Ultra Street Fighter IV/Gen: Difference between revisions

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== Character Specific Data ==
== Character Specific Data ==
Gen (Crane){{USFIVCharacterData|900|950|75%|0.055|0.045|2|39 (4+35)|2.21|2.04|1.51|19|1.38|27|8|15|4|0.99|1.09|31|21|N/A|Crouch LK, Crouch MK, Crouch HK, Target Combo 1|Crouch HK, EX Gekiro (8th Hit)|Hyakurenko, Zetsui, Shitenketsu|21|29|65|-3|-11|+3|-5|TBD|}}
Gen (Mantis){{USFIVCharacterData|900|950|75%|0.055|0.045|2|39 (4+35)|2.21|2.04|1.51|19|1.38|27|8|15|4|0.99|1.09|31|21|N/A|Crouch LK, Crouch MK, Crouch HK, Target Combo 1|Crouch HK, EX Gekiro (8th Hit)|Hyakurenko, Zetsui, Shitenketsu|21|29|65|-3|-11|+3|-5|Close HP (1st Hit), LP/MP Hyakurenko (1st Hit), HP Hyakurenko (1st - 3rd Hit), EX Hyakurenko (1st - 4th Hit)|}}




Gen (Mantis){{USFIVCharacterData|900|950|75%|0.045|0.03|1.76|40 (4+36)|2.80|2.63|1.51|19|1.38|27|8|15|4|0.99|1.09|31|21|Stand MP, Shakudan, Close Kick, Far Kick, Falling Kick, Close Range Kick|Stand HP (1st Hit), Crouch LK, Crouch MK|N/A|Jyasen, EX Jyasen, Close Kick, Far Kick, Falling Kick, Close Range Kick, Teiga|21|29|65|-3|-11|+3|-5|Close HP (1st Hit), LP/MP Hyakurenko (1st Hit), HP Hyakurenko (1st - 3rd Hit), EX Hyakurenko (1st - 4th Hit)|}}
Gen (Crane){{USFIVCharacterData|900|950|75%|0.045|0.03|1.76|40 (4+36)|2.80|2.63|1.51|19|1.38|27|8|15|4|0.99|1.09|31|21|Stand MP, Shakudan, Close Kick, Far Kick, Falling Kick, Close Range Kick|Stand HP (1st Hit), Crouch LK, Crouch MK|N/A|Jyasen, EX Jyasen, Close Kick, Far Kick, Falling Kick, Close Range Kick, Teiga|21|29|65|-3|-11|+3|-5|Crouch MK, Jyasen|}}





Revision as of 20:28, 7 July 2014

Ultra Street Fighter IVUSFIV-Header.png

Gen

SSFIV-Gen Face.jpg

Few things are more deadly than a fighter who no longer fears death, and that is what describes Gen perfectly. Struck with an illness that will claim his life eventually, Gen now is determined to die the way he believes he was meant to die: in a glorious battle to the death with a worthy opponent. This makes Akuma, a master of the killing intent, a natural rival for Gen. They have fought once before, and Gen is said to be the only one to survive the Shun Goku Satsu. But Gen now seeks Akuma once again for the ultimate battle during which he hopes he can pass in the glory of the fight.


In a nutshell

There are a few characters that you can play only knowing about 60% of their potential and still do fine. Gen is not one of these characters. Not only is understanding everything about Gen necessary to play him effectively, he has two different modes that you must learn to adeptly switch between! There are many dexterity heavy characters in the game, but Gen may be the most dexterity heavy of them all. Without learning how to perform Standing Medium Kick into Hands or the proper distances or cross-up Oga Wall Dive kicks, for example, using Gen may be a losing battle.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)
Both Stances

  • Stun Gauge: Tncreased to 950 from 900
  • Wake-up Timing: 1 frame of invincibility time on neutral wake-up removed
  • Focus Attack: A bug that made reversal Focus Attack more difficult to perform fixed

Mantis Stance

  • Close HP: Stun damage distribution changed from 100 + 100 to 150 + 50
  • Focus Attack: Hitbox size reduced to position of Hurtbox
  • Hyakurenko: Hitbox of Light, Medium, and Hard versions slightly expanded downward; recovery increased by 1 frame to 18 frames from 17 frames
  • Hyakurenko: On hit and on block, the pushback of the Light, Medium, and EX versions reduced
  • Gekiro: Hard version now causes Soft Knockdown on last hit instead of Hard Knockdown; button input timing to get all hits now the same as previous EX version (easily mashed out)
  • EX Gekiro: Now causes Hard Knockdown instead of Soft Knockdown; button input timing to get all hits now the same as previous Hard version (requires precise timing)
  • EX Gekiro: On block is now -20 from -35; on block, follow-up inputs no longer possible
  • Shitenketsu (UC2): Hitbox slightly expanded forward

Crane Stance

  • Crouch LP: On hit is now +5 from +3
  • Crouch HP: Floats the opponent higher on Counter Hit
  • Crouch HK: Recovery reduced to 24 frames from 29 frames
  • Diagonal Jump HP: Hurtbox expanded downward
  • Diagonal Jump HK: Hurtbox expanded downward
  • Jyasen: Damage increased on all versions by 10, up to 70, 75, 80, and 90 from 60, 65, 70, and 80 on Light, Medium, Hard, and EX versions respectively
  • Oga: Hitbox slightly reduced

(New to Ultra SFIV Console Digital Release)
Both Stances

  • When Change Style and Red Focus Attack are pressed at the same time, Red Focus no longer activates

Mantis Stance

  • Crouch MP: Damage reduced to 60 from 70
  • Gekiro: Light version no longer invincible on frames 1-3
  • Zan'ei (SC): Damage reduced to 250 from 300
  • Shitenketsu (UC2): When activated at less than 75% Ultra Meter, does 300 Stun damage, when activate at 75% or more Ultra Meter, does 450 Stun damage

Crane Stance

  • Jyasen: Light version on hit now +2 from +1
  • Jyasen: Light and Medium versions on block now -1 from -3
  • Jyasen: Charge time for all versions reduced to 50 frames from 60 frames

(Removed from Ultra SFIV Arcade Japan)
Mantis Stance

  • Zan’ei (SC): Now easier to use in air combos (unclear what this exactly means)
  • Shitenketsu (UC2): Stun damage increased to 600 from 0

Crane Stance

  • Jyasen: On block, Light and Medium versions are now 0 from +3


Character Specific Data

Gen (Mantis)

VITALS
Health: 900 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.055 Forward Dash Distance: 1.51
Back Walk Speed: 0.045 Forward Dash Total Frames: 19
JUMPING Back Dash Distance: 1.38
Jump Height Apex: 2 Back Dash Total Frames: 27
Jump Total Frames: 39 (4+35) Back Dash Invincibility: 8
Forward Jump Distance: 2.21 Back Dash Airborne: 15
Back Jump Distance 2.04 Back Dash Recovery: 4
THROWS WAKE-UP TIMING
Forward Throw Range: 0.99 Face Up Total Frames: 31
Back Throw Range: 1.09 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: N/A Hard Knockdowns: Crouch HK, EX Gekiro (8th Hit)
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Target Combo 1 Armor Breakers: Hyakurenko, Zetsui, Shitenketsu
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP (1st Hit), LP/MP Hyakurenko (1st Hit), HP Hyakurenko (1st - 3rd Hit), EX Hyakurenko (1st - 4th Hit)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -3 L2 FA Forward Dash (On Block): +3
L1 Focus Attack Back Dash: -11 L2 FA Back Dash (On Block): -5


Gen (Crane)

VITALS
Health: 900 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.045 Forward Dash Distance: 1.51
Back Walk Speed: 0.03 Forward Dash Total Frames: 19
JUMPING Back Dash Distance: 1.38
Jump Height Apex: 1.76 Back Dash Total Frames: 27
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 2.80 Back Dash Airborne: 15
Back Jump Distance 2.63 Back Dash Recovery: 4
THROWS WAKE-UP TIMING
Forward Throw Range: 0.99 Face Up Total Frames: 31
Back Throw Range: 1.09 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Stand MP, Shakudan, Close Kick, Far Kick, Falling Kick, Close Range Kick Hard Knockdowns: N/A
Low Attacks: Stand HP (1st Hit), Crouch LK, Crouch MK Armor Breakers: Jyasen, EX Jyasen, Close Kick, Far Kick, Falling Kick, Close Range Kick, Teiga
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Crouch MK, Jyasen
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -3 L2 FA Forward Dash (On Block): +3
L1 Focus Attack Back Dash: -11 L2 FA Back Dash (On Block): -5


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Stand LP Stand Jab.gif 25 50 20 HL ch/sp/su 3 2 7 +3 +5
Stand MP Stand Strong.gif 55 100 40 HL sp/su 4 5 8 +5 +6
Stand HP Stand Fierce.gif 70*40 100*100 40*20 HL sp/su*- 5 2*4 17 -3 +1
Stand LK Stand Short.gif 40 50 20 HL su 5 4 13 -3 -2
Stand MK Stand Forward.gif 60 100 40 HL sp/su 5 3 17 -2 -1
Stand HK Stand Roundhouse.gif 110 200 60 HL - 8 2 20 -4 0
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 7 +2 +5
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 4 11 -1 +1
Crouch HP Crouch Fierce.gif 100 200 60 HL - 7 4 19 -5 -1
Crouch LK Crouch Short.gif 30 50 20 L ch/sp/su 4 2 8 +1 +4
Crouch MK Crouch Forward.gif 70 100 40 L sp/su 7 3 14 -3 -1
Crouch HK Crouch Roundhouse.gif 85 100 60 L - 8 3 22 -7 -
Target Combo 1 Down.gif+Short.gif > Down.gif+Forward.gif 70 100 40 L sp/su 7 3 14 -3 -1
Target Combo 2 Fierce.gif > Forward.gif 40 100 40 HL sp/su 5 3 17 -2 -1
Change Style: Crane Stance Switch (Crane) - - - - - - - Total 5 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Jump LP Jump Jab.gif 40 50 20 H - 4 7 - - -
Jump MP Jump Strong.gif 70 100 40 H - 5 5 - - -
Jump HP Jump Fierce.gif 100 200 60 H - 6 4 - - -
Jump LK Jump Short.gif 50 50 20 H - 5 8 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 4 8 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 4 8 - - -
Jump HK Jump Roundhouse.gif 100 200 60 H - 6 3 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -18
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shuraku Forward Throw 130 100 40 0.99 - 3 2 20 - -
Hozen Back Throw 120 100 40 1.09 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hyakurenko Hyakurenko Jab.gif 16xn 20xn 10/5xN HL su 5 3(5)3(5)3(5)3[(2)3(5)3(5)3] 18 +5 +9
Hyakurenko Strong.gif 16xn 20xn 10/5xN HL su 4 3(3)3(3)3(3)3[(2)3(3)3(3)3] 18 +5 +9
Hyakurenko Fierce.gif 16xn 20xn 10/5xN HL su 3 3(3)3(3)3(3)3[(2)3(3)3(3)3] 18 +5 +9
EX Hyakurenko Hyakurenko EX.gif 16xn 20xn -250/0 HL su 3 3(3)3(3)3(3)3[(2)3(3)3(3)3] 17 +5 +9
Gekiro Gekiro Short.gif 100*10x4*20 80*10x5 20/20*5x5 HL - 5 15 14+8 -35 -
Gekiro Forward.gif 100*10x5*40 80*10x6 20/20*5x5*10 HL - 7 15 17+8 -35 -
Gekiro Roundhouse.gif 100*10x6*90 80*10x6*80 20/20*5x6*10 HL - 7 15 18+8 -35 -
EX Gekiro Gekiro EX.gif 100*10x6*90 80*10x6*80 -250/0 HL - 7 15 18+8 -20 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Zan'ei Zan'ei Jab.gif 20*230 0 -1000/0 HL - 1+5 16 66 -61 -
