+ Charged MK Tackle | + Hold ![]() |
37 | 5 | 14 | 0 | KD | 180 | 200 | M | Su | Must hold MK for 28f; KD Adv: +29 |
HK Shoulder Tackle | ![]() ![]() 236+LK |
24 | 5 | 17 | -2 | KD | 150 | 200 | M | Su, Feint | Feint cancellable 12-32f (freeze glitch if you hit P on frames 10-11); KD Adv: +26 |
+ Charged HK Tackle | + Hold ![]() |
50 | 5 | 14 | 0 | KD | 200 | 200 | M | Su | Must hold HK for 33f; KD Adv: +29 |
Tackle Feint | + ![]() (during 236K) |
- | - | 8 | - | - | - | - | - | - | Good for building meter at long range or baiting opponent's approach |
![]() |
![]() ![]() 236+KK |
13 | 5 | 19 | -7 | KD | 80 | 100 | M | FA | Wall bounces (standard KD vs. airborne opponent); KD Adv: +53 if no juggle |
LP Grappling (Running Grab) |
![]() ![]() 236+LP |
15 | 1 | 44 | - | KD | 170 | 200 | T | - | Side switches; can't be special cancelled into; KD Adv: +10 |
MP Grappling (Running Grab) |
![]() ![]() 236+MP |
15 | 1 | 44 | - | KD | 170 | 200 | T | - | Can't be special cancelled into; KD Adv: +20 |
HP Grappling (Running Grab) |
![]() ![]() 236+HP |
19 | 1 | 44 | - | KD | 70 | 150 | T | - | Takes opponent to the corner; can't be special cancelled into; KD Adv: +14 |
EX Grappling![]() ![]() (Running Grab) |
![]() ![]() 236+PP |
15 | 1 | 44 | - | KD | 200 | 200 | T | - | 1-xf armor; costs 2 bars, can't be special cancelled into; KD Adv: +8 |
LP Falling Sky (AA Grab) |
![]() ![]() 623+LP |
5 | 2 | 31 | - | KD | 150 | 200 | T | - | vs. airborne only; side switches; KD Adv: +9 |
MP Falling Sky (AA Grab) |
![]() ![]() 623+MP |
6 | 4 | 31 | - | KD | 160 | 200 | T | - | vs. airborne only; side switches; KD Adv: +9 |
HP Falling Sky (AA Grab) |
![]() ![]() 623+HP |
9 | 6 | 31 | - | KD | 170 | 200 | T | - | vs. airborne only; side switches; KD Adv: +9 |
![]() (AA Grab) |
![]() ![]() 623+PP |
5 | 3 | 30 | - | KD | 180 | 200 | T | - | 1-4f strike invuln, 5-6f upper body invuln, 1-6f projectile invuln; grabs airborne opponents only; KD Adv: +19 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Tornado Throw (Command Grab) |
![]() ![]() 63214+LP |
5 | 2 | 51 | - | KD | 180 | 200 | T | - | No invuln; KD Adv: +11 |
MP Tornado Throw (Command Grab) |
![]() ![]() 63214+MP |
5 | 2 | 45 | - | KD | 190 | 200 | T | - | No invuln; KD Adv: +11 |
HP Tornado Throw (Command Grab) |
![]() ![]() 63214+HP |
5 | 2 | 39 | - | KD | 200 | 200 | T | - | No invuln; KD Adv: +11 |
![]() (Command Grab) |
![]() ![]() 63214+PP |
5 | 2 | 54 | - | KD | 240 | 200 | T | - | 1-6f full invuln; KD Adv: +11 |
LK Wheel Kick (Overhead Kick) |
![]() ![]() 214+LK |
20 | 8 | 18 | -8(-5) | -2(3) | 120 | 200 | H | - | 11-28f Airborne |
MK Wheel Kick (Overhead Kick) |
![]() ![]() 214+MK |
22 | 7 | 18 | -7(-5) | -1(3) | 120 | 200 | H | - | 12-29f Airborne |
HK Wheel Kick (Overhead Kick) |
![]() ![]() 214+HK |
23 | 8 | 17 | -7(-5) | -1(3) | 120 | 200 | H | - | 13-30f Airborne |
![]() (Overhead Kick) |
![]() ![]() 214+KK |
17 | 7*3 | 19 | -4 | 1(2) | 60*120 | 100*100 | H | - | 11-28f Airborne |
LK Marseilles Roll (Wakeup Roll) |
![]() ![]() 6LK |
- | - | 27 | - | - | - | - | - | - | 5-26f strike/projectile invuln; 1.75 Distance; 6f window to input, on wakeup only. |
MK Marseilles Roll (Wakeup Roll) |
![]() ![]() 6MK |
- | - | 30 | - | - | - | - | - | - | 5-29f strike/projectile invuln; 2.06 Distance; 6f window to input, on wakeup only. |
HK Marseilles Roll (Wakeup Roll) |
![]() ![]() 6HK |
- | - | 32 | - | - | - | - | - | - | 5-31f strike/projectile invuln; 2.88 Distance; 6f window to input, on wakeup only. |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Heartless (Super) |
![]() ![]() ![]() 236236+P |
1+5 | 5 | 16 | 0 | KD | 420 | - | M | - | 1-10f full invuln; can be plus on block if done from long range; KD Adv: +56; Full Dmg Distribution: 30x4*50*250 |
Soulless (Ultra 1) |
![]() ![]() ![]() 236236+PPP |
0+14 | 2 | 46 | -30 | KD | 461 | - | M | - | 1-6f full invuln, 7-15f upper body/projectile/throw invuln; can be easily counterhit by low attacks after startup; KD Adv: +56; Full Dmg Distribution: 45*8x6*45*323 |
Breathless (Ultra 2) |
![]() ![]() ![]() 236236+KKK |
0+10 | 6 | 71 | - | KD | 431 | - | T | Feint | Has armor while charging; KD Adv: +49 |
+ Feint | ![]() ![]() ![]() |
- | - | 40 | - | - | - | - | - | - | 90 frame window to input feint |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Confirms:
Punishes:
Ultra Setups:
Useful Info
Reversals:
- EX Tornado Throw (
/ 63214+PP) - Fully invincible, decent range; meterless versions have no invincibility
- EX Grappling (
/ 236+PP) - Has armor, but costs 2 bars and is fairly unrewarding
- Roll (Wakeup
/ 6K) - On wakeup, has some strike invincibility to escape pressure; vulnerable to throws and the roll itself can be punished
- Ultra 1 (
- 236236+PPP) - Somewhat slow and loses to lows before it becomes active, but can be useful if the opponent is predictable
- Ultra 2 (
- 236236+KKK) - Faster than U1 with some invincibility and armor, can also be feint cancelled if you realize it won't connect
Anti-Airs:
Anti-Focus:
Anti-Projectile:
Juggles:
Miscellaneous: