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{{SSFIVHeader}} | {{SSFIVHeader}} | ||
= | == Abel == | ||
{{MvC3HyperGuideCharacterBox | akumaface.jpg }} | {{MvC3HyperGuideCharacterBox | akumaface.jpg }} | ||
Background Info Here. | Background Info Here. | ||
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{{SSFIVFrameDataHeader}} | {{SSFIVFrameDataHeader}} | ||
{{SSFIVFrameDataSubHeader | Standing Close Attacks}} | |||
{{SSFIVFrameDataRow | Close LP | HL | 25*15 | 30*20 | 20*20 | ch/sp/su*su | 4 | 3(8)3 | 11 | -3 | 0 | | |}} | |||
{{SSFIVFrameDataRow | Close MP | HL | 50*30 | 50*50 | 40*20 | sp/su*su | 5 | 3(8)2 | 14 | -2 | +4 | | | [Hit] Forces stand}} | |||
{{SSFIVFrameDataRow | Close HP | HL | 80*30 | 100*100 | 60*20 | sp/su*su | 4 | 3(8)2 | 20 | -4 | 0 | | | [Hit] Forces stand}} | |||
{{SSFIVFrameDataRow | Close LK | HL | 30 | 50 | 20 | - | 5 | 2 | 9 | 0 | +3 | | |}} | |||
{{SSFIVFrameDataRow | Close MK | HL | 70 | 100 | 40 | sp/su | 7 | 2 | 16 | -4 | -1 | | |}} | |||
{{SSFIVFrameDataRow | Close HK | HL[H] | 100[30] | 150[50] | 60[20] | - | 6 | 6 | 16 | -4 | 0 | | | [Hit] Forces stand, active frame 1-4 wont hit crouchers, active frames 5-6 refer to [] (overhead)}} | |||
{{SSFIVFrameDataSubHeader | Standing Far Attacks}} | {{SSFIVFrameDataSubHeader | Standing Far Attacks}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Far LP | HL | 30 | 50 | 20 | sp/su | 5 | 3 | 6 | +3 | +6 | | |}} | ||
{{SSFIVFrameDataRow | Far MP | HL | 80 | 100 | 40 | su | 5 | 6 | 11 | -3 | +1 | | |}} | |||
{{SSFIVFrameDataRow | Far HP | HL | 130 | 200 | 60 | - | 12 | 3 | 17 | -2 | +2 | | |}} | |||
{{SSFIVFrameDataRow | Far LK | HL | 40 | 50 | 20 | - | 5 | 3 | 8 | 0 | +3 | | |}} | |||
{{SSFIVFrameDataRow | Far MK | HL | 80 | 100 | 40 | - | 8 | 3 | 15 | -4 | -1 | | | Whiff against crouchers}} | |||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Far HK | HL | 100 | 200 | 60 | - | 14 | 2 | 19 | -3 | +1 | | |}} | ||
{{SSFIVFrameDataRow | | |||
{{SSFIVFrameDataRow | | |||
{{SSFIVFrameDataRow | | |||
{{SSFIVFrameDataRow | | |||
{{SSFIVFrameDataSubHeader | Crouching Attacks}} | {{SSFIVFrameDataSubHeader | Crouching Attacks}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | crouch LP | HL | 30 | 50 | 20 | ch/sp/su | 5 | 2 | 6 | +3 | +6 | | |}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | crouch MP | HL | 70 | 100 | 40 | sp/su | 7 | 3 | 10 | +1 | +4 | | |}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | crouch HP | HL | 70*40 | 100*50 | 60*20 | sp/su | 8 | 2*2 | 22 | -6 | - | | | 1st part [Ground Hit] Forces Stand, 2nd [Hit] Floats opponent}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | crouch LK | L | 20 | 50 | 20 | ch/sp/su | 5 | 3 | 7 | +1 | +4 | | |}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | crouch MK | HL | 70 | 100 | 40 | sp/su | 8 | 5 | 13 | -4 | +1 | | |}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | crouch HK | L | 100 | 200 | 60 | sp/su | 11 | 3 | 25 | -10 | - | | | [Hit] Hard Knockdown cannot fast recover}} | ||
{{SSFIVFrameDataSubHeader | Straight Up Jump Attacks}} | {{SSFIVFrameDataSubHeader | Straight Up Jump Attacks}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Jump up LP | H | 50 | 50 | 20 | - | 5 | 4 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only)}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Jump up MP | H | 80 | 100 | 40 | - | 5 | 6 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only)}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Jump up HP | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only)}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Jump up LK | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | | | [Projectile Invulnerability] Until just before startup (leg part only)}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Jump up MK | H | 80 | 100 | 40 | - | 4 | 6 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only)}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Jump up HK | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only)}} | ||
{{SSFIVFrameDataSubHeader | Angled Jump Attacks}} | |||
{{SSFIVFrameDataSubHeader | | {{SSFIVFrameDataRow | Jump forward LP | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only)}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Jump forward MP | H | 80 | 100 | 40 | - | 5 | 10 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only)}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Jump forward HP | H | 100 | 200 | 60 | - | 5 | 8 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only)}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Jump forward LK | H | 50 | 50 | 20 | - | 4 | 5 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only)}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Jump forward MK | H | 70 | 100 | 40 | - | 5 | 6 | - | - | - | | | [Projectile Invulnerability] Until just before startup (leg part only)}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Jump forward HK | H | 110 | 200 | 60 | - | 5 | 5 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only)}} | ||
{{SSFIVFrameDataRow | | |||
{{SSFIVFrameDataSubHeader | Unique Attacks}} | {{SSFIVFrameDataSubHeader | Unique Attacks}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | F+MK | HL | 80 | 100 | 40 | dash | 7 | 2 | 16 | 0 | +3 | | | Dash cancellable}} | ||
{{SSFIVFrameDataSubHeader | Focus Attacks}} | {{SSFIVFrameDataSubHeader | Focus Attacks}} | ||
{{SSFIVFrameDataRow | Focus Attack LVL 1 | | {{SSFIVFrameDataRow | Focus Attack LVL 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | | | 1~10F or 1F after button's are released: Has super armor. Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons.}} | ||
{{SSFIVFrameDataRow | Focus | {{SSFIVFrameDataRow | Focus attack LVL 2 | HL | 80 | 150 | 40 | - | 17+13 | 2 | 35 | -15 | - | | | 1~1F after button's are released: Has super armor. Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons.}} | ||
{{SSFIVFrameDataRow | Focus | {{SSFIVFrameDataRow | Focus attack LVL 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | - | - | | | 1~64F has super armor. Breaks super armor. Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F.}} | ||
{{SSFIVFrameDataSubHeader | Throws}} | |||
{{SSFIVFrameDataSubHeader | | {{SSFIVFrameDataRow | Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | | | Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Forward Throw | | {{SSFIVFrameDataRow | Back throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | | | Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Back | |||
{{SSFIVFrameDataSubHeader | Special Moves}} | {{SSFIVFrameDataSubHeader | Special Moves}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Change of Direction LP | HL | 30 | 50 | 20/30 | su | 14 | 3 | 25 | -3 | +2 | | | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 25-26F can follow with second middle/low}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Change of Direction MP | HL | 35 | 50 | 20/30 | su | 16 | 3 | 25 | -3 | +2 | | | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Change of Direction HP | HL | 40 | 50 | 20/30 | su | 17 | 3 | 25 | -3 | +2 | | | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 28-29F can follow with second middle/low}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Change of Direction EX | HL | 40 | 50 | -250/0 | su | 16 | 3 | 25 | -3 | +2 | | | 1-18F [Armor] / [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low}} | ||
{{SSFIVFrameDataRow | Second Mid | H | 40 | 50 | 10/20 | - | 15 | 4 | 28 | -9 | -4 | | | [Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low}} | |||
{{SSFIVFrameDataSubHeader | Super | {{SSFIVFrameDataRow | Second Low | L | 50 | 50 | 20/30 | su | 22 | 4 | 24 | -5 | -1 | | | [Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Finish Mid | H | 100 | 100 | 10/30 | - | 10 | 2 | 44 | -35 | - | | | [Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after throw recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Finish Low | L | 150 | 100 | 30/30 | - | 22 | 2 | 53 | -44 | - | | | [Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after throw recovers (from SF4 vanilla)}} | |||
{{SSFIVFrameDataRow | Wheel Kick LK | H | 120 | 200 | 30/40 | - | 20 | 7 | 2+19 | -10 | -5 | | | 1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu)}} | |||
{{SSFIVFrameDataRow | Wheel Kick MK | H | 140 | 200 | 30/40 | - | 24 | 7 | 2+20 | -11 | -6 | | | 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu)}} | |||
{{SSFIVFrameDataRow | Wheel Kick HK | H | 160 | 200 | 30/40 | - | 27 | 7 | 1+22 | -12 | -7 | | | 1-22F [Hit/Projectile Invul.] (lower half part only) / 15F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 31F (opp Ryu)}} | |||
{{SSFIVFrameDataRow | Wheel Kick EX | H | 60*120 | 100*100 | -250/0 | -- | 17 | 7*3 | 2+19 | -6 | 0 | | | 1-26F [Hit Invul.] (lower half part only) / 1-26F [Projectile Invul.] / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / 2nd hit can juggle / Hit on crouching opp on the 23F (opp Ryu)}} | |||
{{SSFIVFrameDataRow | Marseilles Roll LK | - | - | - | 20/- | - | - | - | 27 | - | - | | | 5-26 [Hit Invul.] / 5-23F can cross opponent}} | |||
{{SSFIVFrameDataRow | Marseilles Roll MK | - | - | - | 20/- | - | - | - | 30 | - | - | | | 5-29 [Hit Invul.] / 5-25F can cross opponent}} | |||
{{SSFIVFrameDataRow | Marseilles Roll HK | - | - | - | 20/- | - | - | - | 32 | - | - | | | 5-31 [Hit Invul.] / 5-27F can cross opponent}} | |||
{{SSFIVFrameDataRow | Marseilles Roll EX | - | - | - | -250/- | - | - | - | 32 | - | - | | | 1-32 [Hit Invul.] / 5-27F can cross opponent}} | |||
{{SSFIVFrameDataRow | Sky Fall LP | - | 0*140 | 100 | 30/0*100 | - | 5 | 2 | 31 | - | - | | | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)}} | |||
{{SSFIVFrameDataRow | Sky Fall MP | - | 0*150 | 150 | 30/0*100 | - | 6 | 4 | 31 | - | - | | | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)}} | |||
{{SSFIVFrameDataRow | Sky Fall HP | - | 0*160 | 200 | 30/0*100 | - | 9 | 6 | 31 | - | - | | | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)}} | |||
{{SSFIVFrameDataRow | Sky Fall EX | - | 0*160 | 150 | -250/0 | - | 6 | 2 | 31 | - | - | | | 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after throw recovers (from SF4 vanilla) / CAN JUGGLE !!!}} | |||
{{SSFIVFrameDataRow | Tornado Throw LP | 1.3 | 160 | 100 | 30/80 | - | 5 | 2 | 51 | - | - | | | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)}} | |||
{{SSFIVFrameDataRow | Tornado Throw MP | 1.1 | 180 | 150 | 30/80 | - | 5 | 2 | 45 | - | - | | | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)}} | |||
{{SSFIVFrameDataRow | Tornado Throw HP | 0.9 | 200 | 200 | 30/80 | - | 5 | 2 | 39 | - | - | | | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)}} | |||
{{SSFIVFrameDataRow | Tornado Throw EX | 1.25 | 200 | 150 | -250/0 | - | 5 | 2 | 54 | - | - | | | 1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after throw recovers (from SF4 vanilla)}} | |||
{{SSFIVFrameDataSubHeader | Super Combo}} | |||
{{SSFIVFrameDataRow | Super Combo | HL | 0*335 | 0 | -1000/0 | - | 1+5 | 2 | 41 | -32 | - | | | 1F-blackout [Full Invul.] / after blackout, 1-6F LP: [Hit Invul], MP:[Throw Invul.], HP:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after throw recovers (from SF4 vanilla)}} | |||
{{SSFIVFrameDataSubHeader | Ultra Combos}} | {{SSFIVFrameDataSubHeader | Ultra Combos}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Ultra Combo 1 | HL | 45*455 | 0 | 0/0 | - | 1+13 | 2 | 46 | -30 | - | | | 1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after throw recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | | {{SSFIVFrameDataRow | Ultra Combo 2 | 1.0 | 480 | 0 | 0/0 | - | 1+7 | 6 | 51 | - | - | | | 1F-end of blackout [Full Invul.] / 1F after blackout till end of active frames [Armor][Throw Invul.] / [Hit] Hard Knockdown / Hold button to delay (up to 92F) / Active frames come 7F after button release / Can be cancelled with any Punch (20F recovery) / Ground Throw range 1.0}} | ||
{{SSFIVFrameDataFooter}} | {{SSFIVFrameDataFooter}} |
Revision as of 20:50, 2 March 2011

Abel
Background Info Here.
In a nutshell
General Usage of Character here.
Moves
Unique Attacks
Name
Command
Notes
Move Name
{{#motion: f + hp}}
Special Moves
Name
Command
Notes
Move Name
{{#motion: qcf + p}}
Super Combo
Name
Command
Notes
Move Name
{{#motion: qcf qcf + p}}
Ultra Combos
Name
Command
Notes
Move Name
{{#motion: qcf qcf + 3p}}
Move Name
{{#motion: qcf qcf + 3k}}
Frame Data
Move Values | Frame Count | Frame Advantage | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Block (HL) | Damage | Stun | Super Meter Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Block Stun | Hit Stun | Notes |
Standing Close Attacks | |||||||||||||
Close LP | HL | 25*15 | 30*20 | 20*20 | ch/sp/su*su | 4 | 3(8)3 | 11 | -3 | 0 | |||
Close MP | HL | 50*30 | 50*50 | 40*20 | sp/su*su | 5 | 3(8)2 | 14 | -2 | +4 | [Hit] Forces stand | ||
Close HP | HL | 80*30 | 100*100 | 60*20 | sp/su*su | 4 | 3(8)2 | 20 | -4 | 0 | [Hit] Forces stand | ||
Close LK | HL | 30 | 50 | 20 | - | 5 | 2 | 9 | 0 | +3 | |||
Close MK | HL | 70 | 100 | 40 | sp/su | 7 | 2 | 16 | -4 | -1 | |||
Close HK | HL[H] | 100[30] | 150[50] | 60[20] | - | 6 | 6 | 16 | -4 | 0 | [Hit] Forces stand, active frame 1-4 wont hit crouchers, active frames 5-6 refer to [] (overhead) | ||
Standing Far Attacks | |||||||||||||
Far LP | HL | 30 | 50 | 20 | sp/su | 5 | 3 | 6 | +3 | +6 | |||
Far MP | HL | 80 | 100 | 40 | su | 5 | 6 | 11 | -3 | +1 | |||
Far HP | HL | 130 | 200 | 60 | - | 12 | 3 | 17 | -2 | +2 | |||
Far LK | HL | 40 | 50 | 20 | - | 5 | 3 | 8 | 0 | +3 | |||
Far MK | HL | 80 | 100 | 40 | - | 8 | 3 | 15 | -4 | -1 | Whiff against crouchers | ||
Far HK | HL | 100 | 200 | 60 | - | 14 | 2 | 19 | -3 | +1 | |||
Crouching Attacks | |||||||||||||
crouch LP | HL | 30 | 50 | 20 | ch/sp/su | 5 | 2 | 6 | +3 | +6 | |||
crouch MP | HL | 70 | 100 | 40 | sp/su | 7 | 3 | 10 | +1 | +4 | |||
crouch HP | HL | 70*40 | 100*50 | 60*20 | sp/su | 8 | 2*2 | 22 | -6 | - | 1st part [Ground Hit] Forces Stand, 2nd [Hit] Floats opponent | ||
crouch LK | L | 20 | 50 | 20 | ch/sp/su | 5 | 3 | 7 | +1 | +4 | |||
crouch MK | HL | 70 | 100 | 40 | sp/su | 8 | 5 | 13 | -4 | +1 | |||
crouch HK | L | 100 | 200 | 60 | sp/su | 11 | 3 | 25 | -10 | - | [Hit] Hard Knockdown cannot fast recover | ||
Straight Up Jump Attacks | |||||||||||||
Jump up LP | H | 50 | 50 | 20 | - | 5 | 4 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) | ||
Jump up MP | H | 80 | 100 | 40 | - | 5 | 6 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) | ||
Jump up HP | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) | ||
Jump up LK | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | [Projectile Invulnerability] Until just before startup (leg part only) | ||
Jump up MK | H | 80 | 100 | 40 | - | 4 | 6 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) | ||
Jump up HK | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) | ||
Angled Jump Attacks | |||||||||||||
Jump forward LP | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) | ||
Jump forward MP | H | 80 | 100 | 40 | - | 5 | 10 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) | ||
Jump forward HP | H | 100 | 200 | 60 | - | 5 | 8 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) | ||
Jump forward LK | H | 50 | 50 | 20 | - | 4 | 5 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) | ||
Jump forward MK | H | 70 | 100 | 40 | - | 5 | 6 | - | - | - | [Projectile Invulnerability] Until just before startup (leg part only) | ||
Jump forward HK | H | 110 | 200 | 60 | - | 5 | 5 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) | ||
Unique Attacks | |||||||||||||
F+MK | HL | 80 | 100 | 40 | dash | 7 | 2 | 16 | 0 | +3 | Dash cancellable | ||
Focus Attacks | |||||||||||||
Focus Attack LVL 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | 1~10F or 1F after button's are released: Has super armor. Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons. | ||
Focus attack LVL 2 | HL | 80 | 150 | 40 | - | 17+13 | 2 | 35 | -15 | - | 1~1F after button's are released: Has super armor. Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons. | ||
Focus attack LVL 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | - | - | 1~64F has super armor. Breaks super armor. Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F. | ||
Throws | |||||||||||||
Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla) | ||
Back throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla) | ||
Special Moves | |||||||||||||
Change of Direction LP | HL | 30 | 50 | 20/30 | su | 14 | 3 | 25 | -3 | +2 | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 25-26F can follow with second middle/low | ||
Change of Direction MP | HL | 35 | 50 | 20/30 | su | 16 | 3 | 25 | -3 | +2 | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low | ||
Change of Direction HP | HL | 40 | 50 | 20/30 | su | 17 | 3 | 25 | -3 | +2 | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 28-29F can follow with second middle/low | ||
Change of Direction EX | HL | 40 | 50 | -250/0 | su | 16 | 3 | 25 | -3 | +2 | 1-18F [Armor] / [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low | ||
Second Mid | H | 40 | 50 | 10/20 | - | 15 | 4 | 28 | -9 | -4 | [Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low | ||
Second Low | L | 50 | 50 | 20/30 | su | 22 | 4 | 24 | -5 | -1 | [Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low | ||
Finish Mid | H | 100 | 100 | 10/30 | - | 10 | 2 | 44 | -35 | - | [Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after throw recovers (from SF4 vanilla) | ||
Finish Low | L | 150 | 100 | 30/30 | - | 22 | 2 | 53 | -44 | - | [Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after throw recovers (from SF4 vanilla) | ||
Wheel Kick LK | H | 120 | 200 | 30/40 | - | 20 | 7 | 2+19 | -10 | -5 | 1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu) | ||
Wheel Kick MK | H | 140 | 200 | 30/40 | - | 24 | 7 | 2+20 | -11 | -6 | 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu) | ||
Wheel Kick HK | H | 160 | 200 | 30/40 | - | 27 | 7 | 1+22 | -12 | -7 | 1-22F [Hit/Projectile Invul.] (lower half part only) / 15F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 31F (opp Ryu) | ||
Wheel Kick EX | H | 60*120 | 100*100 | -250/0 | -- | 17 | 7*3 | 2+19 | -6 | 0 | 1-26F [Hit Invul.] (lower half part only) / 1-26F [Projectile Invul.] / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / 2nd hit can juggle / Hit on crouching opp on the 23F (opp Ryu) | ||
Marseilles Roll LK | - | - | - | 20/- | - | - | - | 27 | - | - | 5-26 [Hit Invul.] / 5-23F can cross opponent | ||
Marseilles Roll MK | - | - | - | 20/- | - | - | - | 30 | - | - | 5-29 [Hit Invul.] / 5-25F can cross opponent | ||
Marseilles Roll HK | - | - | - | 20/- | - | - | - | 32 | - | - | 5-31 [Hit Invul.] / 5-27F can cross opponent | ||
Marseilles Roll EX | - | - | - | -250/- | - | - | - | 32 | - | - | 1-32 [Hit Invul.] / 5-27F can cross opponent | ||
Sky Fall LP | - | 0*140 | 100 | 30/0*100 | - | 5 | 2 | 31 | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) | ||
Sky Fall MP | - | 0*150 | 150 | 30/0*100 | - | 6 | 4 | 31 | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) | ||
Sky Fall HP | - | 0*160 | 200 | 30/0*100 | - | 9 | 6 | 31 | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) | ||
Sky Fall EX | - | 0*160 | 150 | -250/0 | - | 6 | 2 | 31 | - | - | 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after throw recovers (from SF4 vanilla) / CAN JUGGLE !!! | ||
Tornado Throw LP | 1.3 | 160 | 100 | 30/80 | - | 5 | 2 | 51 | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) | ||
Tornado Throw MP | 1.1 | 180 | 150 | 30/80 | - | 5 | 2 | 45 | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) | ||
Tornado Throw HP | 0.9 | 200 | 200 | 30/80 | - | 5 | 2 | 39 | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) | ||
Tornado Throw EX | 1.25 | 200 | 150 | -250/0 | - | 5 | 2 | 54 | - | - | 1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after throw recovers (from SF4 vanilla) | ||
Super Combo | |||||||||||||
Super Combo | HL | 0*335 | 0 | -1000/0 | - | 1+5 | 2 | 41 | -32 | - | 1F-blackout [Full Invul.] / after blackout, 1-6F LP: [Hit Invul], MP:[Throw Invul.], HP:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after throw recovers (from SF4 vanilla) | ||
Ultra Combos | |||||||||||||
Ultra Combo 1 | HL | 45*455 | 0 | 0/0 | - | 1+13 | 2 | 46 | -30 | - | 1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after throw recovers (from SF4 vanilla) | ||
Ultra Combo 2 | 1.0 | 480 | 0 | 0/0 | - | 1+7 | 6 | 51 | - | - | 1F-end of blackout [Full Invul.] / 1F after blackout till end of active frames [Armor][Throw Invul.] / [Hit] Hard Knockdown / Hold button to delay (up to 92F) / Active frames come 7F after button release / Can be cancelled with any Punch (20F recovery) / Ground Throw range 1.0 | ||
Move Name | Block (HL) | Damage | Stun | Super Meter Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Block Stun | Hit Stun | Notes |
Move Values | Frame Count | Frame Advantage |
Move Analysis
Normal Moves
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Normal Throws
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Focus Attack
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Special Moves
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Super Combos
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Ultra Combos
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The Basics
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Advanced Strategy
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Combos
Bread and Butters
- Combo 1
- Combo 2
Advanced Combos
- Combo 1
Combos Into Supers
- Combo 1
Combos Into Ultras
- Combo 1
Matchups
Vs. Abel
To Be Written (TBW)
Vs. Adon
TBW
Vs. Akuma
TBW
Vs. Balrog
TBW
Vs. Blanka
TBW
Vs. C. Viper
TBW
Vs. Cammy
TBW
Vs. Chun Li
TBW
Vs. Cody
TBW
Vs. Dan
TBW
Vs. Dee Jay
TBW
Vs. Dhalsim
TBW
Vs. Dudley
TBW
Vs. E. Honda
TBW
Vs. El Fuerte
TBW
Vs. Fei Long
TBW
Vs. Gen
TBW
Vs. Gouken
TBW
Vs. Guile
TBW
Vs. Guy
TBW
Vs. Hakan
TBW
Vs. Ibuki
TBW
Vs. Juri
TBW
Vs. Ken
TBW
Vs. M. Bison
TBW
Vs. Makoto
TBW
Vs. Rose
TBW
Vs. Rufus
TBW
Vs. Ryu
TBW
Vs. Sagat
TBW
Vs. Sakura
TBW
Vs. Seth
TBW
Vs. T. Hawk
TBW
Vs. Vega
TBW
Vs. Zangief
TBW