Ultra Street Fighter IV/Decapre/Omega: Difference between revisions

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{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|Back MP|{{Left}}{{mp}}|4|4|12|2|7|70(60)|100|M|TC Sp Su|(Dmg on active frames 3-4); has juggle potential; combos into EX Psycho Sting|}}
{{OSFIVFrameDataRow|Back MP|{{Left}}{{mp}}|4|4|12|2|7|70(60)|100|M|TC Sp Su|(Dmg on active frames 3-4); has juggle potential; combos into EX Psycho Sting|}}
{{OSFIVFrameDataRow|+ Target Combo|+ {{hk}}|-|-|-|-17|KD|*55|*100|M|J Su|Jump cancel on hit only; puts opponent into limited juggle state; KD Adv: +38 (+72 from earliest jump cancel timing)|}}
{{OSFIVFrameDataRow|+ Target Combo<br>(4MP~HK)|+ {{hk}}|-|-|-|-17|KD|*55|*100|M|J Su|Jump cancel on hit only; puts opponent into limited juggle state; KD Adv: +38 (+72 from earliest jump cancel timing)|}}
{{OSFIVFrameDataRow|Back HP|{{Left}}{{hp}}|8|1<small>(9)</small>1|13|4|8|70*40|80*50|M|Sp Su / -|Forces stand; 2 hits, only 1st is cancellable (combos to EX Psycho Sting); 1st hit knocks down vs. airborne, can be cancelled for juggles|}}
{{OSFIVFrameDataRow|Back HP|{{Left}}{{hp}}|8|1<small>(9)</small>1|13|4|8|70*40|80*50|M|Sp Su / -|Forces stand; 2 hits, only 1st is cancellable (combos to EX Psycho Sting); 1st hit knocks down vs. airborne, can be cancelled for juggles|}}
{{OSFIVFrameDataRow|Back HK|{{Left}}{{hk}}|6|3<small>(1)</small>6|19|-7|KD|70*60|150*100|M|-|Has juggle potential; puts opponent into limited juggle state (grounded hit uses up more juggle points than airborne hit); KD Adv: +40 if no juggle|}}
{{OSFIVFrameDataRow|Back HK|{{Left}}{{hk}}|6|3<small>(1)</small>6|19|-7|KD|70*60|150*100|M|-|Has juggle potential; puts opponent into limited juggle state (grounded hit uses up more juggle points than airborne hit); KD Adv: +40 if no juggle|}}

Revision as of 06:01, 31 October 2022

Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Decapre

SSFIV-Decapre Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Decapre
Detailed Frame Data with USF4 Comparisons - Decapre

  • Throw: slightly shorter range, new animation with much worse oki
  • Movement Changes:
    • Forward Dash: 2f faster (18f > 16f), slightly shorter distance
    • Backdash: 1f faster (22f > 21f), much shorter distance
  • Normal Move Changes: (Note: Omega Decapre has no proximity normals; some USF4 moves have been moved to command normals instead)
    • 5LP - (USF4 far.5LP) - input buffer bug allows links into 7f normals despite being +6 on hit
    • 5MP - (USF4 far.5MP) - 1f slower, but 3f better on hit/block (+2/-1)
    • 5HP - (USF4 far.5HP) - 1f faster, more damage/stun
    • 5LK - (USF4 cl.5LK) - 3f startup, 2f better on hit/block (+6/+3), but very short range
    • 5MK - (USF4 cl.5MK) - 1f slower (5f), 2f better on hit/block (-1/-4); now 2 hits, only 1st is cancellable
    • 5HK - (new animation) - decent AA, whiffs on crouchers at farther range, has juggle potential

    • 2LP - input buffer bug allows links into 7f normals despite being +6 on hit
    • 2MP - 2f slower (7f), good forward movement
    • 2HP - 1f faster (5f), hits twice, 1st hit cancellable; much worse frame advantage (-3/-7, was +5/0)
    • 2LK - 1f worse on hit/block (+1/-2)
    • 2MK - good forward movement, 1f worse on block (-3)
    • 2HK - more damage/stun

    • 4MP - (USF4 cl.5MP) - 1f better on hit/block (+7/+2), good AA and useful in confirms
    • 4MP > HK Target Combo - 8f worse on block (-17); now requires a jump cancel into whiffed instant Divekick to combo into AA Ultra 2
    • 4HP - (USF4 cl.5HP) -
    • 4HK - new backflip normal similar to Guy's Ninja Sickle; mostly used in meterless corner juggles
    • Fox Tail (3MK) - Overhead, no known changes from USF4
    • Steel Saber (3HK) - Slide command normal, great anti-fireball tool and can work in some juggle routes


  • Special Move Changes:
    • Invisible Ray (236P) - invisible projectile that can only be seen by the dust cloud it leaves on the ground
      • LP/MP/HP versions travel at the same speed; can FADC for combo extensions, but won't combo from max range medium normals
      • EX version hits twice and knocks down; has enormous juggle potential and can juggle afterward in the corner
    • Psycho Sting (214P) - now a command motion, but no longer invincible; all versions are 15f safer on block (-13)
      • LP is 5f and hits once, MP is 9f and 2 hits, HP is 13f and 3 hits; LP also gives a free juggle state on hit, giving great corner juggles
      • EX version is much slower, only comboing from 4MP or the first hit of 2HP/4HP; launches opponent and can be jump cancelled for a free juggle on hit
    • Black Widow (623K) - fast, short range invincible DP; fairly low juggle potential on meterless versions
      • LK version can trade on its first active frame, 1 hit; MK is the most useful meterless reversal, 2 hits; HK is 4f slower than the others, 3 hits
      • EX version has more range and juggle potential; can FADC for safety
    • Hidden Creep / Teleport (236K) - Decapre becomes invincible after 15f; higher strengths teleport farther, can pass through opponent
      • EX version travels the farthest and is 1f strike/projectile invincible
    • Psycho Transaction (hold PPP) - Decapre hugs herself, draining her own HP in exchange for meter (Ultra meter also builds as a result of damage)
      • The longer it is held, the faster it drains; Decapre can KO herself if held at low health


  • Super/Ultra Changes:
    • Super (236236+P) - new input, more damage, much less recovery making it safer on block/whiff; now breaks armor
    • Ultra 1 (236236+PPP) - 2f faster recovery; lack of hard knockdown makes it harder to set up, but motion input helps this somewhat
    • Ground Ultra 2 (236236+KKK) - 3f slower startup (10f), 1 less active frame which significantly reduces its range
      • Both versions of Ultra 2 received a devastating damage nerf (420 > 419)


  • Moves with ending Frame Buffer:
    • 5LP, 5MP, 5LK, 2LP, 2MP, 4MP, 4MP~HK, 4HP, 4HK, j.2MP, j.2MK
    • EX Invisible Ray, LP/MP/HP Psycho Sting, Hidden Creep (Teleport), Focus Attack + Forward Dash

Character Specific Data

Decapre

VITALS
Health: 950 Stun: 950
WALKING
Forward Walk Speed: 0.055 Back Walk Speed: 0.45
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward/Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.40
Back Dash Frames: 21 Back Dash Distance: 0.86
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 18
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-14 FA + Back Dash Airborne: 4-12
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -3
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +3

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP st. Lp.png 3 1 7 3 6 25 50 M Sp Su Followup normals are buffered 1f early, allowing links into 2MP/2HK
5MP st. Mp.png 6 4 11 -1 2 70 100 M Sp Su -
5HP st. Hp.png 6 4 19 -3 -1 100 200 M - Has juggle potential
5LK st. Lk.png 3 1 7 3 6 25 50 M Sp Su -
5MK st. Mk.png 5 1*5 13 -4 -1 70*50 100x2 M Sp Su / - 2 hits, only 1st is cancellable
5HK st. Hk.png 9 2 22 -6 -2 110 200 M - Whiffs near max range vs. crouching (except Hugo); has juggle potential
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 6 3 6 20 50 M Ch Sp Su Followup normals are buffered 1f early, allowing links into 2MP/2HK
2MP Down.gifMp.png 7 4 7 3 6 65 100 M Sp Su Good forward movement
2HP Down.gifHp.png 5 1*2 23 -7 -3 70*60 150*100 M Su / - 2 hits, only 1st is cancellable; combos into EX Psycho Sting
2LK Down.gifLk.png 4 3 10 -2 1 25 50 L Ch Sp Su -
2MK Down.gifMk.png 6 4 13 -3 1 65 100 L Sp Su Good forward movement
2HK Down.gifHk.png 7 2 24 -8 KD 110 200 L - KD Adv: +16
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Back MP Left.gifMp.png 4 4 12 2 7 70(60) 100 M TC Sp Su (Dmg on active frames 3-4); has juggle potential; combos into EX Psycho Sting
+ Target Combo
(4MP~HK)
+ Hk.png - - - -17 KD *55 *100 M J Su Jump cancel on hit only; puts opponent into limited juggle state; KD Adv: +38 (+72 from earliest jump cancel timing)
Back HP Left.gifHp.png 8 1(9)1 13 4 8 70*40 80*50 M Sp Su / - Forces stand; 2 hits, only 1st is cancellable (combos to EX Psycho Sting); 1st hit knocks down vs. airborne, can be cancelled for juggles
Back HK Left.gifHk.png 6 3(1)6 19 -7 KD 70*60 150*100 M - Has juggle potential; puts opponent into limited juggle state (grounded hit uses up more juggle points than airborne hit); KD Adv: +40 if no juggle
Fox Tail
(Overhead)
Downright.gifMk.png 17 3 15 -3 2 80 100 H - 1st active frame hits above Decapre (no difference in Frame Adv.); has juggle potential; no extra advantage on counterhit
Steal Saber
(Slide)
Downright.gifHk.png 10 11 27 -20(-10) KD 110 200 L - 6-20f low profile (slides under most projectiles); has some juggle potential; KD Adv: +4~14
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 5 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 5 3 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 5 4 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 4 7 - - - 50 50 H - Crossup
j.MK (angled) Upright.gifMk.png 5 4 - - - 70 100 H - -
j.HK (angled) Upright.gifHk.png 6 5 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 4 4 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 4 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 6 5 - - - 110 200 H - -
j.LK (neutral) Up.gifLk.png 5 5 - - - 30 50 H - -
j.MK (neutral) Up.gifMk.png 5 7 - - - 70 100 H - -
j.HK (neutral) Up.gifHk.png 5 3 - - - 100 200 H - -
Hidden Dive
(Fake Stomp)
Air Down.gifMp.png - - 35 - - - - - - 18f~Landing strike invuln
Break Dive
(Stomp)
Air Down.gifHp.png 27(28) 15 9 -10 KD 100 200 M - Startup varies depending on height used; puts opponent into free juggle state; KD Adv: +52
Shadow Needle
(Divekick)
Air Down.gifMk.png 14 until land 7 land -11(4) -9(12) 70 100 M - Forward jump only; adv. depends on opponent height and stand/crouch
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 85 150 M Dash KD Adv: +9; +28 after Forward Dash, +27 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 66 2 35 crumple crumple 120 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Concealed Kill Advance
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +5~8 (character-specific)
Concealed Kill Invert
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +32
Concealed Kill Hover
(Air Throw)
Up.gif+Lp.pngLk.png 3 2 4 land - KD 180
(130)
250
(200)
T - KD Adv: +23~24; (when juggled into)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Invisible Ray
(Fireball)
Qcf.pngLp.png
236+LP
16 - 32 -8 -4 60 100 M Su -
MP Invisible Ray
(Fireball)
Qcf.pngMp.png
236+MP
15 - 33 -9 -5 60 100 M Su -
HP Invisible Ray
(Fireball)
Qcf.pngHp.png
236+HP
14 - 34 -10 -6 60 100 M Su -
Ex.png Invisible Ray
(Fireball)
Qcf.png2p.png
236+PP
11 - 32 -4 KD 40*60 50*150 M FA KD Adv: +36~50
LP Psycho Sting Qcb.pngLp.png
214+LP
5 7 23 -13 KD 120 200 M Su Puts grounded opponents into free juggle state, or airborne opponents into limited juggle state
MP Psycho Sting Qcb.pngMp.png
214+MP
9 7 25 -13 KD 100*50 150*50 M Su -
HP Psycho Sting Qcb.pngHp.png
214+HP
13 7 25 -13 KD 100*40*20 150*30*20 M Su -
Ex.png Psycho Sting Qcb.png2p.png
214+PP
18 1(11)2
(19)4
40 -26 KD 20x2*60*20 0*200 M J* FA Jump cancel on hit only, puts opponent into free juggle state; combos from 4MP or the 1st hit of 2HP/4HP; all stun occurs on 3rd hit
LK Black Widow
(Upkick)
Dp.pngLk.png
623+LK
4 13 34 -26 KD 140 200 M - 1-3f full invuln; KD Adv: +22
MK Black Widow
(Upkick)
Dp.pngMk.png
623+MK
4 14 44 -39 KD 100*50 150*50 M - 1-6f full invuln; KD Adv: +12
HK Black Widow
(Upkick)
Dp.pngHk.png
623+HK
8 20 47 -48 KD 100*40*20 150*30*20 M - 1-10f full invuln; KD Adv: +11
Ex.png Black Widow
(Upkick)
Dp.png2k.png
623+KK
4 20 40 -41 KD 80*20*
10x4*80
0*200 M FA 1-8f full invuln; has juggle potential; all stun occurs on final hit; KD Adv: +13
LK Hidden Creep
(Teleport)
Qcf.pngLk.png
236+LK
- - 39 - - - - - - 15-23f full invuln; can pass through opponent from point blank
MK Hidden Creep
(Teleport)
Qcf.pngMk.png
236+MK
- - 47 - - - - - - 15-31f full invuln; can pass through opponent from ~1 backdash distance
HK Hidden Creep
(Teleport)
Qcf.pngHk.png
236+HK
- - 52 - - - - - - 15-36f full invuln; can pass through opponent from ~1.5 backdash distance
Ex.png Hidden Creep
(Teleport)
Qcf.png2k.png
236+KK
- - 41 - - - - - - 1-14f strike/projectile invuln, 15-27f full invuln; can pass through opponent from ~2.5 backdash distance
Psycho Transaction
(Meter Build)
3p.png (hold) 10 - 11 - - - - - - HP starts draining on frame 10, meter starts building on frame 16. Can cause self-KO
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Strafe Dagger
(Super)
Qcf.pngQcf.pngP.png
236236+P
1+2 3(9)32 19 -13(-6) KD 70*50x4*150 - M - 1-25f full invuln, entire animation projectile invuln; Block Adv. depends on distance; Armor Break; KD Adv: +95
Psycho Stream
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+15 - 18 42 KD 33x9 - M - Launches opponent into free juggle state on grounded hit; KD Adv: +148 if no juggle (from point blank connect)
DCM
(Ground Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
0+10 3 57 -39 KD 30x9*89*60 - M - 1-12f full invuln; Armor Break; KD Adv: +39
DCM
(AA Ultra 2)
Qcb.pngQcb.png3k.png
214214+KKK
0+7 4 53 - KD 30x9*89*60 - - - 1-10f full invuln; only hits airborne opponents; Armor Break; KD Adv: +39
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Note: 4HP, 2HP (1st hit) is character specific; used for combos into EX Psycho Sting or to add 50 stun to punish routes

  • Works on Abel, Adon, Decapre, Dee Jay (crouch), Dhalsim, E. Honda, Gouken, Guile, Guy, Hakan, Hugo, Ibuki, M. Bison, Rose (crouch), Sagat (stand), Yun (stand)


Confirms:

  • 218/320, 0 bar -- 2LK, 5LP, 5MP xx HP Psycho Sting
  • 219/400, 0 bar -- 2LK, 5LP, 4MP~HK xx jump cancel, whiff Divekick, 4HK
    • Strict timing; juggle Air Throw instead for a slightly weaker but easier finish
  • 244/370, 0 bar -- 2LK, 5LP, 2MP, 2MK xx HP Psycho Sting
  • 303/420, 0 bar -- 4MP, 2MP, 5MP xx HP Psycho Sting
    • If not absolutely point blank, use 2MP/2MK instead of 5MP
  • 292/508, 1 bar -- 2LK, 5LP, 2HP (1 hit) xx EX Psycho Sting ~ jump cancel, whiff Divekick, LP Psycho Sting
    • Can also end with AA U2 (40/360)
  • 370/540, 2 bar -- 4MP, 2MP xx Invisible Ray xx FADC, 4MP, 2MP, 5MP xx HP Psycho Sting
    • Not generally worth the 2 bars unless it will kill, or corner carry is important


-- Corner Only --

  • 355/530, 0 bar -- 4HP, 2MP xx LP Psycho Sting, LP Psycho Sting
  • 425/616, 1 bar -- 4MP, 2MP xx LP Psycho Sting, EX Black Widow
    • Extra damage for 1 bar, EX Black Widow won't juggle after two LP Stings
  • 607/530, 4 bar -- 4HP, 2MP xx LP Psycho Sting, LP Psycho Sting, Super
    • Can also end in 2MP xx HP Psycho Sting, Super for similar damage but less stun
  • 445/765, 1 bar -- 4HP, 2HP xx EX Psycho Sting ~ jump cancel, whiff Divekick, 4HK, 4HK
    • For a 2-bar combo, add EX Black Widow at the end (515/865)
  • 432/790, 1 bar -- Break Dive (j.2HP), 4HK, 4HK, EX Black Widow
    • If using EX Psycho Sting ~ Break Dive, omit one 4HK
    • Example: 4HP, 2HP xx EX Psycho Sting ~ Break Dive, 4HK, EX Black Widow (494/830, 2 bar, char-specific)
  • 576/495, 1 bar -- Ultra 1 (grounded hit), 4HK, 4HK, EX Black Widow


Punishes:

  • 308/390, 0 bar -- 4HP, 5MP xx HP Psycho Sting
  • 268/360, 0 bar -- 4MP, 5MP xx HP Psycho Sting
  • 395/580, 1 bar -- 4HP, 2HP (1 hit) xx EX Psycho Sting ~ jump cancel, whiff Divekick, HK Black Widow
    • Point blank only, character specific
    • Can also end with AA Ultra 2 (527/440)
  • 391/540, 2 bar -- 4HP, 2MP xx Invisible Ray xx FADC, 4MP, 2MP xx HP Psycho Sting
  • 484/300, 1 bar -- 4MP xx EX Psycho Sting ~ jump cancel, whiff Divekick, AA U2
  • 592/390, 4 bar -- 4HP, 2MP xx HP Psycho Sting xx Super


-- Ranged Punishes --

  • 225/300, 0 bar -- 2MP xx HP Psycho Sting
  • 321/460, 2 bar -- 2MP xx LP Psycho Sting xx FADC, HK Black Widow
  • 479/300, 2 bar -- 2MP xx LP Psycho Sting xx FADC, AA U2


Counterhit Confirms:

  • CH 4MP, Ground U2
  • CH 4MP, 4HP, 2MP xx HP Psycho Sting
  • CH 2MK, 2LP (no buffer, so true 1f link)


Ultra Setups:

  • EX Psycho Sting, whiff Divekick, juggle U1 or AA U2
  • LP Psycho Sting xx FADC, AA U2
  • Break Dive (j.2HP), juggle U1 or AA U2
  • 4HK (1st hit trade), AA U2

Useful Info

Reversals:

  • Black Widow (Dp.pngK.png / 623+K) - Fast and invincible; MK version is the preferred meterless reversal (LK can trade, HK is 4f slower)
    • EX version can FADC for safety and has much greater horizontal range
  • EX Hidden Creep (Qcf.png2k.png / 236+KK) - strike/projectile invincible, can escape the corner; loses to throws
  • Super (Qcf.pngQcf.pngP.png / 236236+P) - strong reversal; sideswitch + pushback makes it difficult to punish if used at close range
  • Ground Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - invincible, but startup is a little slow making it easily baited
  • AA Ultra 2 (Qcb.pngQcb.png3k.png / 214214+KKK) - Can often be used to escape, since it whiffs on grounded opponents


Anti-Airs:

  • 4MP - great hitbox for close/mid range jumps
  • 5HK - mid/far range, moves forward and can whiff under opponent if too close
  • 5MK - farther ranges, trades frequently
  • 2HP - farther ranges, should be timed late to avoid trading
  • LP Psycho Sting (Qcb.pngLp.png / 214+P) - fast and reaches high, but not invincible
  • Black Widow (Dp.pngK.png / 623+K) - invincible DP, not much horizontal range on meterless versions
  • AA Ultra 2 (Qcb.pngQcb.png3k.png / 214214+KKK) - mid/far range jumps, can whiff under opponent at closer range
  • Air Throw - for close range/crossup jumps


Anti-Focus:

  • 5MK / 4HP / close 2HP - multi-hit normals
  • LP Psycho Sting (Qcb.pngLp.png / 214+P) - armor breaker, great for cancelling on reaction to a focus absorb
    • Other strengths also work, but are much slower and could get counterhit out of startup
  • Super (Qcf.pngQcf.pngP.png / 236236+P) - fast and invincible armor breaker
  • Ground Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - armor breaker, can chase down most focus backdashes unless used from far away

Anti-Projectile:

  • 3HK - slide low profiles on frame 6, has good range
  • Invisible Ray (Qcf.pngP.png / 236+P) - Decapre can keep up well in fireball wars; EX version has 2 hits
  • Psycho Creep / Teleport (Qcf.pngK.png / 236+K) - If used as a prediction, can go through projectiles
  • Super (Qcf.pngQcf.pngP.png / 236236+P) - fast and invincible, but loses damage at longer range
  • Ground Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - works from around half screen; harder to use than the USF4 version


Juggles:

  • 4HP 1st Hit - can be used in free-juggle situations to add damage with a special cancel
    • Example: Break Dive, 4HP (1 hit) xx LP Psycho Sting
  • 4HK trade - frequent occurrence when used as an AA, can juggle into Black Widow
  • EX Black Widow xx FADC, 4HK


Miscellaneous:

  • N/A


Game Navigation

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