Ultra Street Fighter IV/Oni: Difference between revisions

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== Character Specific Data ==
== Character Specific Data ==
Oni{{USFIVCharacterData|950|950|75%|0.04|0.04|1.73|41 (4+37)|1.98|1.80|1.10|18|0.90|27|8|11|8|0.91|0.91|31|21|Toward MP, EX Sekisei Jiraiken (1st Hit)|Crouch LK, Crouch MK, Crouch HK|Crouch HK, Goshoryuken (1st Hit), EX Goshoryuken (1st Hit), Sekiei Jiraiken, EX Sekisei Jiraiken (2nd Hit)|Tatsumaki Zankukyaku, EX Tatsumaki Zankukyaku, Rakan Dantojin, EX Rakan Dantojin, Meido Gohado (1st Hit), Tenchi Sokaigen|21|29|64|-2|-11|+4|-5|Stand HP, Stand HK (1st Hit), Gankauchi, Special Forward, Target Combo 2, Gohadoken, MK/HK Tatsumaki Zankukyaku (1st Hit), LK Rakan Dantojin|}}
Oni{{USFIVCharacterData|950|950|75%|0.04|0.04|1.73|41 (4+37)|1.98|1.80|1.10|18|0.90|27|8|11|8|0.91|0.91|31|21|Toward MP, EX Sekisei Jiraiken (1st Hit)|Crouch LK, Crouch MK, Crouch HK|Crouch HK, Goshoryuken (1st Hit), EX Goshoryuken (1st Hit), Sekiei Jiraiken, EX Sekisei Jiraiken (2nd Hit)|Tatsumaki Zankukyaku, EX Tatsumaki Zankukyaku, Rakan Dantojin, EX Rakan Dantojin, Meido Gohado (1st Hit), Tenchi Sokaigen|21|29|64|-2|-11|+4|-5|Stand HP, Stand HK (1st Hit), Toward HP, Gankauchi, Target Combo 2, Gohadoken, MK/HK Tatsumaki Zankukyaku (1st Hit), LK Rakan Dantojin|}}





Revision as of 20:08, 28 July 2014

Ultra Street Fighter IVUSFIV-Header.png

Oni

SSFIV-Oni Face.jpg

By finally mastering the Satsui no Hado, the man has become consumed by it. Both his mind and soul are gone, and his body has been transformed into something that is incapable of being called human. What was once an honorable code of fighting only the strong is now a crazed desire to destroy everyone and everything in the universe. The Supreme Master of the Fist, Akuma, is dead. Now, there is only Oni, a demon in the truest sense of the word.


In a nutshell

Oni's playstyle can be considered a combination of Akuma and Gouken's. He has the chargeable fireballs and excellent normals of Gouken, with the mindgame and lengthy combo potential of Akuma. Unlike both of them, he has his own set of tools which he is very reliant upon, in the form of his Demon Slashes, Demon Palms, and Air Dashes. However, he has also inherited the one main problem both Akuma and Gouken share - his defense is very weak. His only reliable option for a reversal is the Shoryuken, and despite him having higher health than Akuma, he is also bulkier, having sub-par walk speed and a horrible backdash to boot. His Focus Attack is also tied with Balrog's for the worst in the game. Both your execution skills and your ability to read the opponent must be spot-on if you wish to ensure victory for Oni.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Crouch HK: Startup reduced by to 8 frames from 9 frames; recovery reduced to 23 frames from 24 frames
  • F + MK: Startup reduced to 11 frames from 13 frames
  • Focus Attack: Hitbox expanded horizontally
  • Gorai Hadoken: Light version total frames reduced to 52 frames from 54 frames
  • Gorai Hadoken: Medium version total frames reduced to 59 frames from 61 frames
  • Gorai Hadoken: Hard version total frames reduced to 67 frames from 69 frames
  • Sekisei Jiraiken: Medium version 1 frame of invincibility removed
  • Goshoryuken: Hard version startup invincibility reduced to frames 1-5 from frames 1-8; Strike Invincibility shifted to frames 6-7 from frames 9-10
  • Goshoryuken: All versions 1st hit can now be EX Focus Cancelled on hit or block
  • Rakan Dantojin: Light version damage reduced to 110 from 120; stun damage reduced to 130 from 150
  • EX Rakan Dantojin: On block now -9 from -10
  • Rakan Dantojin: Hard and EX versions rear Hurtbox just before the attack starts reduced to match Throwbox area
  • Meido Gohado (Anti-Ground UC1): Non-cinematic damage increased to 375 from 350; startup reduced to 9 frames from 11 frames
  • Meido Gozanku (Air UC1): Startup reduced to 11 frames from 14 frames
  • Tenchi Sokaigen (UC2): Input changed to HCB HCB + 3P from HCF HCF + 3P
  • L, M and H Goshoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best

(New to Ultra SFIV Console Digital Release)

  • Health: Reduced to 950 from 1000
  • Sekisei Jiraiken: Light version 1st frame no longer considered airborne but given Throw Invincibility
  • Goshoryuken: All versions 1st hit now causes Hard Knockdown
  • EX Goshoryuken: Bug where if only the 1st hit connects, delayed standing could not be performed fixed

(Removed from Ultra SFIV Arcade Japan)

  • Sekisei Jiraiken: Light version on block now -6 from -7
  • Sekisei Jiraiken: Medium version on block now -4 from -6


Character Specific Data

Oni

VITALS
Health: 950 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.04 Forward Dash Distance: 1.10
Back Walk Speed: 0.04 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.90
Jump Height Apex: 1.73 Back Dash Total Frames: 27
Jump Total Frames: 41 (4+37) Back Dash Invincibility: 8
Forward Jump Distance: 1.98 Back Dash Airborne: 11
Back Jump Distance 1.80 Back Dash Recovery: 8
THROWS WAKE-UP TIMING
Forward Throw Range: 0.91 Face Up Total Frames: 31
Back Throw Range: 0.91 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Toward MP, EX Sekisei Jiraiken (1st Hit) Hard Knockdowns: Crouch HK, Goshoryuken (1st Hit), EX Goshoryuken (1st Hit), Sekiei Jiraiken, EX Sekisei Jiraiken (2nd Hit)
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Tatsumaki Zankukyaku, EX Tatsumaki Zankukyaku, Rakan Dantojin, EX Rakan Dantojin, Meido Gohado (1st Hit), Tenchi Sokaigen
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Stand HP, Stand HK (1st Hit), Toward HP, Gankauchi, Target Combo 2, Gohadoken, MK/HK Tatsumaki Zankukyaku (1st Hit), LK Rakan Dantojin
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 64
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
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 ch/sp/su 3 3 5 +3 +7
Stand MP Stand Strong.gif 70 100 40 HL sp/su 6 4 11 0 +3
Stand HP Stand Fierce.gif 100 200 60 HL sp/su 7 4 17 -3 +2
Stand LK Stand Short.gif 30 50 20 HL sp/su 4 5 6 0 +3
Stand MK Stand Forward.gif 40*30 50*50 40*40 HL sp/su*- 6 1*4 14 -2 +1
Stand HK Stand Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(8)4 18 -4 +2
Toward LP Right.gif+Jab.gif 30 50 20 HL sp/su 4 3 6 +2 +5
Toward MP Right.gif+Strong.gif 30*50 50*50 40*20 H - 15 2(1)2 17 -5 +2
Toward HP Right.gif+Fierce.gif 120 200 60 HL su 12 3 18 -9 0
Toward LK Right.gif+Short.gif 50 50 20 HL - 5 3 10 -2 +1
Toward MK Right.gif+Forward.gif 70 100 40 HL - 11 2 13 -1 +2
Toward HK Right.gif+Roundhouse.gif 100 200 60 HL - 10 2 22 -6 -2
Crouch LP Crouch Jab.gif 25 50 20 HL ch/sp/su 3 3 5 +3 +6
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 4 7 +3 +6
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 5 8 18 -8 -3
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 -1 +2
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 16 -4 -1
Crouch HK Crouch Roundhouse.gif 100 150 60 L - 8 2 23 -8 -
Gankauchi Left.gif+Strong.gif 60 50 40 HL sp/su 5 6 12 +2 +6
Target Combo 1 Right.gif+Jab.gif > Strong.gif 60 150 40 HL sp/su 6 4 11 0 +3
Target Combo 2 Left.gif+Strong.gif > Fierce.gif 80 160 60 HL sp/su 7 4 17 -3 +2
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 - 5 10 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 7 10 - - -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 8 4 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 3(6)2 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 5 10 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 6 7 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 110 200 60 H - 7 5 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 10 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 7 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 6 4 - - -
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 36 -22 -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 36 -16 -
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
Ragou Souha Forward Throw 130 150 40 0.91 - 3 2 20 - -
Shuretto Back Throw 130 120 40 0.91 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Gohadoken Gohadoken Jab.gif 60 100 10/20 HL su 13 [33] 34 -8 -4
Gohadoken Strong.gif 60 100 10/20 HL su 13 [31] 34 -8 -4
Gohadoken Fierce.gif 60 100 10/20 HL su 13 [28] 34 -8 -4
Gohadoken (Charge) Gohadoken (Charged) 40*40 50*50 10/10*10 HL su 45 - 32 +2 +6
EX Gohadoken Gohadoken EX.gif 50*50 50*50 -250/0 HL su 13 - 30 +4 +4
Gorai Hadoken Gorai Hadoken Jab.gif 60 150 10/20 HL su 28 - 24 -5 -
Gorai Hadoken Strong.gif 60*30 100*100 10/20*20 HL su 29 - 30 -3 -
Gorai Hadoken Fierce.gif 50*50*20 100*100*50 10/20*20*20 HL su 31 - 36 +12 -
EX Gorai Hadoken Gorai Hadoken EX.gif 50x3 100*100*50 -250/0 HL su 25 - 25 +12 -
Zanku Hadosho Zanku Hadosho Jab.gif 70 100 5/40 HL - 5 4 post landing 11 - -
Zanku Hadosho Strong.gif 70 100 5/40 HL - 5 4 post landing 11 - -
Zanku Hadosho Fierce.gif 70 100 5/40 HL - 5 4 post landing 16 - -
Goshoryuken Goshoryuken Jab.gif 80*40[80*30*30] 80*60[80*60*60] 30/40*20[40*10*10] HL su 3 2*12 14+10 -15 -
Goshoryuken Strong.gif 70*40[70*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 2*12 25+10 -26 -
Goshoryuken Fierce.gif 80*40[80*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 4*12 28+10 -29 -
EX Goshoryuken Goshoryuken EX.gif 100*70*80[100*50*40] 80*60*60[80*60*60] -250/0 HL su 3 4*2*10 28+10 -27 -
Tatsumaki Zankukyaku Tatsumaki Zankukyaku Short.gif 110 150 30/20 HL - 11 2(6)2 12+8 -9 -
Tatsumaki Zankukyaku Forward.gif 80*50 100*50 30/20*10 HL su*-*- 5 2(5)[2(5)2](5)1 16+12 -22[-8] -
Tatsumaki Zankukyaku Roundhouse.gif 80*40*40 100*50*50 30/20*10*10 HL su*-(x3) 5 2(4)[2(5)1](5)[1(5)1](5)1 13+8 -13[-1] -
EX Tatsumaki Zankukyaku Tatsumaki Zankukyaku EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18+3 -1 -
Airborne Tatsumaki Zankukyaku Airborne Tatsumaki Zankukyaku Short.gif 70 50 10/30 HL - 9 2(6)2(6)2 post landing 10 - -
Airborne Tatsumaki Zankukyaku Forward.gif 60*60 50*50 10/30*30 HL - 7 [2(6)2](6)2 post landing 10 - -
Airborne Tatsumaki Zankukyaku Roundhouse.gif 80*80 50*50 10/30*30 HL - 7 [2(6)2](6)2 post landing 10 - -
EX Airborne Tatsumaki Zankukyaku Airborne Tatsumaki Zankukyaku EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 post landing 4 - -
Airborne Tatsumaki Zankukyaku Followup Airborne Tatsumaki Zankukyaku Followup 140 200 -250/0 HL - 7 2(2)2(2)2(2)2(2)2 post landing 22 - -
Sekisei Jiraiken Sekisei Jiraiken Short.gif 130 150 30/30 HL su 18 7 21 -7 -
Sekisei Jiraiken Forward.gif 100 150 30/30 HL su 18 7 20 -6 -
Sekisei Jiraiken Roundhouse.gif 140[90] 150 30/30 HL su 30 11 15 -1 -
EX Sekisei Jiraiken Sekisei Jiraiken EX.gif 80*90 100*100 -250/0 H*HL -*su 23 4*3 29 -9 -
Rakan Dantojin Rakan Dantojin Short.gif 110 130 20/60 HL su 17 2 25 -2 +1
Rakan Dantojin Forward.gif 120 200 20/60 HL su 30 2 25 -4 -
Rakan Dantojin Roundhouse.gif 120[100] 150 20/60 HL su 28*34 2 25 -8 -
EX Rakan Dantojin Rakan Dantojin EX.gif 100[80] 100 -250/0 HL su 29*34 2 31 -9 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Raging Demon Raging Demon 370 0 -1000/0 1 - 1+0 36 13 - -
Air Raging Demon Air Raging Demon 350 0 -1000/0 1 - 1+0 30 32 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Meido Gohado Meido Gohado 38x7*109[450] (? Ultra Change) 0 0/0 HL - 0+9 1(1) until edge of screen 92 -3 -
Anti-Air Meido Gohado Anti-Air Meido Gohado 45x7*60 0 0/0 - - 0+9 - 84 - -
Air Meido Gohado Air Meido Gohado 45x8 0 0/0 HL - 0+11[4] - post landing 51 -25 -
Tenchi Sokaigen Tenchi Sokaigen 38x7[525] 0 0/0 HL - 0+9 2*3x7 48 -30 -
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

Overhead f + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward HP

Toward Fierce f + hp Cancels out Projectiles

~~ 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

Gankauchi

Gut Punch b + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 1

Target Combo 1 f + lp --- mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 2

Target Combo 2 b + mp --- hp

~~ 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

Ragou Souha

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shuretto

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Gohadoken

Fireball qcf + p ex Hold p to charge

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Gohadoken (Charge) Fireball (Charge)

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Gorai Hadoken

Electric Fireball hcb + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Zanku Hadosho

Air Command Dash (in air) qcb + p lp air dashes forward, mp bounces Oni upward and slight forward, hp air dashes backward

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Goshoryuken

Uppercut dp + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tatsumaki Zankukyaku

Hurricane Kick qcb + k ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Airborne Tatsumaki Zankukyaku

Air Hurricane (in air) qcb + k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Airborne Tatsumaki Zankukyaku Followup

Air Tatsumaki Followup (in air) qcb + k after Zanku Hadosho ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Sekisei Jiraiken

Ground Pound dp + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Rakan Dantojin

Demon Slash hcf + k ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Raging Demon

Super Combo lp lp f lk hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Air Raging Demon

Air Super Combo (in air) lp lp f lk hp

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Meido Gohado

Ultra Combo I qcf qcf + 3p armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Anti-Air Meido Gohado Anti-air Ultra Combo I qcf qcf + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Air Meido Gohado

Air Ultra Combo I (in air) qcf qcf + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tenchi Sokaigen