Zan'ei Strong.gif 20*230 0 -1000/0 HL - 1+5 16 66 -61 -
Zan'ei Fierce.gif 20*230 0 -1000/0 HL - 1+5 16 66 -61 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Zetsui Zetsui 405 0 0/0 HL - 0+11 11 59 -49 -
Shitenketsu Shitenketsu 23*420 450[300] 0/0 HL - 0+7 2(6)2(6)2(6)2 33 -10 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 3 12 -4 -2
Stand LP Stand Jab.gif 30 50 20 HL ch/sp/su 4 3 13 -3 -1
Stand MP Stand Strong.gif 50*50 50*50 20*20 H*H - 18 2*2 22 -3 +1
Stand HP Stand Fierce.gif 100*100 100*100 40*20 L*HL - 17 2*4 19 -5 0
Stand LK Stand Short.gif 40 50 20 HL su 8 4 13 -3 -2
Stand MK Stand Forward.gif 100 100 40 HL - 7 4 22 -5 -1
Stand HK Stand Roundhouse.gif 70*50 100*100 40*20 HL - 5 3(9)2 22 -6 -2
Crouch LP Crouch Jab.gif 40 50 20 HL sp/su 4 2 9 0 +5
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 5 4 13 -3 -1
Crouch HP Crouch Fierce.gif 180 300 60 HL - 21 5 16 -3 +1
Crouch LK Crouch Short.gif 30 50 20 L sp/su 5 6 16 -8 -
Crouch MK Crouch Forward.gif 80 100 40 L su 8 3 21 -1 +1
Crouch HK Crouch Roundhouse.gif 120 150 60 HL - 5 5 24 -12 -8
Change Style: Mantis Stance Switch (Mantis) - - - - - - - Total 5 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Jump LP Jump Jab.gif 50 50 20 H - 4 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 4 5 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 90 100 40 H - 4 5 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 5 7 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 110 200 60 H - 5 7 - - -
Jump LK Jump Short.gif 40 50 20 H - 4 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 90 100 40 H - 4 6 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 4 8 - - -
Jump HK Jump Roundhouse.gif 100 200 60 H - 6 3 - - -
Shakudan (air) Roundhouse.gif > Roundhouse.gif 50 50 20 H - 4 2 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -18 -21
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shuraku Forward Throw 130 100 40 0.99 - 3 2 20 - -
Hozen Back Throw 120 100 40 1.09 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Jyasen Jyasen Jab.gif 20x2*60 20x2*80 20/8x2*20 HL su(x3) 6 3(5)1(5)4 20 -1 +2
Jyasen Strong.gif 20x3*65 20x3*80 20/8x3*20 HL su(x4) 6 3(7)3(11)1(5)4 20 -1 +1
Jyasen Fierce.gif 20x4*70 20x4*80 20/8x4*20 HL su(x5) 6 3(7)3(12)3(11)1(5)4 20 -3 +1
EX Jyasen Jyasen EX.gif (Jab.gifStrong.gif) 20x3*90 50x3 -250/0 HL su(x5) 6 3(5)1(5)4 20 -3 +1
Jyasen EX.gif (Jab.gifFierce.gif) 20x4*90 50x4 -250/0 HL su(x5) 6 3(7)3(11)1(5)4 20 -3 +1
Jyasen EX.gif (Strong.gifFierce.gif) 20x4*90 50x5 -250/0 HL su(x5) 6 3(7)3(12)3(11)1(5)4 20 -3 +1
Oga Oga - - - - - - - Total 27 - -
EX Oga Oga EX.gif - - -250/0 - - - - Total 27 - -
Wall Drop Wall Drop - - - - - - - Total 30 - -
Close Kick Wall Kick 100[150] 150 30/50 H - 13 6 After landing 13 -8 -
Far Kick Far Wall Kick 100[150] 150 30/50 H - 7 7 After landing 13 -13 -
Ceiling Jump Ceiling Jump - - - - - - - Total 64 - -
Falling Kick Falling Kick 100[150] 150 30/50 H - 3 15 After landing 13 - -
Close Range Kick Close Range Kick 100[150] 150 30/50 H - 3 14 1 + After landing 12 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Jyakoha Jyakoha 320 0 -1000/0 - - 1+1 19 16 + After landing 16 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ryukoha Ryukoha 398 0 0/0 - - 0+11 8 25 + After landing 28 - -
Teiga Teiga 428 0 0/0 H - 0+10 until ground After landing 26 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves: Mantis Stance

Standing Normals

  Name Nickname Command Notes
File:No image.png

Stand LP

Stand Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MP

Stand Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HP

Stand Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand LK

Stand Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MK

Stand Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HK

Stand Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Jumping Normals

  Name Nickname Command Notes
File:No image.png

Jump LP

Jump Jab (in air) lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump MP

Jump Strong (in air) mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HP

Jump Fierce (in air) hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump LK

Jump Short (in air) lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HK

Jump Roundhouse (in air) hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Target Combo 1

Target Combo 1 d + lk --- d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 2

Target Combo 2 hp --- mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Change Style: Crane Stance Switch (Crane) 3k Use when in Mantis Style; Can be performed at anytime, even during attacks, hit stun, block stun, etc.

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Shuraku

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hozen

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Hyakurenko

Hand Slap press p repeatedly ex armorbreak Requires 5 button presses

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Gekiro

Waterfall Kick dp + k ex Press k with proper timing after initial hit for followup kicks; lk gets 5 follow up kicks, mk gets 6, and hk and ex get 7; lk, mk, and hk versions require precise timing

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png Zan'ei Mantis Super Combo qcf qcf + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Zetsui

Mantis Ultra Combo I qcf qcf + 3p armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shitenketsu

Mantis Ultra Combo II qcb qcb + 3p armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


Moves: Crane Stance

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand LP

Stand Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MP

Stand Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HP

Stand Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand LK

Stand Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MK

Stand Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HK

Stand Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Jumping Normals

  Name Nickname Command Notes
File:No image.png

Jump LP

Jump Jab (in air) lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump LK

Jump Short (in air) lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HK

Jump Roundhouse (in air) hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Shakudan

Double Kick (in air) hk --- hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Change Style: Mantis Stance Switch (Mantis) 3p Use when in Crane Style; Can be performed at anytime, even during attacks, hit stun, block stun, etc.

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Shuraku

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hozen

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Jyasen

Roll b (charge) f + p ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Oga

Wall Jump d (charge) u + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Wall Drop

Wall Drop b (charge) f + p ex armorbreak Perform after Oga

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close Kick

Wall Kick d or n armorbreak Perform after Oga

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far Kick

Far Wall Kick f or df armorbreak Perform after Oga

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Ceiling Jump

Ceiling Jump u Perform after Oga

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Falling Kick

Falling Kick d armorbreak Perform after Ceiling Jump

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close Range Kick

Angled Falling Kick db or b (for left kick) or df or f (for right kick) armorbreak Perform after Ceiling Jump

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Jyakoha

Crane Super Combo qcf qcf + k

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Ryukoha

Crane Ultra Combo I qcf qcf + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Teiga

Crane Ultra Combo II (in air) qcf qcf + 3k armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

The Basics

Combos

Strategy

Matchups

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Stand LP Stand Jab.gif 25 50 20 HL ch/sp/su 3 2 7 11 +3 +5 12 14 Reset Reset - - - - - - -
Stand MP Stand Strong.gif 55 100 40 HL sp/su 4 5 8 16 +5 +6 18 19 Reset Reset - - - - - - -
Stand HP Stand Fierce.gif 70*40 100*100 40*20 HL sp/su*- 5 2*4 17 27 -3 +1 18 22 1st hit cancellable 1st Hit: Forces stand 1st Hit: Forces stand Reset Reset - - - - - - -
Stand LK Stand Short.gif 40 50 20 HL su 5 4 13 21 -3 -2 14 15 Reset Reset - - - - - - -
Stand MK Stand Forward.gif 60 100 40 HL sp/su 5 3 17 24 -2 -1 18 19 Reset Reset - - - - - - -
Stand HK Stand Roundhouse.gif 110 200 60 HL - 8 2 20 29 -4 0 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 7 12 +2 +5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 4 11 19 -1 +1 14 16 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL - 7 4 19 29 -5 -1 18 22 Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L ch/sp/su 4 2 8 13 +1 +4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 L sp/su 7 3 14 23 -3 -1 14 16 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 85 100 60 L - 8 3 22 32 -7 - 18 - Hard knockdown Hard knockdown Hard knockdown Hard knockdown - - - - - - -
Target Combo 1 Down.gif+Short.gif > Down.gif+Forward.gif 70 100 40 L sp/su 7 3 14 23 -3 -1 14 16 Reset Reset - - - - - - -
Target Combo 2 Fierce.gif > Forward.gif 40 100 40 HL sp/su 5 3 17 24 -2 -1 18 19 Reset Reset - - - - - - -
Change Style: Crane Stance Switch (Crane) - - - - - - - Total 5 5 - - - - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jump LP Jump Jab.gif 40 50 20 H - 4 7 - 10 - - Reset Reset - - - - - - -
Jump MP Jump Strong.gif 70 100 40 H - 5 5 - 9 - - Reset Reset - - - - - - -
Jump HP Jump Fierce.gif 100 200 60 H - 6 4 - 9 - - Reset Reset - - - - - - -
Jump LK Jump Short.gif 50 50 20 H - 5 8 - 12 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 4 8 - 11 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 4 8 - 11 - - Reset Reset - - - - - - -
Jump HK Jump Roundhouse.gif 100 200 60 H - 6 3 - 8 - - Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -18 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 101 - - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Shuraku Forward Throw 130 100 40 0.99 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Hozen Back Throw 120 100 40 1.09 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Hyakurenko Hyakurenko Jab.gif 16xn 20xn 10/5xN HL su 5 3(5)3(5)3(5)3[(2)3(5)3(5)3] 18 49 +5 +9 [] refers to extension (repeats), 1st-2nd hit cancellable X Soft Knockdown Soft Knockdown - - - - - - -
Hyakurenko Strong.gif 16xn 20xn 10/5xN HL su 4 3(3)3(3)3(3)3[(2)3(3)3(3)3] 18 42 +5 +9 [] refers to extension (repeats), 1st-2nd hit cancellable X Soft Knockdown Soft Knockdown - - - - - - -
Hyakurenko Fierce.gif 16xn 20xn 10/5xN HL su 3 3(3)3(3)3(3)3[(2)3(3)3(3)3] 18 41 +5 +9 [] refers to extension (repeats), extension cannot be cancelled X Soft Knockdown Soft Knockdown - - - - - - -
EX Hyakurenko Hyakurenko EX.gif 16xn 20xn -250/0 HL su 3 3(3)3(3)3(3)3[(2)3(3)3(3)3] 17 40 +5 +9 [] refers to extension (repeats), 1st-4th hit cancellable X Soft Knockdown Soft Knockdown - - - - - - -
Gekiro Gekiro Short.gif 100*10x4*20 80*10x5 20/20*5x5 HL - 5 15 14+8 41 -35 - On hit/block 5 additional inputs are allowed until landing, guard advantage is based on 1st hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 4f 5f~ JP: ?
Gekiro Forward.gif 100*10x5*40 80*10x6 20/20*5x5*10 HL - 7 15 17+8 46 -35 - On hit/block 6 additional inputs are allowed until landing, guard advantage is based on 1st hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~4f - - 5~6f 7f~ JP: ?
Gekiro Roundhouse.gif 100*10x6*90 80*10x6*80 20/20*5x6*10 HL - 7 15 18+8 47 -35 - On hit/block 7 additional inputs are allowed until landing, guard advantage is based on 1st hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~4f - - 5~6f 7f~ JP: ?
EX Gekiro Gekiro EX.gif 100*10x6*90 80*10x6*80 -250/0 HL - 7 15 18+8 47 -20 - On hit/block 6 additional inputs are allowed until landing, guard advantage is based on 1st hit 1st-7th Hit: Soft Knockdown, 8th Hit: Hard Knockdown 1st-7th Hit: Soft Knockdown, 8th Hit: Hard Knockdown 1st-7th Hit: Soft Knockdown, 8th Hit: Hard Knockdown 1st-7th Hit: Soft Knockdown, 8th Hit: Hard Knockdown - All: 1~7f - - - 7f~ JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Zan'ei Zan'ei Jab.gif 20*230 0 -1000/0 HL - 1+5 16 66 87 -61 - 1~20f can pass through opponent X Free Juggle (Hard Knockdown) Free Juggle (Hard Knockdown) Free Juggle (Hard Knockdown) Free Juggle (Hard Knockdown) - All: 1~10f - - - - -
Zan'ei Strong.gif 20*230 0 -1000/0 HL - 1+5 16 66 87 -61 - 1~20f can pass through opponent X Free Juggle (Hard Knockdown) Free Juggle (Hard Knockdown) Free Juggle (Hard Knockdown) Free Juggle (Hard Knockdown) - All: 1~7f - - - - -
Zan'ei Fierce.gif 20*230 0 -1000/0 HL - 1+5 16 66 87 -61 - 1~20f can pass through opponent X Free Juggle (Hard Knockdown) Free Juggle (Hard Knockdown) Free Juggle (Hard Knockdown) Free Juggle (Hard Knockdown) - All: 1~4f - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Zetsui Zetsui 405 0 0/0 HL - 0+11 11 59 80 -49 - 1~20f can pass through opponent X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11f - - - - -
Shitenketsu Shitenketsu 23*420 450[300] 0/0 HL - 0+7 2(6)2(6)2(6)2 33 65 -10 - 2nd hit does recoverable damage, hit on grounded opponents goes into animation, [] refers to when less than 75% Ultra Combo X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 3 12 18 -4 -2 11 13 Reset Reset - - - - - - -
Stand LP Stand Jab.gif 30 50 20 HL ch/sp/su 4 3 13 19 -3 -1 13 15 Reset Reset - - - - - - -
Stand MP Stand Strong.gif 50*50 50*50 20*20 H*H - 18 2*2 22 43 -3 +1 21 25 Reset Reset - - - - - - -
Stand HP Stand Fierce.gif 100*100 100*100 40*20 L*HL - 17 2*4 19 41 -5 0 18 23 1st hits low 2nd Hit: Forces stand 2nd Hit: Forces stand Reset Reset - - - - - - -
Stand LK Stand Short.gif 40 50 20 HL su 8 4 13 24 -3 -2 14 15 Reset Reset - - - - - - -
Stand MK Stand Forward.gif 100 100 40 HL - 7 4 22 32 -5 -1 21 25 Reset Reset - - - - - - -
Stand HK Stand Roundhouse.gif 70*50 100*100 40*20 HL - 5 3(9)2 22 40 -6 -2 18 22 Soft Knockdown Soft Knockdown - - - - - - 2nd Hit JP: ?
Crouch LP Crouch Jab.gif 40 50 20 HL sp/su 4 2 9 14 0 +5 11 16 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 5 4 13 21 -3 -1 14 16 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 180 300 60 HL - 21 5 16 41 -3 +1 18 22 [counter-hit] limited juggle knockdown Soft Knockdown Reset Soft Knockdown - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 5 6 16 26 -8 - 14 - floats opponent Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 80 100 40 L su 8 3 21 31 -1 +1 23 25 1~25f head projectile invincible Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 120 150 60 HL - 5 5 24 33 -12 -8 17 21 Reset Reset - - - - - - -
Change Style: Mantis Stance Switch (Mantis) - - - - - - - Total 5 5 - - - - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jump LP Jump Jab.gif 50 50 20 H - 4 7 - 10 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 4 5 - 8 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 90 100 40 H - 4 5 - 8 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 5 7 - 11 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 110 200 60 H - 5 7 - 11 - - Reset Reset - - - - - - -
Jump LK Jump Short.gif 40 50 20 H - 4 9 - 12 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 90 100 40 H - 4 6 - 9 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 4 8 - 11 - - Reset Reset - - - - - - -
Jump HK Jump Roundhouse.gif 100 200 60 H - 6 3 - 8 - - Soft Knockdown Soft Knockdown - - - - - - -
Shakudan (air) Roundhouse.gif > Roundhouse.gif 50 50 20 H - 4 2 - 5 - - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -18 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 101 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Shuraku Forward Throw 130 100 40 0.99 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Hozen Back Throw 120 100 40 1.09 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jyasen Jyasen Jab.gif 20x2*60 20x2*80 20/8x2*20 HL su(x3) 6 3(5)1(5)4 20 43 -1 +2 charge 50f - - - - - - -
Jyasen Strong.gif 20x3*65 20x3*80 20/8x3*20 HL su(x4) 6 3(7)3(11)1(5)4 20 59 -1 +1 charge 50f - - - - - - -
Jyasen Fierce.gif 20x4*70 20x4*80 20/8x4*20 HL su(x5) 6 3(7)3(12)3(11)1(5)4 20 74 -3 +1 charge 50f - - - - - - -
EX Jyasen Jyasen EX.gif (Jab.gifStrong.gif) 20x3*90 50x3 -250/0 HL su(x5) 6 3(5)1(5)4 20 43 -3 +1 charge 50f - - - All: 1~23f - - -
Jyasen EX.gif (Jab.gifFierce.gif) 20x4*90 50x4 -250/0 HL su(x5) 6 3(7)3(11)1(5)4 20 59 -3 +1 charge 50f - - - All: 1~39f - - -
Jyasen EX.gif (Strong.gifFierce.gif) 20x4*90 50x5 -250/0 HL su(x5) 6 3(7)3(12)3(11)1(5)4 20 74 -3 +1 charge 50f - - - All: 1~54f - - -
Oga Oga - - - - - - - Total 27 27 - - After activation can cancel into followup, charge 60f - - - - - 7f~ -
EX Oga Oga EX.gif - - -250/0 - - - - Total 27 27 - - Can pass through opponents, after activation can cancel into followup, charge 60f - - - All: 1f~ until wall 1f~ until wall 7f~ -
Wall Drop Wall Drop - - - - - - - Total 30 30 - - 16 grounded recovery frames - - - - - - -
Close Kick Wall Kick 100[150] 150 30/50 H - 13 6 After landing 13 31 -8 - [] refers to EX version X Free Juggle Free Juggle Free Juggle Free Juggle - - - - - - -
Far Kick Far Wall Kick 100[150] 150 30/50 H - 7 7 After landing 13 26 -13 - [] refers to EX version X Free Juggle Free Juggle Free Juggle Free Juggle - - - - - - -
Ceiling Jump Ceiling Jump - - - - - - - Total 64 64 - - 16 grounded recovery frames, can cancel into followup until 26f - - - - - - -
Falling Kick Falling Kick 100[150] 150 30/50 H - 3 15 After landing 13 30 - - [] refers to EX version X Free Juggle Free Juggle Free Juggle Free Juggle - - - - - - -
Close Range Kick Close Range Kick 100[150] 150 30/50 H - 3 14 1 + After landing 12 29 - - [] refers to EX version, can perform right version until 6 or 3f (?), can perform left version until 4 or 1f (?) X Free Juggle Free Juggle Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jyakoha Jyakoha 320 0 -1000/0 - - 1+1 19 16 + After landing 16 52 - - Cannot throw grounded opponents X - - Hard Knockdown Hard Knockdown - All: 1~3f - - - 1f~ JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ryukoha Ryukoha 398 0 0/0 - - 0+11 8 25 + After landing 28 71 - - Cannot throw grounded opponents X - All: 1~11f - - - 11f~ JP: ?
Teiga Teiga 428 0 0/0 H - 0+10 until ground After landing 26 - - - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f - All: 10f~until landing - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: