Ultra Street Fighter IV/Makoto: Difference between revisions

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{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Seichusan Godanzuki|Ultra Combo I|qcf qcf + 3p armorbreak||Seichusan Godanzuki|75*365|0|0/0|HL|-|0+6|3|47|55|||-29|-|Can juggle, 1st hit goes into animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8f|-|-|-|-|-|}}
{{USFIVFrameDataRow|Seichusan Godanzuki|Ultra Combo I|qcf qcf + 3p armorbreak||Seichusan Godanzuki|75*365|0|0/0|HL|-|0+6|3|47|55|||-29|-|Can juggle, 1st hit goes into animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8f|-|-|-|-|-|}}
{{USFIVFrameDataRow|Abare Tosanami|Ultra Combo II|qcf qcf + 3k armorbreak|Hold different k buttons before reaching wall to select attack angle|Abare Tosanami [[File:Short.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|-*-*-*ju/dash|From wall 0|until ground|After landing 26|-|||-28|-|Startup can pass through opponent, fastest startup 16f, 4th hit is cancellable only on hit, 1st ground hit goes into animation, [] refers to air hit, hold button until wall to determine version|X|||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Free Juggle|Free Juggle|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1, all hits do not add Juggle Count|}}
{{USFIVFrameDataRow|Abare Tosanami|Ultra Combo II|qcf qcf + 3k armorbreak|Hold different k buttons before reaching wall to select attack angle|Abare Tosanami|105*75*60*150[60*45*45*60]|0|0/0|HL|-*-*-*ju/dash|From wall 0|until ground|After landing 26|-|||-28|-|Startup can pass through opponent, fastest startup 16f, 4th hit is cancellable only on hit, 1st ground hit goes into animation, [] refers to air hit, Revenge Meter is not depleted when hit by a strike, hold [[File:Short.gif]] until wall for short distance, [[File:Forward.gif]] for medium distance, or [[File:Roundhouse.gif]] for full screen distance|X|||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Free Juggle|Free Juggle|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1, all hits do not add Juggle Count|}}
{{USFIVFrameDataRow|||||Abare Tosanami [[File:Forward.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|-*-*-*ju/dash|From wall 0|until ground|After landing 26|-|||-28|-|Startup can pass through opponent, fastest startup 16f, 4th hit is cancellable only on hit, 1st ground hit goes into animation, [] refers to air hit, hold button until wall to determine version|X|||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Free Juggle|Free Juggle|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1, all hits do not add Juggle Count|}}
{{USFIVFrameDataRow|||||Abare Tosanami [[File:Roundhouse.gif]]|105*75*60*150[60*45*45*60]|0|0/0|HL|-*-*-*ju/dash|From wall 3|8|3+After landing 26|-|||-28|-|Startup can pass through opponent, fastest startup 16f, 4th hit is cancellable only on hit, 1st ground hit goes into animation, [] refers to air hit, hold button until wall to determine version, Revenge Meter is not depleted when hit by a strike|X|||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Free Juggle|Free Juggle|-|-|-|All: Until landing from wall|All: Until wall|-|JP: 1, all hits do not add Juggle Count|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
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Revision as of 00:27, 18 July 2014

Ultra Street Fighter IVUSFIV-Header.png

Makoto

SSFIV-Makoto Face.jpg

Growing up respecting and loving her father's Rindoukan karate dojo, Makoto did everything she could to emulate her father. However, upon his passing, no one was left to continue the school (her brother had no interest in the school) and it eventually closed down. Figuring she was the only hope to rebuild the respected school, she literally used her own hands to bring the school back to life with her carpentry skills and has now entered the Street Fighting circuit to see if she can garner potential students after seeing her success in battles, thus continuing to spread her father's teachings.


In a nutshell

Makoto is a character who seems like she has the proper mix-ups built into her moves, but Makoto is not straight-forward at all. Learning to win with Makoto takes a ton of creativity and unpredictability, and although it appears her main goals are to land her Karakusa, oftentimes she has to make you respect all her other moves first before the Karakusa can even be a threat. Her awkward Dash and extremely slow walk speed can make for a very difficult character to learn, making it very hard to control your distances from the opponent. She's definitely a very awkward character to play, but when your mix-ups and mind games are working, she also can end up being one of the most fun and satisfying characters to play.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Forward Throw: Range increased to 0.95 from 0.90
  • Back Throw: Range decreased to 0.85 from 0.90
  • Stand HP: Hit Stun increased by 1 frame on crouching opponents, now matches the hit-stun time when used against standing opponents
  • Crouch HK: Stun damage increased to 200 from 100
  • Diagonal Jump MK: Hitbox slightly expanded, easier to cross-up
  • Karakusa: Light, Medium, and Hard versions recovery on whiff increased to 51 frames from 47 frames
  • EX Fukiage: Is now able to hit grounded opponents; can be canceled into a jump on hit only;
  • EX Fukiage: Damage reduced to 80 from 120; stun damage reduced to 100 from 200
  • Tsurugi: Light and Medium version Block Stun reduced by 2 frames so that; on block at lowest height, is -3 from -1
  • Seichusen Godanzuki (UC1): Damage decreased to 440 from 480
  • Abare Tosanami (UC2): Now fully Projectile Invincible from startup to landing

(New to Ultra SFIV Console Digital Release)

  • Ultra Combo W: Ccaling changed from 60% to 75%
  • EX Oroshi: Juggle Potential increased to 2 from 1
  • Abare Tosanami (UC2): Now while traveling to the wall, invincibility changed from fully invincibile to only Projectile and Throw Invincibile


Character Specific Data

Makoto

VITALS
Health: 950 Stun: 1050 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.02 Forward Dash Distance: 1.78
Back Walk Speed: 0.015 Forward Dash Total Frames: 16
JUMPING Back Dash Distance: 1.32
Jump Height Apex: 1.76 Back Dash Total Frames: 27
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.92 Back Dash Airborne: 5
Back Jump Distance 1.75 Back Dash Recovery: 14
THROWS WAKE-UP TIMING
Forward Throw Range: 0.95 Face Up Total Frames: 31
Back Throw Range: 0.85 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Oroshi, EX Oroshi, EX Tsurugi Hard Knockdowns: Toward HK, Crouch HP, LP/MP Oroshi (vs. Air), HP Oroshi, EX Oroshi
Low Attacks: Toward HK, Crouch HP, Crouch LK Armor Breakers: Hayate (Level 5), EX Hayate, Oroshi, EX Oroshi
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Stand HP, Stand HK, LP/MP/HP Hayate (Levels 1-3), LP/MP Oroshi
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 64
L1 Focus Attack Forward Dash: 0 L2 FA Forward Dash (On Block): +6
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 30 50 20 HL sp/su 4 4 5 +2 +5
Stand MP Stand Strong.gif 60 100 40 HL sp/su 5 7 7 +2 +5
Stand HP Stand Fierce.gif 80 200 60 HL sp/su 6 3 24 -9 -5
Stand LK Stand Short.gif 40 50 20 HL sp/su 5 3 8 0 +3
Stand MK Stand Forward.gif 70 100 40 HL sp/su 6 4 12 -2 +1
Stand HK Stand Roundhouse.gif 100 250 60 HL su 8 8 12 -2 +2
Toward LP Toward Jab.gif 30 50 20 HL sp/su 3 4 7 0 +3
Toward MP Toward Strong.gif 90 100 40 HL su 7 6 8 0 +3
Toward HP Toward Fierce.gif 90 200 60 HL - 13 8 18 -8 -4
Toward LK Toward Short.gif 40 50 20 HL - 7 3 12 -4 -1
Toward MK Toward Forward.gif 90 100 40 HL - 15 3 16 -1 +2
Toward HK Toward Roundhouse.gif 110 200 60 L - 19 3 23 -8 -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 4 6 +1 +4
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 7 6 9 -1 +2
Crouch HP Crouch Fierce.gif 90 100 60 L - 7 3 24 -9 -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 4 7 0 +3
Crouch MK Crouch Forward.gif 70 100 40 HL - 7 6 8 0 +3
Crouch HK Crouch Roundhouse.gif 90 200 60 HL - 9 4 17 -3 +1
Yamase Right.gif+Fierce.gif > Fierce.gif 50*80 50*100 20*20 HL - 7 3(3)5 18 -5 -1
Target Combo 1 Short.gif > Forward.gif 50 100 40 HL sp/su 2 4 14 -4 -1
Target Combo 2 Right.gif+Forward.gif > Roundhouse.gif 100 200 60 HL - 8 7 14 -3 +1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 9 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 6 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 250 60 H - 8 2 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 4 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 10 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 5 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H -- 4 9 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 5 6 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 6 5 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 9 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 80 100 40 H - 7 5 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 9 5 - - -
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 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Head Butt Forward Throw 100 200 40 0.95 - 3 2 20 - +1
Triple Threat Back Throw 130 120 40 0.85 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Fukiage Fukiage Jab.gif 90 160 30/40 HL su/ju 6 8 31 - -
Fukiage Strong.gif 90 160 30/40 HL su/ju 10 8 32 - -
Fukiage Fierce.gif 90 160 30/40 HL su/ju 13 8 32 - -
EX Fukiage Fukiage EX.gif 80 100 -250/0 HL su/ju 10 8 32 - -
Hayate Hayate Jab.gif (Lv1) 90 120 20/40 HL su 8 5 23 -8 0
Hayate Jab.gif (Lv2) 105 135 20/40 HL su 4+8 5 23 -7 +1
Hayate Jab.gif (Lv3) 120 150 20/40 HL su 24+8 5 23 -6 +2
Hayate Jab.gif (Lv4) 135 165 20/40 HL su 44+20 5 19 -2 -
Hayate Jab.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 -2 -
Hayate Strong.gif (Lv1) 100 120 20/40 HL su 15 5 21 -7 +1
Hayate Strong.gif (Lv2) 115 135 20/40 HL su 4+15 5 21 -6 +2
Hayate Strong.gif (Lv3) 130 150 20/40 HL su 24+15 5 21 -5 +3
Hayate Strong.gif (Lv4) 155 165 20/40 HL su 44+20 5 19 -2 -
Hayate Strong.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 -2 -
Hayate Fierce.gif (Lv1) 110 120 20/40 HL su 20 5 19 -6 +2
Hayate Fierce.gif (Lv2) 125 135 20/40 HL su 4+20 5 19 -5 +3
Hayate Fierce.gif (Lv3) 140 150 20/40 HL su 24+20 5 19 -4 +4
Hayate Fierce.gif (Lv4) 155 165 20/40 HL su 44+20 5 19 -2 -
Hayate Fierce.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 -2 -
EX Hayate Hayate EX.gif 120 150 -250/0 HL su 13 6 16 -4 -
Hayate Cancel Hayate Cancel - - - - - - - Total 12 - -
Oroshi Oroshi Jab.gif 90 200 30/30 H su 22 6 16 -4 +4
Oroshi Strong.gif 100 200 30/30 H su 23 6 15 -5 +5
Oroshi Fierce.gif 150 200 30/30 H su 24 6 14 -5 -
EX Oroshi Oroshi EX.gif 120 200 -250/0 H su 18 6 19 -4 -
Karakusa Karakusa Short.gif 40 80 20/40 0.93 - 7 2 51 - +12
Karakusa Forward.gif 40 80 20/40 0.99 - 8 2 51 - +12
Karakusa Roundhouse.gif 40 80 20/40 1.06 - 9 2 51 - +12
EX Karakusa Karakusa EX.gif 60 120 -250/0 0.93 - 5 2 47 - +12
Tsurugi Tsurugi Short.gif 90 120 10/40 HL - 11 4 After landing 11 - -
Tsurugi Forward.gif 100 140 10/40 HL - 13 4 After landing 11 - -
Tsurugi Roundhouse.gif 150 200 10/40 HL - 15 4 After landing 11 - -
EX Tsurugi Tsurugi EX.gif 60*100 100*120 -250/0 H - 15 1*4 After landing 11 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tanden Renki Tanden Renki - - -1000/0 HL - 1+0 [720] 11 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Seichusan Godanzuki Seichusan Godanzuki 75*365 0 0/0 HL - 0+6 3 47 -29 -
Abare Tosanami Abare Tosanami Short.gif 105*75*60*150[60*45*45*60] 0 0/0 HL -*-*-*ju/dash From wall 0 until ground After landing 26 -28 -
Abare Tosanami Forward.gif 105*75*60*150[60*45*45*60] 0 0/0 HL -*-*-*ju/dash From wall 0 until ground After landing 26 -28 -
Abare Tosanami Roundhouse.gif 105*75*60*150[60*45*45*60] 0 0/0 HL -*-*-*ju/dash From wall 3 8 3+After landing 26 -28 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

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)


Standing Toward Normals

  Name Nickname Command Notes
File:No image.png

Toward LP

Toward Jab f + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward MP

Toward Strong f + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward HP

Toward Fierce f + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward LK

Toward Short f + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward MK

Toward Forward f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward HK

Toward Roundhouse f + 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)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + 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

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + 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

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ 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

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ 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

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Yamase

Triple Punch f + hp First hit can whiff and still be chained

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 1

Target Combo 1 lk --- mk First hit can whiff and still be chained

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 2

Target Combo 2 f + mk --- hk First hit can whiff and still be chained

~~ 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

Head Butt

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Triple Threat

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Fukiage

Uppercut dp + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hayate

qcf + p ex ( ex version armorbreak ) Hold p to delay attack and increase damage; Press k during delay to cancel; All Level 5 Hayates are armorbreak ; ex version cannot be delayed or canceled

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hayate Cancel

Hayate Cancel k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Oroshi

Overhead Chop qcb + p ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Karakusa

Command Grab hcb + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tsurugi

Axe Kick (in air) qcb + k ex

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Tanden Renki

Super Combo qcf qcf + p Boosts strength temporarily

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Seichusan Godanzuki

Ultra Combo I qcf qcf + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Abare Tosanami

Ultra Combo II qcf qcf + 3k Hold different k buttons before reaching wall to select attack angle

~~ 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 30 50 20 HL sp/su 4 4 5 12 +2 +5 11 14 Reset Reset - - - - - - -
Stand MP Stand Strong.gif 60 100 40 HL sp/su 5 7 7 18 +2 +5 16 19 Reset Reset - - - - - - -
Stand HP Stand Fierce.gif 80 200 60 HL sp/su 6 3 24 32 -9 -5 18 22 Reset Reset - - - - - - -
Stand LK Stand Short.gif 40 50 20 HL sp/su 5 3 8 15 0 +3 11 14 All recovery frames can be canceled into a Karakusa at any time Reset Reset - - - - - - -
Stand MK Stand Forward.gif 70 100 40 HL sp/su 6 4 12 21 -2 +1 14 17 Reset Reset - - - - - - -
Stand HK Stand Roundhouse.gif 100 250 60 HL su 8 8 12 27 -2 +2 18 22 Reset Reset - - - - - - -
Toward LP Toward Jab.gif 30 50 20 HL sp/su 3 4 7 13 0 +3 11 14 Reset Reset - - - - - - -
Toward MP Toward Strong.gif 90 100 40 HL su 7 6 8 20 0 +3 14 17 Reset Reset - - - - - - -
Toward HP Toward Fierce.gif 90 200 60 HL - 13 8 18 38 -8 -4 18 22 Reset Reset - - - - - - -
Toward LK Toward Short.gif 40 50 20 HL - 7 3 12 21 -4 -1 11 14 During entire startup, can cancel into a Special Move or Super Reset Reset - - - - - - -
Toward MK Toward Forward.gif 90 100 40 HL - 15 3 16 33 -1 +2 18 21 Reset Reset - - - - - - -
Toward HK Toward Roundhouse.gif 110 200 60 L - 19 3 23 44 -8 - 18 - Hold button to feint (total 27f) Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 8~14f -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 4 6 13 +1 +4 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 7 6 9 21 -1 +2 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 100 60 L - 7 3 24 33 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 4 7 14 0 +3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 HL - 7 6 8 20 0 +3 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 200 60 HL - 9 4 17 29 -3 +1 18 22 Reset Reset - - - - - - -
Yamase Right.gif+Fierce.gif > Fierce.gif 50*80 50*100 20*20 HL - 7 3(3)5 18 35 -5 -1 18 22 Reset Reset - - - - - - -
Target Combo 1 Short.gif > Forward.gif 50 100 40 HL sp/su 2 4 14 19 -4 -1 14 17 Reset Reset - - - - - - -
Target Combo 2 Right.gif+Forward.gif > Roundhouse.gif 100 200 60 HL - 8 7 14 28 -3 +1 18 22 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
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 9 - 12 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 6 - 10 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 250 60 H - 8 2 - 9 - - Reset Reset - - - Legs: During startup - - JP: 1
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 4 9 - 12 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 10 - 16 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 5 - 11 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H -- 4 9 - 12 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 5 6 - 10 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - JP: 1
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 9 - 12 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump MK Diagonal Jump Forward.gif 80 100 40 H - 7 5 - 11 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 9 5 - 13 - - Reset Reset - - - Legs: During startup - - -
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 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 100 - - 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
Head Butt Forward Throw 100 200 40 0.95 - 3 2 20 24 - +1 Forces stand X Hard Knockdown - - - - - - - - - -
Triple Threat Back Throw 130 120 40 0.85 - 3 2 20 24 - - Untechable 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
Fukiage Fukiage Jab.gif 90 160 30/40 HL su/ju 6 8 31 44 - - Jump cancellable, cannot hit grounded opponents - - Soft Knockdown Soft Knockdown - - - - - - JP: 1
Fukiage Strong.gif 90 160 30/40 HL su/ju 10 8 32 49 - - Jump cancellable, cannot hit grounded opponents - - Soft Knockdown Soft Knockdown - - - - - 2f JP: 1
Fukiage Fierce.gif 90 160 30/40 HL su/ju 13 8 32 52 - - Jump cancellable, cannot hit grounded opponents - - Soft Knockdown Soft Knockdown - - - - - 2~3f JP: 1
EX Fukiage Fukiage EX.gif 80 100 -250/0 HL su/ju 10 8 32 49 - - Jump cancellable on hit only - - Soft Knockdown Soft Knockdown - - - - - 2f JP: 1
Hayate Hayate Jab.gif (Lv1) 90 120 20/40 HL su 8 5 23 35 -8 0 8f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Jab.gif (Lv2) 105 135 20/40 HL su 4+8 5 23 39 -7 +1 Charge 4~23f, 8f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Jab.gif (Lv3) 120 150 20/40 HL su 24+8 5 23 59 -6 +2 Charge 24~43f, 8f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Jab.gif (Lv4) 135 165 20/40 HL su 44+20 5 19 87 -2 - Charge 44~63f, 20f startup from button release Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Jab.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 98 -2 - Charge 64f, 11f startup from button release X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Strong.gif (Lv1) 100 120 20/40 HL su 15 5 21 40 -7 +1 15f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Strong.gif (Lv2) 115 135 20/40 HL su 4+15 5 21 44 -6 +2 Charge 4~23f, 15f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Strong.gif (Lv3) 130 150 20/40 HL su 24+15 5 21 64 -5 +3 Charge 24~43f, 15f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Strong.gif (Lv4) 155 165 20/40 HL su 44+20 5 19 87 -2 - Charge 44~63f, 20f startup from button release Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Strong.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 98 -2 - Charge 64f, 11f startup from button release X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Fierce.gif (Lv1) 110 120 20/40 HL su 20 5 19 43 -6 +2 20f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Fierce.gif (Lv2) 125 135 20/40 HL su 4+20 5 19 47 -5 +3 Charge 4~23f, 20f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Fierce.gif (Lv3) 140 150 20/40 HL su 24+20 5 19 67 -4 +4 Charge 24~43f, 20f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Fierce.gif (Lv4) 155 165 20/40 HL su 44+20 5 19 87 -2 - Charge 44~63f, 20f startup from button release Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Fierce.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 98 -2 - Charge 64f, 11f startup from button release X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
EX Hayate Hayate EX.gif 120 150 -250/0 HL su 13 6 16 34 -4 - X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
Hayate Cancel Hayate Cancel - - - - - - - Total 12 12 - - Fastest cancel is 16f - - - - - - - - - - -
Oroshi Oroshi Jab.gif 90 200 30/30 H su 22 6 16 43 -4 +4 +3 hit advantage on crouching opponent X Hard Knockdown Hard Knockdown - - - - - - -
Oroshi Strong.gif 100 200 30/30 H su 23 6 15 43 -5 +5 +4 hit advantage on crouching opponent X Hard Knockdown Hard Knockdown - - - - - - -
Oroshi Fierce.gif 150 200 30/30 H su 24 6 14 43 -5 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
EX Oroshi Oroshi EX.gif 120 200 -250/0 H su 18 6 19 42 -4 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - All: 1~12f All: 1~12f - - JP: 2
Karakusa Karakusa Short.gif 40 80 20/40 0.93 - 7 2 51 55 - +12 X Forces stand - - - - - - - - - -
Karakusa Forward.gif 40 80 20/40 0.99 - 8 2 51 56 - +12 X Forces stand - - - - - - - - - -
Karakusa Roundhouse.gif 40 80 20/40 1.06 - 9 2 51 57 - +12 X Forces stand - - - - - - - - - -
EX Karakusa Karakusa EX.gif 60 120 -250/0 0.93 - 5 2 47 53 - +12 Forces stand - - - 1~6f - - - - - -
Tsurugi Tsurugi Short.gif 90 120 10/40 HL - 11 4 After landing 11 - - - Soft Knockdown Soft Knockdown - - - - - - JP: 1
Tsurugi Forward.gif 100 140 10/40 HL - 13 4 After landing 11 - - - Soft Knockdown Soft Knockdown - - - - - - JP: 1
Tsurugi Roundhouse.gif 150 200 10/40 HL - 15 4 After landing 11 - - - Soft Knockdown Soft Knockdown - - - - - - JP: 1
EX Tsurugi Tsurugi EX.gif 60*100 100*120 -250/0 H - 15 1*4 After landing 11 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 1~15f - - JP: 2*3
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
Tanden Renki Tanden Renki - - -1000/0 HL - 1+0 [720] 11 12 - - [] refers to the life of the power up; increases damage by 25% - All: 1~12f - - - - -
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
Seichusan Godanzuki Seichusan Godanzuki 75*365 0 0/0 HL - 0+6 3 47 55 -29 - Can juggle, 1st hit goes into animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8f - - - - -
Abare Tosanami Abare Tosanami 105*75*60*150[60*45*45*60] 0 0/0 HL -*-*-*ju/dash From wall 0 until ground After landing 26 - -28 - Startup can pass through opponent, fastest startup 16f, 4th hit is cancellable only on hit, 1st ground hit goes into animation, [] refers to air hit, Revenge Meter is not depleted when hit by a strike, hold Short.gif until wall for short distance, Forward.gif for medium distance, or Roundhouse.gif for full screen distance X 4th Hit: Hard Knockdown 4th Hit: Hard Knockdown Free Juggle Free Juggle - - - All: Until landing from wall All: Until wall - JP: 1, all hits do not add Juggle Count
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: