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In USF4, Guy was known as a character who could hit hard up close, but often struggled in neutral to achieve that win condition. In Omega, his prayers were answered - he sports some of the best buttons in the game, and can easily push opponents into the corner to win off only two or three good decisions. Omega Guy's 2MP is a contender for the strongest button in any version of SF4, with startup and recovery that make it look like a light normal. It has an amazing hitbox, can anti-air and low profile on frame 1, and confirm into huge damage while keeping him near throw range even after two consecutive hits. | In USF4, Guy was known as a character who could hit hard up close, but often struggled in neutral to achieve that win condition. In Omega, his prayers were answered - he sports some of the best buttons in the game, and can easily push opponents into the corner to win off only two or three good decisions. Omega Guy's 2MP is a contender for the strongest button in any version of SF4, with startup and recovery that make it look like a light normal. It has an amazing hitbox, can anti-air and low profile on frame 1, and confirm into huge damage while keeping him near throw range even after two consecutive hits. He can convert most hits into juggle starters, which become far more powerful in the corner, giving him some of the strongest BnB combos in the game. | ||
Guy did also receive some nerfs relative to his USF4 version | Guy did also receive some nerfs relative to his USF4 version, particularly related to his walkspeed and aerial mobility. This makes him slightly more reliant on dashes to close the gap, but this is barely an inconvenience with his incredible buttons and 15f dash. Elbow Drop is much weaker at altering his forward jump trajectory; combined with his new shorter jump arc this makes his air game less variable, but his new Bushin Flip + Falling Kick ender gives him a new way to approach from the air. Guy is a perfect encapsulation of Omega Mode with his crazy offensive potential, and sits firmly in the top 5 of most competitive tier lists. | ||
Line 18: | Line 18: | ||
* '''Throw''': slightly shorter range | * '''Throw''': slightly shorter range | ||
** For 1 bar, can cancel Forward Throw into Bushinryu Shoulder Throw (side switch) | ** For 1 bar, can cancel Forward Throw into Bushinryu Shoulder Throw (side switch) | ||
* Movement Changes: | * Movement Changes: | ||
Line 24: | Line 25: | ||
** '''Back Dash''': Slightly shorter distance | ** '''Back Dash''': Slightly shorter distance | ||
** '''Jumps''': 4f faster (40f > 36f), much shorter distance | ** '''Jumps''': 4f faster (40f > 36f), much shorter distance | ||
*Normal Move Changes: | *Normal Move Changes: | ||
** | ** | ||
* Command Normal Changes: | * Command Normal Changes: | ||
** | ** | ||
* Special Move Changes: | * Special Move Changes: | ||
** | ** | ||
* Super/Ultra Changes: | * Super/Ultra Changes: | ||
** | ** '''Super''' (236236+P) - 3f startup (5f faster than USF4), safe on block (-2), and 50 more damage | ||
*** Has great juggle potential, fully connecting after Run~Slide or any Hozanto | |||
** '''Ultra 1''' (236236+KKK) - can now juggle meterless from Bushin Chain (must connect the 2nd hit of U1) | |||
** '''Ultra 2''' (214214+PPP) - new input, much easier to use quickly for a punish | |||
* Moves with ending Frame Buffer: | * Moves with ending Frame Buffer: |
Revision as of 08:19, 31 October 2022

Guy
In a nutshell
In USF4, Guy was known as a character who could hit hard up close, but often struggled in neutral to achieve that win condition. In Omega, his prayers were answered - he sports some of the best buttons in the game, and can easily push opponents into the corner to win off only two or three good decisions. Omega Guy's 2MP is a contender for the strongest button in any version of SF4, with startup and recovery that make it look like a light normal. It has an amazing hitbox, can anti-air and low profile on frame 1, and confirm into huge damage while keeping him near throw range even after two consecutive hits. He can convert most hits into juggle starters, which become far more powerful in the corner, giving him some of the strongest BnB combos in the game.
Guy did also receive some nerfs relative to his USF4 version, particularly related to his walkspeed and aerial mobility. This makes him slightly more reliant on dashes to close the gap, but this is barely an inconvenience with his incredible buttons and 15f dash. Elbow Drop is much weaker at altering his forward jump trajectory; combined with his new shorter jump arc this makes his air game less variable, but his new Bushin Flip + Falling Kick ender gives him a new way to approach from the air. Guy is a perfect encapsulation of Omega Mode with his crazy offensive potential, and sits firmly in the top 5 of most competitive tier lists.
Notable Changes from USF4 to Omega
Bafcord Omega Doc - Guy
Detailed Frame Data with USF4 Comparisons - Guy
- Throw: slightly shorter range
- For 1 bar, can cancel Forward Throw into Bushinryu Shoulder Throw (side switch)
- Movement Changes:
- Walk speed slightly decreased (Forward 0.0495 > 0.045, Back 0.0385 > 0.035) - USF4 buff reverted
- Forward Dash: 3f faster (18f > 15f), slightly longer distance
- Back Dash: Slightly shorter distance
- Jumps: 4f faster (40f > 36f), much shorter distance
- Normal Move Changes:
- Command Normal Changes:
- Special Move Changes:
- Super/Ultra Changes:
- Super (236236+P) - 3f startup (5f faster than USF4), safe on block (-2), and 50 more damage
- Has great juggle potential, fully connecting after Run~Slide or any Hozanto
- Ultra 1 (236236+KKK) - can now juggle meterless from Bushin Chain (must connect the 2nd hit of U1)
- Ultra 2 (214214+PPP) - new input, much easier to use quickly for a punish
- Super (236236+P) - 3f startup (5f faster than USF4), safe on block (-2), and 50 more damage
- Moves with ending Frame Buffer:
- 5LP, cl.5MP, cl.5LK, cl.5MK, cl.5HK, 2LP, 2MP, 2HP, 2LK, 6HP, Bushin Gokusaken Chain (after HP, HK, or 2HK)
- Hozanto (all), LK Bushin Senpukyaku, Bushin Flip + Elbow Drop / Falling Kick, Utsusemi (successful Counter or EX Teleport)
- Run + Stop (meterless), EX Run + HK Overhead / MP Teleport Elbow / HP Shoulder Tackle, Focus Attack + Forward Dash
Character Specific Data
Guy
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 950 | ||
WALKING | |||||
Forward Walk Speed: | 0.045 | Back Walk Speed: | 0.035 | ||
JUMPING | |||||
Jump Total Frames: | 4+36+4 | Jump Distance: | 1.75 Forward, 1.925 Back | ||
DASHING | |||||
Forward Dash Frames: | 15 | Forward Dash Distance: | 1.28 | ||
Back Dash Frames: | 26 | Back Dash Distance: | 1.17 | ||
FA + Forward Dash Frames: | 17 | FA + Back Dash Frames: | 19 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-16 | FA + Back Dash Airborne: | 4-10 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | -2 | Lv1 FA + Back Dash (Block): | -4 | ||
Lv2 FA + Forward Dash (Block): | +4 | Lv2 FA + Back Dash (Block): | +2 |
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5MP (Close) | cl. ![]() |
5 | 2 | 16 | 1 | 5 | 60 | 100 | M | Sp Su | Forces stand; cancels into Bushingoraikyaku (2PP) on hit/block; can combo into HP Hozanto |
5HP (Close) | cl. ![]() |
5 | 3 | 18 | -3 | 2 | 100 | 200 | M | TC Sp Su | Forces stand |
5LK (Close) | cl. ![]() |
5 | 2 | 6 | 3 | 6 | 20 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
7 | 2 | 11 | 3 | 6 | 80 | 100 | M | Sp Su | - |
5HK (Close) | cl. ![]() |
7 | 3 | 13 | 2 | 8 | 85 | 150 | M | Su | Whiffs on all crouching characters |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP | st. ![]() |
4 | 2 | 6 | 3 | 6 | 20 | 50 | M | TC Ch Sp Su | Starts juggle state vs. airborne opponents; whiffs on all crouching characters; semi-reliable AA |
5MP (Far) | far. ![]() |
5 | 2 | 16 | -4 | -1 | 60 | 100 | M | TC Sp Su | Forces stand; cancels into Bushingoraikyaku (2PP) on hit/block; cannot combo into HP Hozanto |
5HP (Far) | far. ![]() |
7 | 2 | 13 | 3 | 7 | 100 | 200 | M | - | - |
5LK (Far) | far. ![]() |
6 | 2 | 9 | 0 | 3 | 40 | 50 | M | - | Whiffs on short crouching characters |
5MK (Far) | far. ![]() |
8 | 2 | 12 | -1 | 3 | 70 | 100 | M | - | - |
5HK (Far) | far. ![]() |
8 | 3 | 16 | -1 | 3 | 110 | 200 | M | - | Whiffs on crouching characters ~Shoto height or below |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 | 2 | 6 | 3 | 6 | 20 | 50 | M | Ch Sp Su | - |
2MP | ![]() ![]() |
4 | 5 | 6 | 3 | 6 | 60 | 100 | M | Sp Su | Incredible neutral button and anti-air |
2HP | ![]() ![]() |
9 | 2 | 13 | 3 | 8 | 100 | 200 | M | - | Forces stand |
2LK | ![]() ![]() |
3 | 2 | 8 | 1 | 4 | 20 | 50 | L | Sp Su | - |
2MK | ![]() ![]() |
6 | 2(2)2 | 12 | 0(-4) | KD | 30*40 | 30*40 | L*L | Sp Su | 6-15f low profile; both hits cancellable (adv. if 1st hit whiffs); KD Adv: +28 |
2HK | ![]() ![]() |
7 | 4 | 18 | -6 | KD | 100 | 200 | L | - | New animation, no longer a slide; KD Adv: +20 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Neck Breaker (Overhead) |
![]() ![]() |
17 | 1*6 | 13 | -5 | 1 | 30*50 | 50*100 | H | kara | 2 hits; startup animation can kara cancel into specials |
Ninja Sickle (Flip Kick) |
![]() ![]() |
6 | 1(3)2 | 12+13 land | -9 | KD | 50*30 | 50x2 | M | TC | Either hit puts opponent into free juggle state, grounded or airborne; KD Adv: +41 |
+ Nodokiri | + ![]() |
13 | 2 | 15 | 1 | KD | *60 | *100 | KD | - | Whiffs on all crouching characters; will not juggle if 4HK was used vs. airborne opponent; if this hits without 4HK, puts opponent into free juggle state; KD Adv: +47 |
Mizukirigeri (Slide) |
![]() ![]() |
11 | 13 | 15 | -12(0) | KD | 100 | 200 | L | - | Guy's old 2HK animation; KD Adv: +14~26 |
Target Combo | ![]() ![]() |
7 | 3 | 23 | -6 | -3 | 60*40 | 100*60 | M | Sp Su | Both Close/Far 5MP work; can whiff on some characters at farther ranges; -2/+1 when cancelled into Run+Stop |
Bushin Gokusaken (start) |
![]() ![]() |
7 | 2 | 24 | -8 | -3 | 20*60 | 50*50 | M | TC | Entire Bushin Chain sequence juggles vs. airborne opponents (but not into Throw ender) |
+ Bushin Gokusaken (partial) |
+ ![]() |
6 | 2 | 18 | -9 | 3 | *80 | *50 | M | TC | Can chain into HK on hit/block or 2HK on hit |
+ Bushin Gokusaken (end chain) |
+ ![]() |
11 | 3 | 21 | -6 | KD | *100 | *130 | M | Su | Launches high for a juggle; KD Adv: +52 |
+ Bushin Gokusa (throw ender) |
+ ![]() ![]() |
3 | 2 | 20 | - | KD | *100 | - | M | - | Side switches; may whiff at max range (-3 on hit); cannot activate vs. block or armor; opponent is put into free juggle state; can followup midscreen with Super or 5MP; KD Adv: +45 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
5 | 7 | - | - | - | 50 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
5 | 3 | - | - | - | 80 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
4 | 5 | - | - | - | 100 | 200 | H | - | - |
j.LK (angled) | ![]() ![]() |
5 | 8 | - | - | - | 40 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
6 | 6 | - | - | - | 70 | 100 | H | - | Crossup |
j.HK (angled) | ![]() ![]() |
8 | 3 | - | - | - | 100 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
5 | 7 | - | - | - | 50 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
5 | 4 | - | - | - | 80 | 100 | H | - | - |
j.HP (neutral) | ![]() ![]() |
6 | 4 | - | - | - | 100 | 200 | H | - | - |
j.LK (neutral) | ![]() ![]() |
5 | 8 | - | - | - | 40 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
6 | 3 | - | - | - | 80 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
5 | 3(9)1*1 | - | - | - | 100*50x2 | 150*75x2 | H*M*M | - | Puts airborne opponents into limited juggle state; 3 hits, but only 2 can connect on most characters |
Elbow Drop | Air ![]() ![]() |
8 | until land | - | -2(6) | 0(9) | 80 | 100 | M | - | Less effective at altering forward jump trajectory (back jump unchanged); better frame advantage vs. crouching |
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 | 90 | 150 | M | Dash | KD Adv: +11; +30 after Forward Dash, +28 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
18+11 | 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 |
Grab Throw (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 80*[90] | 0*[200] | T | *Sp | Can cancel into back throw followup; KD Adv: +17 |
+ Bushinryu Shoulder Throw | + ![]() ![]() ![]() |
- | - | - | - | KD | [150] | [200] | T | - | Costs 1 bar during Forward Throw, replacing final hit of throw animation; KD Adv: +11 |
Shoulder Throw (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 170 | 200 | T | - | KD Adv: +13 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Bushingoraikyaku | ![]() ![]() (After 5MP) |
7 | 3(11)1(3) 2(26)2 |
24 | -8 (-36) |
KD | 200 | 250 | M | - | Input during cl/far.5MP or Bushin Chain 5MP on hit/block; large gap between last 2 hits (may drop at max range); can juggle if used during Bushin Chain on airborne opponent; KD Adv: +29 |
LP Hozanto (Shoulder) |
![]() ![]() 214+LP |
7 | 6 | 21 | -6 | KD | 80 | 150 | M | Su | 5-15f upper body projectile invuln, 1-4f and 16-18f reduced upper body hurtbox; puts opponent into limited juggle state; very little horizontal range; KD Adv: +47 |
MP Hozanto (Shoulder) |
![]() ![]() 214+MP |
17 | 3 | 21 | -3 | KD | 120 | 200 | M | Su | 5-14f upper body projectile invuln; KD Adv: +26 |
HP Hozanto (Shoulder) |
![]() ![]() 214+HP |
19 | 3 | 22 | -7 | KD | 130 | 200 | M | Su | 5-15f upper body projectile invuln; puts grounded opponents into free juggle state; only combos from cl.5MP, cl.5HP, or 5MP>HP; KD Adv: +43 |
![]() (Shoulder) |
![]() ![]() 214+PP |
10 | 3(12)3 | 27 | -9 | KD | 60*120 | 0*200 | M | FA | 1-12f projectile invuln, 19-22f low profile; 2 hits; 1st hit causes crumple, 2nd knocks down; both hits FA cancellable; KD Adv: +23 |
LK Bushin Senpukyaku (Tatsu) |
![]() ![]() 214+LK |
10 | 2(6)1(7)1 | 11+19 land | -18 | KD | 35x2*40 | 50x3 | M | - | 1-9f throw invuln, 10-26f lower body strike invuln; projectile invuln 1-9f (mid body), 10-26f (lower body); 7-37f airborne; 3rd hit whiffs on grounded opponents; KD Adv: +31 |
MK Bushin Senpukyaku (Tatsu) |
![]() ![]() 214+MK |
9 | 2(6)2(6)2 | 16+19 land | -16 | KD | 40x3 | 50x3 | M | - | 1-26f lower body strike invuln; projectile invuln 1-10f (all), 11-42f (lower body); 7-42f airborne; KD Adv: +25 |
HK Bushin Senpukyaku (Tatsu) |
![]() ![]() 214+HK |
6 | 3(6)1(7) 1(6)1 |
16+19 land | - | KD | 50*20x2*70 | 50x4 | M | - | 1-30f lower body strike/projectile invuln, 5-46f airborne; whiffs on grounded opponents; first hit has increased juggle potential; KD Adv: +25~31 |
![]() (Tatsu) |
![]() ![]() 214+KK |
4 | 2(5)1(6) 1(5)2 |
16+19 land | -29 (-22) |
KD | 50*40x2*50 | 50x4 | M | - | 1-10f full invuln, 11-25f lower body strike/projectile invuln; 3-41f airborne; (block Adv. if 3 hits connect); KD Adv: +24 |
Kaiten Izuna Otoshi (Air Grab) |
Air ![]() ![]() Air 236+P |
3 | 2 | 13 land | - | KD | 180 | 180 | T | - | Only hits airborne opponents; KD Adv: +7 |
![]() (Air Grab) |
Air ![]() ![]() Air 236+PP |
3 | 3 | 13 land | - | KD | 200 | 200 | T | - | Only hits airborne opponents; KD Adv: +7 |
Kaiten Izuna Otoshi (Leaping Air Grab) |
![]() ![]() 623+P |
3+5 | 3 | 21+13 land | - | KD | 180 | 180 | T | - | 4f airborne; only hits airborne opponents; button strength determines trajectory; KD Adv: +7 |
![]() (Leaping Air Grab) |
![]() ![]() 623+PP |
3+4 | 4 | 21+13 land | - | KD | 200 | 200 | T | - | 4f airborne, 5-10f strike/projectile invuln; only hits airborne opponents; strike hitbox; has juggle potential; KD Adv: +7 |
Utsusemi (Counter) |
![]() ![]() 623+K |
1 | 16 | 37 | - | - | - | - | - | - | 1-16f armor; absorbs attack, then teleports behind opponent |
![]() (Teleport) |
![]() ![]() 623+KK |
- | - | 48 | - | - | - | - | - | - | 1-29f full invuln; teleports behind opponent on frame 27 (19f vulnerable recovery) |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Yamagoe (Bushin Flip) |
![]() ![]() 236+LP |
- | - | 42+17 land | - | - | - | - | - | - | 7-42f airborne; short trajectory; earliest followup at 22f, can be input with negative edge |
MP Yamagoe (Bushin Flip) |
![]() ![]() 236+MP |
- | - | 41+15 land | - | - | - | - | - | - | 7-41f airborne; medium trajectory; earliest followup at 22f, can be input with negative edge |
HP Yamagoe (Bushin Flip) |
![]() ![]() 236+HP |
- | - | 44+17 land | - | - | - | - | - | - | 7-44f airborne; far trajectory; earliest followup at 22f, can be input with negative edge |
+ Ikazuchi (Elbow Drop) |
+ ![]() |
14 | until land | 8 land | 0(2) | 3(5) | 80 | 100 | M | - | Stops forward momentum |
+ Kabutowari (Falling Kick) |
+ ![]() |
14 | 2 | 7 land | -4(2) | 2(9) | 80 | 150 | M | - | If input too late, kick will whiff; can be used to reduce landing recovery for a mixup |
+ Bushin Izuna Otoshi (Throw) |
+ ![]() ![]() ![]() |
5 | 3 | 8 land | - | KD | 180 | 150 | T | - | Works on standing or airborne opponents; throw can hit behind Guy; KD Adv: +17 |
![]() (Bushin Flip) |
![]() ![]() 236+PP |
- | - | 44+14 land | - | - | - | - | - | - | 1-14f throw/projectile invuln, 7-44f airborne; tracks opponent's location; followups can be input with negative edge |
+ ![]() (Elbow Drop) |
+ ![]() |
9 | 6 | 8 land | -7(1) | KD | 50*150 | 0*200 | M | - | Automatically transitions to throw followup on hit; active frames don't reach very far downward, so must be delayed against short crouching characters; KD Adv: +17 |
+ ![]() (Falling Kick) |
+ ![]() |
14 | 1*1 | 7 land | 1(6) | 4(9) | 70*50 | 100x2 | M | - | 2 hits; causes air reset vs. airborne opponents that immediately drops opponent to the ground; if input too late, kick will whiff; can be used to reduce landing recovery for a mixup |
+ ![]() (Throw) |
![]() ![]() |
5 | 3 | 8 land | - | KD | 230 | 200 | T | - | Works on standing or airborne opponents; throw can hit behind Guy; 4P input will result in Elbow Drop; KD Adv: +17 |
Run | ![]() ![]() 236+K |
- | - | 69 | - | - | - | - | - | - | Followups can be input 5f onward; continues running for 69f until followup is input; does not stop upon reaching opponent |
+ Sudden Stop | + ![]() |
- | - | 17 | - | - | - | - | - | - | - |
+ Shadow Kick (Slide) |
+ ![]() |
9 | 6 | 22 | -10(-5) | KD | 120 | 150 | L | Su | 8-24f low profile; juggles into super before the knockdown occurs; KD Adv: +14~19 |
+ Neck Flip (Overhead) |
+ ![]() |
22 | 2*3 | 20 | -6 | 2(3) | 100*70 | 100x2 | H | - | 15-28f airborne; 1st hit whiffs on crouchers (except Hugo); better advantage on Hit vs. short crouching characters |
![]() |
![]() ![]() 236+KK |
- | - | 79 | - | - | - | - | - | - | 2 hits armor 1f~end; followups can be input 5f onward; continues running for 79f until followup is input; does not stop upon reaching opponent |
+ ![]() |
+ ![]() |
- | - | 17 | - | - | - | - | - | - | 1 additional hit of armor during recovery |
+ ![]() (Slide) |
+ ![]() |
9 | 2*2*9 | 14 | -5(3) | KD | 40x2*100 | 25x2*150 | L*L*L | FA | 1-21f projectile invuln, 8-24f low profile; 3 hits, only 3rd knocks down (all are FA cancellable, can combo into Lv. 2 Focus); KD Adv: +19~27 |
+ ![]() (Overhead) |
+ ![]() |
16 | 2*3 | 19 | -5 | 3(4) | 70*50 | 100*50 | H | - | 10-21f airborne; 1st hit whiffs on crouchers (except Hugo); better advantage on Hit vs. short crouching characters |
+ ![]() |
+ ![]() |
7 | 6 | 21 | -6 | KD | 80 | 100 | M | FA | Puts opponent into limited juggle state; can juggle 214HK or 214PP anywhere on screen; KD Adv: +49 |
+ ![]() (Elbow Drop) |
+ ![]() |
50 | 2 | 8 | 4(5) | 9(10) | 80 | 100 | H | - | 24-33f full invuln; teleports upward before doing overhead elbow |
+ ![]() (Shoulder Crumple) |
+ ![]() |
23 | 5 | 17 | -3 | KD | 80 | 150 | M | FA | 1-27f armor; crumples opponent on hit, then side switches; KD Adv: +56 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Bushin Hasoken (Super) |
![]() ![]() ![]() 236236+P |
1+2 | 2(7)2(8)2 | 21 | -2 | KD | 430 | - | M | - | 1-13f full invuln; high juggle potential; KD Adv: +60; Dmg Distribution: 40x2*80*20x5*40*130 |
Bushin Goraisenpujin (Ultra 1) |
![]() ![]() ![]() 236236+KKK |
0+12 | 2(5)2(16) 2(17)1 |
40 | -20 | KD | 29*27x3*350 | - | M | - | 1-12f full invuln; In juggles, must connect the 2nd hit of U1; KD Adv: +50 |
Bushin Muso Renge (Ultra 2) |
![]() ![]() ![]() 214214+PPP |
0+1 | 2 | 38 | - | KD | 500 | - | T | - | 1-2f full invuln; escapable post-freeze; KD Adv: +21; Dmg Distribution: 15x12*18*45*18x2*45*18*158 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Confirms:
- Dmg/St --
Punishes:
- Dmg/St --
Counterhit Confirms:
Ultra Setups:
Useful Info
Reversals:
Anti-Airs:
Anti-Focus:
Anti-Projectile:
Juggles:
Miscellaneous:
- Uncrouchable setup: 2MK (2nd hit KD) xx LP or EX Flip, Bushin Flip Throw right as they wake up
- Can mix up with MP Flip into Elbow Drop, could punish someone mashing wakeup crouch normals to escape the throw