|
|
Line 24: |
Line 24: |
| {{SSFIVMoveListRow | Dash Low Straight | b (charge) df + p | ex version gains armor; low ex }} | | {{SSFIVMoveListRow | Dash Low Straight | b (charge) df + p | ex version gains armor; low ex }} |
| {{SSFIVMoveListRow | Dash Low Smash | b (charge) df + k | ex version gains armor; ex armorbreak }} | | {{SSFIVMoveListRow | Dash Low Smash | b (charge) df + k | ex version gains armor; ex armorbreak }} |
| {{SSFIVMoveListRow | Dash Swing Blow | b (charge) df + p (hold p) | ex version gains armor; high ex armorbreak }} | | {{SSFIVMoveListRow | Dash Swing Blow | b (charge) df + p (hold) | ex version gains armor; high ex armorbreak }} |
| {{SSFIVMoveListRow | Buffalo Headbutt | d (charge) u + p | ex }} | | {{SSFIVMoveListRow | Buffalo Headbutt | d (charge) u + p | ex }} |
| {{SSFIVMoveListRow | Turn Punch | hold 3p or 3k and release | The longer buttons are held (charge) the more damage move will do; armorbreak }} | | {{SSFIVMoveListRow | Turn Punch | hold 3p or 3k and release | The longer buttons are held (charge) the more damage move will do; armorbreak }} |
Line 79: |
Line 79: |
|
| |
|
| == Matchups == | | == Matchups == |
| Disclaimer: This will be a work in progress. I will go over space control and tools to create both the offense and defense against said characters. I am not perfect and if something is wrong or missing please feel free to either add it to the WIKI or email me at [email protected]. Having said that I am busy and it may take some time to accurately fill in each matchup so bear with me. Thanks. SafeOnBlock | |
|
| |
| '''Abel''':
| |
|
| |
| '''General:''' Able can be a very tough fight for Balrog because for the most part many of your offensive tools can only be used up close and exactly where Abel wants you to be. There are two places you want to be when fighting against able. First is anywhere outside of forward step kick range and sweep range. Though his sweep is relatively slow you absolutely don't want to get knocked down when fighting against Abel due to his amazing Oki game (otherwise known as wake up game). Problem is if you do not hold your ground you will end up in the corner in no time. So how do you avoid this?
| |
|
| |
| One of the best tools you have against Abel is your standing jab. The best thing you can do is try to zone him out with your good footsies, which is not easy to do, and hit confirm a standing jab to crouching sweep. This will get your offense started but Able has some good options on wake up to deal with Balrog's Oki pressure such as: Ex Roll, Ex Tornado Grab, and Ex Change of Direction. Which makes it very hard for Balrog to catch back up if he falls behind during the match. So there are some option selects that can help you deal with this.
| |
|
| |
| '''Option Selects:'''
| |
| On wake up if you safe jump you can Option Select (OS) grab and you will beat Ex Roll, Ex Change of Direction, and Ex Tornado Grab.
| |
|
| |
|
| |
|
| |
|
| |
| '''Adon''':
| |
|
| |
| '''Akuma''':
| |
|
| |
| '''Balrog''':
| |
|
| |
| '''Blanka''':
| |
|
| |
| '''Cammy''':
| |
|
| |
| '''Chun-Li''':
| |
|
| |
| '''Cody''':
| |
|
| |
| '''C.Viper''':
| |
|
| |
| '''Dan''':
| |
|
| |
| '''Dee Jay''':
| |
|
| |
| '''Dhalsim''':
| |
|
| |
| '''Dudely''':
| |
|
| |
| '''E.Honda''':
| |
|
| |
| '''El Fuerte''':
| |
|
| |
| '''Evil Ryu''':
| |
|
| |
| '''Fei Long''':
| |
|
| |
| '''Gen''':
| |
|
| |
| '''Gouken''':
| |
|
| |
| '''Guile''':
| |
|
| |
| '''Guy''':
| |
|
| |
| '''Hakan''':
| |
|
| |
| '''Ibuki''':
| |
|
| |
| '''Juri''':
| |
|
| |
| '''Ken''':
| |
|
| |
| '''Makoto''':
| |
|
| |
| '''M.Bison''':
| |
|
| |
| '''Oni''':
| |
|
| |
| '''Rose''':
| |
|
| |
| '''Rufus''':
| |
|
| |
| '''Ryu''':
| |
|
| |
| '''Sagat''':
| |
|
| |
| '''Sakura''':
| |
|
| |
| '''Seth''':
| |
|
| |
| '''T.Hawk''':
| |
|
| |
| '''Vega''':
| |
|
| |
| '''Yang''':
| |
|
| |
| '''Yun''':
| |
|
| |
| '''Zangief''':
| |
|
| |
|
| ==Frame Data== | | ==Frame Data== |
Line 366: |
Line 277: |
| | | | | | | |
| |- | | |- |
| | |crouch [[File:Jab.gif]] | | | |Crouch [[File:Jab.gif]] |
| | align="center" |HL | | | align="center" |HL |
| | align="center" |20 | | | align="center" |20 |
Line 380: |
Line 291: |
| | | | | | | |
| |- | | |- |
| | |crouch [[File:Strong.gif]] | | | |Crouch [[File:Strong.gif]] |
| | align="center" |HL | | | align="center" |HL |
| | align="center" |70 | | | align="center" |70 |
Line 394: |
Line 305: |
| | | | | | | |
| |- | | |- |
| | |crouch [[File:Fierce.gif]] | | | |Crouch [[File:Fierce.gif]] |
| | align="center" |HL | | | align="center" |HL |
| | align="center" |90 | | | align="center" |90 |
Line 408: |
Line 319: |
| | | | | | | |
| |- | | |- |
| | |crouch [[File:Short.gif]] | | | |Crouch [[File:Short.gif]] |
| | align="center" |L | | | align="center" |L |
| | align="center" |30 | | | align="center" |30 |
Line 422: |
Line 333: |
| | | | | | | |
| |- | | |- |
| | |crouch [[File:Forward.gif]] | | | |Crouch [[File:Forward.gif]] |
| | align="center" |L | | | align="center" |L |
| | align="center" |70 | | | align="center" |70 |
Line 436: |
Line 347: |
| | | | | | | |
| |- | | |- |
| | |crouch [[File:Roundhouse.gif]] | | | |Crouch [[File:Roundhouse.gif]] |
| | align="center" |L | | | align="center" |L |
| | align="center" |90 | | | align="center" |90 |
Line 450: |
Line 361: |
| | | | | | | |
| |- | | |- |
| | |Jump up [[File:Jab.gif]] | | | |Jump Up [[File:Jab.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |50 | | | align="center" |50 |
Line 464: |
Line 375: |
| | | | | | | |
| |- | | |- |
| | |Jump up [[File:Strong.gif]] | | | |Jump Up [[File:Strong.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |90 | | | align="center" |90 |
Line 478: |
Line 389: |
| | | | | | | |
| |- | | |- |
| | |Jump up [[File:Fierce.gif]] | | | |Jump Up [[File:Fierce.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |110 | | | align="center" |110 |
Line 492: |
Line 403: |
| | | | | | | |
| |- | | |- |
| | |Jump up [[File:Short.gif]] | | | |Jump Up [[File:Short.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |50 | | | align="center" |50 |
Line 506: |
Line 417: |
| | | | | | | |
| |- | | |- |
| | |Jump up [[File:Forward.gif]] | | | |Jump Up [[File:Forward.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |80 | | | align="center" |80 |
Line 520: |
Line 431: |
| | | | | | | |
| |- | | |- |
| | |Jump up [[File:Roundhouse.gif]] | | | |Jump Up [[File:Roundhouse.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |110 | | | align="center" |110 |
Line 534: |
Line 445: |
| | | | | | | |
| |- | | |- |
| | |Jump forward [[File:Jab.gif]] | | | |Jump Forward [[File:Jab.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |50 | | | align="center" |50 |
Line 548: |
Line 459: |
| | | | | | | |
| |- | | |- |
| | |Jump forward [[File:Strong.gif]] | | | |Jump Forward [[File:Strong.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |80 | | | align="center" |80 |
Line 562: |
Line 473: |
| | | | | | | |
| |- | | |- |
| | |Jump forward [[File:Fierce.gif]] | | | |Jump Forward [[File:Fierce.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |90 | | | align="center" |90 |
Line 576: |
Line 487: |
| | | | | | | |
| |- | | |- |
| | |Jump forward [[File:Short.gif]] | | | |Jump Forward [[File:Short.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |50 | | | align="center" |50 |
Line 590: |
Line 501: |
| | | | | | | |
| |- | | |- |
| | |Jump forward [[File:Forward.gif]] | | | |Jump Forward [[File:Forward.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |80 | | | align="center" |80 |
Line 604: |
Line 515: |
| | | | | | | |
| |- | | |- |
| | |Jump forward [[File:Roundhouse.gif]] | | | |Jump Forward [[File:Roundhouse.gif]] |
| | align="center" |H | | | align="center" |H |
| | align="center" |100 | | | align="center" |100 |
Line 1,192: |
Line 1,103: |
| | | | | | | |
| |- | | |- |
| | |Ultra Combo 1 [[File:Punch.gif]][[File:Punch.gif]][[File:Punch.gif]] | | | |Ultra Combo 1<br />[[File:Punch.gif]][[File:Punch.gif]][[File:Punch.gif]] |
| | align="center" |HL | | | align="center" |HL |
| | align="center" |45x2*38x2*45x2*38x2*53x3 | | | align="center" |45x2*38x2*45x2*38x2*53x3 |
Line 1,206: |
Line 1,117: |
| | | | | | | |
| |- | | |- |
| | |Ultra Combo 1 [[File:kick.gif]][[File:kick.gif]][[File:kick.gif]] | | | |Ultra Combo 1<br />[[File:kick.gif]][[File:kick.gif]][[File:kick.gif]] |
| | align="center" |HL | | | align="center" |HL |
| | align="center" |45x2*38x2*45x2*38x2*53x3 | | | align="center" |45x2*38x2*45x2*38x2*53x3 |
Balrog
There is nothing Balrog loves more than money and women. Banned from the professional boxing circuit for being too ruthless in his matches (many opponents ended up hospitalized), Balrog's attempts to become rich through boxing came to a crashing halt. However, his pure strength and unadulterated power did not go unnoticed by one important individual: the leader of Shadaloo, M. Bison. Promised riches beyond all dreams, Balrog now does much of the dirty work for M. Bison as one of his top henchmen with gleeful pleasure.
In a nutshell
Balrog is a unique character whose only true weakness is also his greatest strength. He excels in all areas of both offensive and defensive spectrums...but he must constantly switch between utilizing one or the other. He has a ferocious offensive approach if he does not defend himself, and an iron fortress of a defense as long as he does not get impatient and rush into battle. To that end, the boxer's tools in battle are designed to cater well on both fronts. His anti-air option are very good, and he can play an excellent mixup/footsie game as well. If you want a character who epitomizes the term "balance", Balrog may be your man.
Players to Watch
PR Balrog
Throws
Head Bomber
f or n + lp + lk
throw
Lever Break
b + lp + lk
throw
Special Moves
Dash Straight
b (charge) f + p
ex version gains armor; ex
Dash Upper
b (charge) f + k
ex version gains armor; ex
Dash Low Straight
b (charge) df + p
ex version gains armor; low ex
Dash Low Smash
b (charge) df + k
ex version gains armor; ex armorbreak
Dash Swing Blow
b (charge) df + p (hold)
ex version gains armor; high ex armorbreak
Buffalo Headbutt
d (charge) u + p
ex
Turn Punch
hold 3p or 3k and release
The longer buttons are held (charge) the more damage move will do; armorbreak
Super Combo
Crazy Buffalo
b (charge) f b f + p
armorbreak
Ultra Combos
Violent Buffalo
b (charge) f b f + 3p
armorbreak
Dirty Bull
hcb hcb + 3p
throw
AE ver. 2012 Changes
Buffalo Head
Increased damage from 100 to 120 for medium, 100 to 140 for heavy, and 100 to 150 for EX version.
Dirty Bull
Increased damage from 300 to 399.
Made easy command mode input the same as SSF4.
Dash Swing Blow
Shortened hitback distance when hitting opponents on the ground, and eased linking with crouching medium punch, etc.
Near Standing Heavy Punch
Expanded hitbox downward, enabling contact at close range with Ryu, etc. when crouching.
AE Changes
- Near version Standing MP's damage is slightly decreased. It now forces stand, and is special cancelable.
- Far version Standing LP whiffs on all crouchers.
- Buffalo Head now has more ground recovery frames, damage is decreased.
- Ultra 2 motion changed from 720 to HCB x2. Still easy to jump out of like before.
The Basics
Combos
Strategy
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
70
|
100
|
40
|
sp/su
|
6
|
4
|
12
|
-2
|
+4
|
Forces stand
|
|
Close
|
HL
|
120
|
200
|
60
|
su
|
5
|
5
|
16
|
-3
|
+2
|
Forces stand
|
|
Close
|
HL
|
40
|
50
|
20
|
ch/sp/su
|
3
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
90
|
100
|
40
|
sp/su
|
5
|
4
|
13
|
-3
|
0
|
|
|
Close
|
HL
|
100
|
200
|
60
|
su
|
7
|
2
|
13
|
+3
|
+7
|
|
|
Far
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
4
|
+5
|
+8
|
|
|
Far
|
HL
|
90
|
100
|
40
|
su
|
7
|
2
|
16
|
-4
|
-1
|
|
|
Far
|
HL
|
100
|
200
|
60
|
-
|
9
|
4
|
21
|
-7
|
-3
|
|
|
Far
|
HL
|
40
|
50
|
20
|
ch/su
|
4
|
2
|
10
|
-1
|
+2
|
|
|
Far
|
HL
|
90
|
100
|
40
|
su
|
9
|
3
|
12
|
-1
|
+2
|
|
|
Far
|
HL
|
110
|
200
|
60
|
-
|
8
|
2
|
20
|
-4
|
0
|
|
|
Crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
3
|
2
|
5
|
+4
|
+7
|
|
|
Crouch
|
HL
|
70
|
100
|
40
|
sp/su
|
7
|
4
|
12
|
-2
|
+1
|
|
|
Crouch
|
HL
|
90
|
200
|
60
|
su
|
7
|
5
|
21
|
-8
|
-3
|
|
|
Crouch
|
L
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
Crouch
|
L
|
70
|
100
|
40
|
su
|
8
|
2
|
8
|
+4
|
+7
|
|
|
Crouch
|
L
|
90
|
120
|
60
|
su
|
8
|
2
|
22
|
-6
|
-
|
Hard knockdown
|
|
Jump Up
|
H
|
50
|
50
|
20
|
-
|
5
|
2
|
-
|
-
|
-
|
|
|
Jump Up
|
H
|
90
|
100
|
40
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump Up
|
H
|
110
|
200
|
60
|
-
|
5
|
9
|
-
|
-
|
-
|
Until end of active frames can adjust left or right
|
|
Jump Up
|
H
|
50
|
50
|
20
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump Up
|
H
|
80
|
100
|
40
|
-
|
6
|
2
|
-
|
-
|
-
|
|
|
Jump Up
|
H
|
110
|
200
|
60
|
-
|
5
|
2
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
50
|
50
|
20
|
-
|
4
|
3
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
80
|
100
|
40
|
-
|
7
|
3
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
90
|
200
|
60
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
50
|
50
|
20
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
80
|
100
|
40
|
-
|
7
|
2
|
-
|
-
|
-
|
|
|
Jump Forward
|
H
|
100
|
200
|
60
|
-
|
8
|
6
|
-
|
-
|
-
|
|
|
Focus Attack LVL 1
|
HL
|
90
|
100
|
20
|
-
|
10+11
|
2
|
35
|
-21
|
-21
|
|
|
Focus Attack LVL 2
|
HL
|
120
|
150
|
40
|
-
|
18+11
|
2
|
35
|
-15
|
-
|
|
|
Focus Attack LVL 3
|
-
|
170
|
200
|
60
|
-
|
65
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.93
|
130
|
160
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Back Throw
|
0.93
|
130
|
100
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Dash Straight
|
HL
|
100
|
100
|
20/30
|
su
|
13[4]
|
7
|
17
|
-3
|
-2
|
Forces stand, *1
|
|
Dash Straight
|
HL
|
110
|
150
|
20/30
|
su
|
22[7]
|
6
|
19
|
-6
|
-1
|
Forces stand, *1
|
|
Dash Straight
|
HL
|
120
|
200
|
20/30
|
su
|
35[7]
|
6
|
20
|
-8
|
-1
|
Forces stand, *1
|
|
Dash Straight
|
HL
|
120
|
200
|
-250/0
|
su
|
35[7]
|
6
|
17
|
-2
|
+2
|
Forces stand, *1 *2
|
|
Dash Upper
|
HL
|
100
|
100
|
20/30
|
su
|
14[5]
|
4
|
20
|
-3
|
-1
|
Cannot hit crouching opponents, *1
|
|
Dash Upper
|
HL
|
110
|
150
|
20/30
|
su
|
22[7]
|
4
|
20
|
-5
|
+1
|
Cannot hit crouching opponents, *1
|
|
Dash Upper
|
HL
|
120
|
200
|
20/30
|
su
|
35[7]
|
4
|
21
|
-7
|
+1
|
Cannot hit crouching opponents, *1
|
|
Dash Upper
|
HL
|
120
|
200
|
-250/0
|
su
|
35[7]
|
4
|
18
|
-1
|
+4
|
Cannot hit crouching opponents, *1 *2
|
|
Dash Ground Straight
|
L
|
90
|
100
|
20/30
|
su
|
22[13]
|
8
|
21
|
-8
|
-
|
Hard knockdown, *1
|
|
Dash Ground Straight
|
L
|
100
|
150
|
20/30
|
su
|
29[14]
|
8
|
21
|
-10
|
-
|
Hard knockdown, *1
|
|
Dash Ground Straight
|
L
|
110
|
200
|
20/30
|
su
|
42[14]
|
8
|
21
|
-11
|
-
|
Hard knockdown, *1
|
|
Dash Ground Straight
|
L
|
110
|
200
|
-250/0
|
su
|
42[14]
|
8
|
17
|
-3
|
-
|
Hard knockdown, *1 *2
|
|
Dash Swing Blow
|
H
|
80
|
100
|
20/30
|
su
|
31[22]
|
5
|
21
|
-5
|
+10
|
Armor break, +9 hit advantage vs. crouching opponents, *1
|
|
Dash Swing Blow
|
H
|
90
|
150
|
20/30
|
su
|
38[23]
|
5
|
21
|
-7
|
+10
|
Armor break, +9 hit advantage vs. crouching opponents, *1
|
|
Dash Swing Blow
|
H
|
100
|
200
|
20/30
|
su
|
51[23]
|
5
|
21
|
-8
|
+10
|
Armor break, +9 hit advantage vs. crouching opponents, *1
|
|
Dash Swing Blow
|
H
|
100
|
200
|
-250/0
|
su
|
51[23]
|
5
|
21
|
-5
|
+10
|
Armor break, +9 hit advantage vs. crouching opponents, *1 *2
|
|
Dash Ground Smash
|
HL
|
100
|
100
|
20/30
|
su
|
21[12]
|
8
|
20
|
-5
|
-
|
armor break, *1
|
|
Dash Ground Smash
|
HL
|
110
|
150
|
20/30
|
su
|
28[13]
|
8
|
20
|
-7
|
-
|
armor break, *1
|
|
Dash Ground Smash
|
HL
|
120
|
200
|
20/30
|
su
|
41[13]
|
8
|
20
|
-9
|
-
|
armor break, *1
|
|
Dash Ground Smash
|
HL
|
120
|
200
|
-250/0
|
su
|
41[13]
|
8
|
16
|
-3
|
-
|
armor break, *1 *2
|
|
Buffalo Headbutt
|
HL
|
100
|
200
|
30/40
|
-
|
8
|
11
|
10+22
|
-22
|
-
|
1~7f upper body strike invincible, 1~18f projectile and throw invincible, 8f~ airborne, charge 55f
|
|
Buffalo Headbutt
|
HL
|
120
|
200
|
30/40
|
-
|
10
|
11
|
10+22
|
-22
|
-
|
1~9f upper body strike invincible, 1~20f projectile and throw invincible, 10f~ airborne, charge 55f
|
|
Buffalo Headbutt
|
HL
|
140
|
200
|
30/40
|
-
|
12
|
11
|
10+22
|
-21
|
-
|
1~11f upper body strike invincible, 1~22f projectile and throw invincible, 12f~ airborne, charge 55f
|
|
Buffalo Headbutt
|
HL
|
150
|
200
|
-250/0
|
-
|
12
|
11
|
10+22
|
-21
|
-
|
1~15f Invincible, 12f~ airborne, charge 55f
|
|
Turn Punch LVL1
|
HL
|
130
|
200
|
30/40
|
su
|
30
|
7
|
13
|
-2
|
+2
|
1~18f strike invincible, forces stand, armor break, charge 32f (0.5s)
|
|
Turn Punch LVL2
|
HL
|
150
|
210
|
30/40
|
su
|
30
|
7
|
16
|
-5
|
-1
|
1~18f strike invincible, forces stand, armor break, charge 121f (2s)
|
|
Turn Punch LVL3
|
HL
|
180
|
220
|
30/40
|
su
|
30
|
8
|
18
|
-8
|
-4
|
1~18f strike invincible, forces stand, armor break, charge 241f (4s)
|
|
Turn Punch LVL4
|
HL
|
210
|
230
|
30/40
|
su
|
30
|
9
|
21
|
-12
|
-8
|
1~18f strike invincible, forces stand, armor break, charge 481f (8s)
|
|
Turn Punch LVL5
|
HL
|
250
|
240
|
30/40
|
su
|
30
|
10
|
22
|
-14
|
-10
|
1~18f strike invincible, forces stand, armor break, charge 961f (16s)
|
|
Turn Punch LVL6
|
HL
|
280
|
250
|
30/40
|
su
|
30
|
11
|
24
|
-17
|
-13
|
1~18f strike invincible, forces stand, armor break, charge 1441f (24s)
|
|
Turn Punch LVL7
|
HL
|
410
|
260
|
30/40
|
su
|
30
|
12
|
26
|
-20
|
-16
|
1~18f strike invincible, forces stand, armor break, charge 1921f (32s)
|
|
Turn Punch LVL8
|
HL
|
460
|
270
|
30/40
|
su
|
30
|
13
|
29
|
-24
|
-20
|
1~18f strike invincible, forces stand, armor break, charge 2401f (40s)
|
|
Turn Punch LVL9
|
HL
|
510
|
280
|
30/40
|
su
|
30
|
15
|
32
|
-29
|
-25
|
1~18f strike invincible, forces stand, armor break, charge 2881f (48s)
|
|
Turn Punch Final
|
HL
|
560
|
290
|
30/40
|
su
|
30
|
16
|
36
|
-34
|
-30
|
1~18f strike invincible, forces stand, armor break, charge 3360f (56s)
|
|
Super Combo
|
HL
|
60x4*105
|
0
|
-1000/0
|
-
|
1+9
|
6(8)6(7)6(8)6(15)3
|
31
|
-14
|
-
|
1~10f Invincible, 1st-4th hit forces stand, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
|
|
Super Combo
|
HL
|
60x4*105
|
0
|
-1000/0
|
-
|
1+7
|
6(8)6(8)6(8)6(16)3
|
31
|
-14
|
-
|
1~9f Invincible, 1st-4th hit cannot hit crouching opponents, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
|
|
Ultra Combo 1
 
|
HL
|
45x2*38x2*45x2*38x2*53x3
|
0
|
0/0
|
-
|
0+11
|
3*3(8)3*3(7)3*3(8)3*3(15)1x3
|
39
|
-26
|
-
|
1~12f Invincible, 1st-8th hit forces stand, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
|
|
Ultra Combo 1
 
|
HL
|
45x2*38x2*45x2*38x2*53x3
|
0
|
0/0
|
-
|
0+8
|
3*3(8)3*3(7)3*3(8)3*3(16)1x3
|
39
|
-26
|
-
|
1~9f Invincible, 1st-8th hit cannot hit crouching opponents, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
|
|
Ultra Combo 2
|
1.09
|
399
|
700
|
0/0
|
-
|
0+1
|
3
|
58
|
-
|
-
|
1f Invincible, hard knockdown
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes:
*1: startup changes according to distance, [] refers to fastest startup, charge 55f
*2: 1~end of active frames has armor