Ultra Combo II qcb qcb + 3p 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 30 50 20 HL ch/sp/su 3 3 5 10 +3 +7 11 15 Reset Reset - - - - - - -
Stand MP Stand Strong.gif 70 100 40 HL sp/su 6 4 11 20 0 +3 15 18 Reset Reset - - - - - - -
Stand HP Stand Fierce.gif 100 200 60 HL sp/su 7 4 17 27 -3 +2 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Stand LK Stand Short.gif 30 50 20 HL sp/su 4 5 6 14 0 +3 11 14 Reset Reset - - - - - - -
Stand MK Stand Forward.gif 40*30 50*50 40*40 HL sp/su*- 6 1*4 14 24 -2 +1 16 19 Reset Reset - - - - - - -
Stand HK Stand Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(8)4 18 37 -4 +2 18 24 Forces stand Forces stand Reset Reset - - - - - - -
Toward LP Right.gif+Jab.gif 30 50 20 HL sp/su 4 3 6 12 +2 +5 11 14 Reset Reset - - - - - - -
Toward MP Right.gif+Strong.gif 30*50 50*50 40*20 H - 15 2(1)2 17 36 -5 +2 14 21 Reset Reset - - - - - - -
Toward HP Right.gif+Fierce.gif 120 200 60 HL su 12 3 18 32 -9 0 12 21 X Reset Reset - - - - - - -
Toward LK Right.gif+Short.gif 50 50 20 HL - 5 3 10 17 -2 +1 11 14 Reset Reset - - - - - - -
Toward MK Right.gif+Forward.gif 70 100 40 HL - 11 2 13 25 -1 +2 14 17 Reset Reset - - - - - - -
Toward HK Right.gif+Roundhouse.gif 100 200 60 HL - 10 2 22 33 -6 -2 18 22 Soft Knockdown Soft Knockdown - - - - - - JP: ?
Crouch LP Crouch Jab.gif 25 50 20 HL ch/sp/su 3 3 5 10 +3 +6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 4 7 15 +3 +6 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 5 8 18 30 -8 -3 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 15 -1 +2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 16 23 -4 -1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 150 60 L - 8 2 23 32 -8 - 17 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Gankauchi Left.gif+Strong.gif 60 50 40 HL sp/su 5 6 12 22 +2 +6 20 24 Reset Reset - - - - - - -
Target Combo 1 Right.gif+Jab.gif > Strong.gif 60 150 40 HL sp/su 6 4 11 20 0 +3 15 18
Target Combo 2 Left.gif+Strong.gif > Fierce.gif 80 160 60 HL sp/su 7 4 17 27 -3 +2 18 23 Cannot hit crouching opponents Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
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Stun
Hit
Stun
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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 - 5 10 - 14 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 7 10 - 16 - - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 8 4 - 11 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - 13 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - 9 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 3(6)2 - 16 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 5 10 - 14 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 110 200 60 H - 7 5 - 11 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 10 - 13 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 7 - 12 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 6 4 - 9 - - 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
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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 36 58 -22 - Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 36 66 -16 - 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
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Startup Active Rcvry Total
Frames
Block
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Block
Stun
Hit
Stun
Extra
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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
Ragou Souha Forward Throw 130 150 40 0.91 - 3 2 20 24 - - [H] hard knockdown X Hard Knockdown - - - - - - - - - -
Shuretto Back Throw 130 120 40 0.91 - 3 2 20 24 - - [H] 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
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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
Gohadoken Gohadoken Jab.gif 60 100 10/20 HL su 13 [33] 34 47 -8 -4 [] refers to the life of the Projectile, can cancel on the 18-19f X Soft Knockdown Soft Knockdown - - - - - - -
Gohadoken Strong.gif 60 100 10/20 HL su 13 [31] 34 47 -8 -4 [] refers to the life of the Projectile, can cancel on the 18-19f X Soft Knockdown Soft Knockdown - - - - - - -
Gohadoken Fierce.gif 60 100 10/20 HL su 13 [28] 34 47 -8 -4 [] refers to the life of the Projectile, can cancel on the 18-19f X Soft Knockdown Soft Knockdown - - - - - - -
Gohadoken (Charge) Gohadoken (Charged) 40*40 50*50 10/10*10 HL su 45 - 32 77 +2 +6 Can cancel on the 62-63f X Soft Knockdown Soft Knockdown - - - - - - -
EX Gohadoken Gohadoken EX.gif 50*50 50*50 -250/0 HL su 13 - 30 43 +4 +4 Can cancel on the 16-17f X Soft Knockdown Soft Knockdown - - - - - - JP: ?
Gorai Hadoken Gorai Hadoken Jab.gif 60 150 10/20 HL su 28 - 24 52 -5 - Can cancel on the 30-31f X Soft Knockdown Soft Knockdown - - - - - - JP: ?
Gorai Hadoken Strong.gif 60*30 100*100 10/20*20 HL su 29 - 30 59 -3 - Can cancel on the 31-32f X Soft Knockdown Soft Knockdown - - - - - - JP: ?
Gorai Hadoken Fierce.gif 50*50*20 100*100*50 10/20*20*20 HL su 31 - 36 67 +12 - Can cancel on the 33-34f X Soft Knockdown Soft Knockdown - - - - - - JP: ?
EX Gorai Hadoken Gorai Hadoken EX.gif 50x3 100*100*50 -250/0 HL su 25 - 25 50 +12 - Can cancel on the 27-28f X Soft Knockdown Soft Knockdown - - - - - - JP: ?
Zanku Hadosho Zanku Hadosho Jab.gif 70 100 5/40 HL - 5 4 post landing 11 19 - - From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super X Soft Knockdown Soft Knockdown - - - - - - -
Zanku Hadosho Strong.gif 70 100 5/40 HL - 5 4 post landing 11 19 - - From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super X Soft Knockdown Soft Knockdown - - - - - - -
Zanku Hadosho Fierce.gif 70 100 5/40 HL - 5 4 post landing 16 24 - - X Soft Knockdown Soft Knockdown - - - - - - -
Goshoryuken Goshoryuken Jab.gif 80*40[80*30*30] 80*60[80*60*60] 30/40*20[40*10*10] HL su 3 2*12 14+10 40 -15 - Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown - - Lower body: 1~16f - 1~4f 5f~ JP: ?
Goshoryuken Strong.gif 70*40[70*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 2*12 25+10 51 -26 - Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown - All: 1~4f Lower half: 5~16f - - 5f~ JP: ?
Goshoryuken Fierce.gif 80*40[80*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 4*12 28+10 56 -29 - Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown - All: 1~5f All: 6~7f, Lower body: 11~18f - - 8f~ JP: ?
EX Goshoryuken Goshoryuken EX.gif 100*70*80[100*50*40] 80*60*60[80*60*60] -250/0 HL su 3 4*2*10 28+10 56 -27 - Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown - All: 1~18f - - - 5f~ JP: ?
Tatsumaki Zankukyaku Tatsumaki Zankukyaku Short.gif 110 150 30/20 HL - 11 2(6)2 12+8 40 -9 - 2nd kick hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~20f - 7f~ -
Tatsumaki Zankukyaku Forward.gif 80*50 100*50 30/20*10 HL su*-*- 5 2(5)[2(5)2](5)1 16+12 54 -22[-8] - Active frames in [] can hit once at most, 2nd half of [] hits behind, block advantage in [] assumes 4th hit, 2nd hit onwards cannot hit crouching opponents X 1st Hit: Forces stand, 2nd-4th Hit: Soft Knockdown 1st Hit: Forces stand, 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - Feet: 5~6f Lower body: 7~26f - 7f~ JP: ?
Tatsumaki Zankukyaku Roundhouse.gif 80*40*40 100*50*50 30/20*10*10 HL su*-(x3) 5 2(4)[2(5)1](5)[1(5)1](5)1 13+8 57 -13[-1] - Active frames in [] can hit once at most, 2nd half of [] hits behind, block advantage in [] assumes 6th hit, 2nd hit onwards cannot hit crouching opponents X 1st Hit: Forces stand, 2nd-6th Hit: Soft Knockdown 1st Hit: Forces stand, 2nd-6th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - Feet: 5~6f Lower body: 7~36f - 7f~ JP: ?
EX Tatsumaki Zankukyaku Tatsumaki Zankukyaku EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18+3 48 -1 - X 1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown 1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 6~27f - 5f~ JP: ?
Airborne Tatsumaki Zankukyaku Airborne Tatsumaki Zankukyaku Short.gif 70 50 10/30 HL - 9 2(6)2(6)2 post landing 10 - - - Will only hit once, 2nd kick hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
Airborne Tatsumaki Zankukyaku Forward.gif 60*60 50*50 10/30*30 HL - 7 [2(6)2](6)2 post landing 10 - - - Active frames in [] only hit once, 2nd kick hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
Airborne Tatsumaki Zankukyaku Roundhouse.gif 80*80 50*50 10/30*30 HL - 7 [2(6)2](6)2 post landing 10 - - - Active frames in [] only hit once, 2nd kick hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
EX Airborne Tatsumaki Zankukyaku Airborne Tatsumaki Zankukyaku EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 post landing 4 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
Airborne Tatsumaki Zankukyaku Followup Airborne Tatsumaki Zankukyaku Followup 140 200 -250/0 HL - 7 2(2)2(2)2(2)2(2)2 post landing 22 - - - Can only hit once Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
Sekisei Jiraiken Sekisei Jiraiken Short.gif 130 150 30/30 HL su 18 7 21 45 -7 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 1f 2~21f JP: ?
Sekisei Jiraiken Forward.gif 100 150 30/30 HL su 18 7 20 44 -6 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 2~21f JP: ?
Sekisei Jiraiken Roundhouse.gif 140[90] 150 30/30 HL su 30 11 15 55 -1 - [] value represents if hit from a distance Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 4~33f JP: ?
EX Sekisei Jiraiken Sekisei Jiraiken EX.gif 80*90 100*100 -250/0 H*HL -*su 23 4*3 29 58 -9 - 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown - All: 1f - - - 2~26f JP: ?
Rakan Dantojin Rakan Dantojin Short.gif 110 130 20/60 HL su 17 2 25 43 -2 +1 [air H] free juggle Free Juggle Free Juggle - - - - - - -
Rakan Dantojin Forward.gif 120 200 20/60 HL su 30 2 25 56 -4 - 10-28 projectile invincible / [H] limited juggle (cant juggle) Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 10~28f - - -
Rakan Dantojin Roundhouse.gif 120[100] 150 20/60 HL su 28*34 2 25 88 -8 - Hitbox active on contact with opponent, can hit cross up, value in [] is if hit as cross up, cancellable only from a front hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Rakan Dantojin Rakan Dantojin EX.gif 100[80] 100 -250/0 HL su 29*34 2 31 95 -9 - Hitbox active on contact with opponent, can hit cross up, value in [ ] is if hit as cross up Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 1f until 3rd recovery frame - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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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
Raging Demon Raging Demon 370 0 -1000/0 1 - 1+0 36 13 49 - - X Hard Knockdown - - - - All: 1~2f - - - - -
Air Raging Demon Air Raging Demon 350 0 -1000/0 1 - 1+0 30 32 62 - - Cannot hit grounded opponents - - Hard Knockdown Hard Knockdown - All: 1~6f - - - - JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
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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
Meido Gohado Meido Gohado 38x7*109[450] (? Ultra Change) 0 0/0 HL - 0+9 1(1) until edge of screen 92 101 -3 - 1st active frame triggers animation if connected, 1st active frame counts as Strike and not Projectile, [] is for full animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f - - - - -
Anti-Air Meido Gohado Anti-Air Meido Gohado 45x7*60 0 0/0 - - 0+9 - 84 93 - - Wont hit opponent on ground - - Hard Knockdown Hard Knockdown - All: 1~10f - - - - -
Air Meido Gohado Air Meido Gohado 45x8 0 0/0 HL - 0+11[4] - post landing 51 - -25 - [] is for when canceled from Zanku Hadosho 8th Hit: Hard Knockdown 8th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~5f - - - - -
Tenchi Sokaigen Tenchi Sokaigen 38x7[525] 0 0/0 HL - 0+9 2*3x7 48 79 -30 - First two active frames (which have no Juggle Potential) trigger animation if connected, [] is for full animation, 1st hit does 0 chip damage X X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f 1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage 1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage 1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage 1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage 1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage
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: