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Block
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Super Meter
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Frames
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|
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Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
25*15
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30*20
|
20*20
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ch/sp/su*su
|
4
|
3(8)3
|
11
|
-3
|
0
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|
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Close
|
HL
|
50*30
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50*50
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40*20
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sp/su*su
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5
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3(8)2
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14
|
-2
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+4
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Forces stand
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Close
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HL
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80*30
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100*100
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60*20
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sp/su*su
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4
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3(8)2
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20
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-4
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0
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Forces stand
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Close
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HL
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30
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50
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20
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-
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5
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2
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9
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0
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+3
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gdf
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Close
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HL
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70
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100
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40
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sp/su
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7
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2
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16
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-4
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-1
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Close
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HL[H]
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100[30]
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150[50]
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60[20]
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-
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6
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6
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16
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-4
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0
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Forces stand, Active frames 1~4 cannot hit crouching opponents, [] refers to active frames 5~6
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Far
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HL
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30
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50
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20
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ch/su
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5
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2
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6
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+3
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+6
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|
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Far
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HL
|
80
|
100
|
40
|
su
|
5
|
6
|
11
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-3
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0
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|
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Far
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HL
|
130
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200
|
60
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-
|
12
|
3
|
17
|
-2
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+2
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|
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Far
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HL
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40
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50
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20
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-
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5
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3
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8
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0
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+3
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Far
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HL
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80
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100
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40
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-
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8
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3
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15
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-4
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-1
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Cannot hit crouching opponents
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Far
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HL
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100
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200
|
60
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-
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14
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2
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19
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-3
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+1
|
|
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crouch
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HL
|
30
|
50
|
20
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ch/sp/su
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5
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2
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6
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+3
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+6
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|
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crouch
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HL
|
70
|
100
|
40
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sp/su
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7
|
3
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10
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+1
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+4
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|
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crouch
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HL
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70*40
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100*50
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60*20
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sp/su
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8
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2*2
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22
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-6
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-
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[1st hit] forces stand, [2nd hit] floats opponent
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crouch
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L
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20
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50
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20
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ch/sp/su
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5
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3
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7
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+1
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+4
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|
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crouch
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HL
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70
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100
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40
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sp/su
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8
|
5
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13
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-4
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-1
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|
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crouch
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L
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100
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200
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60
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sp/su
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11
|
3
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25
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-10
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-
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Hard knockdown
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Jump up
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H
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50
|
50
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20
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-
|
5
|
4
|
-
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-
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-
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Jump up
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H
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80
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100
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40
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-
|
5
|
6
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-
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-
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-
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|
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Jump up
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H
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100
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200
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60
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-
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5
|
4
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-
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-
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-
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|
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Jump up
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H
|
50
|
50
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20
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-
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5
|
8
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-
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-
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-
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|
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Jump up
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H
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80
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100
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40
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-
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4
|
6
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-
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-
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-
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|
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Jump up
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H
|
100
|
200
|
60
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-
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5
|
4
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-
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-
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-
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Jump forward
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H
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50
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50
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20
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-
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5
|
8
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-
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-
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-
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Jump forward
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H
|
80
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100
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40
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-
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5
|
10
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-
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-
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-
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|
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Jump forward
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H
|
100
|
200
|
60
|
-
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5
|
8
|
-
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-
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-
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Jump forward
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H
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50
|
50
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20
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-
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4
|
5
|
-
|
-
|
-
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|
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Jump forward
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H
|
70
|
100
|
40
|
-
|
5
|
6
|
-
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-
|
-
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|
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Jump forward
|
H
|
110
|
200
|
60
|
-
|
5
|
5
|
-
|
-
|
-
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|
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+
|
HL
|
80
|
100
|
40
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See notes
|
7
|
2
|
16
|
0
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+3
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Dash cancellable
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Focus Attack LVL 1
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HL
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60
|
100
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20
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-
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10+11
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2
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35
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-21
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-21
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Focus Attack LVL 2
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HL
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80
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150
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40
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-
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18+12
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2
|
35
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-15
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-
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|
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Focus Attack LVL 3
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-
|
140
|
200
|
60
|
-
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65
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2
|
35
|
-
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-
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Forward Throw
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0.91
|
130
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140
|
40
|
-
|
3
|
2
|
20
|
-
|
-
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Hard knockdown, Opponent gets up 68F after throw recovers
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Back Throw
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0.91
|
130
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140
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40
|
-
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3
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2
|
20
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-
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-
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Hard knockdown, Opponent gets up 57F after throw recovers
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Change of Direction
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HL
|
30
|
50
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20/30
|
su
|
14
|
3
|
25
|
-3
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+2
|
Forces stand, 25~26f can cancel into followup
|
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Change of Direction
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HL
|
35
|
50
|
20/30
|
su
|
16
|
3
|
25
|
-3
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+2
|
Forces stand, 27~28f can cancel into followup
|
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Change of Direction
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HL
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40
|
50
|
20/30
|
su
|
17
|
3
|
25
|
-3
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+2
|
Forces stand, 28~29f can cancel into followup
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Change of Direction
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HL
|
40
|
50
|
-250/0
|
su
|
16
|
3
|
25
|
-3
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+2
|
1~18f Armored, forces stand, 27~28 can cancel into followup
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Second Mid
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H
|
40
|
50
|
10/20
|
-
|
15
|
4
|
28
|
-9
|
-4
|
-5 hit advantage vs crouching opponents, 30~31f can cancel into followup
|
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Second Low
|
L
|
50
|
50
|
20/30
|
su
|
22
|
4
|
24
|
-5
|
+1
|
38~39f can cancel into followup
|
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Finish Mid
|
H
|
100
|
50
|
10/30
|
-
|
10
|
2
|
44
|
-35
|
-
|
Hard knockdown, armor break, Opponent gets up 43F after throw recovers
|
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Finish Low
|
L
|
150
|
100
|
30/30
|
-
|
22
|
2
|
53
|
-44
|
-
|
Hard knockdown, armor break, Opponent gets up 70F after throw recovers
|
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Wheel Kick
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H
|
120
|
200
|
30/40
|
-
|
20
|
7
|
2+19
|
-10
|
-5
|
1~26f lower body strike and projectile invincible, 11f~ airborne, forces stand, armor break, hits crouching Ryu on 25f
|
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Wheel Kick
|
H
|
140
|
200
|
30/40
|
-
|
24
|
7
|
2+20
|
-11
|
-6
|
1~30f lower body strike and projectile invincible, 14f~ airborne, forces stand, armor break, hits crouching Ryu on 29f
|
|
Wheel Kick
|
H
|
160
|
200
|
30/40
|
-
|
27
|
7
|
1+22
|
-12
|
-7
|
1~32f lower body strike and projectile invincible, 15f~ airborne, forces stand, armor break, hits crouching Ryu on 31f
|
|
Wheel Kick
|
H
|
60*120
|
100*100
|
-250/0
|
--
|
17
|
7*3
|
2+19
|
-6
|
0
|
1~26f lower body strike invincible, 1~26f projectile invincible, 11f~ airborne, forces stand, armor break, 2nd hit pursuit property, hits crouching Ryu on 23f
|
|
Marseilles Roll
|
-
|
-
|
-
|
20/-
|
-
|
-
|
-
|
Total 27
|
-
|
-
|
5~23f strike and projectile invincible, 24~26f projectile invincible, 5~23f can pass through opponent
|
|
Marseilles Roll
|
-
|
-
|
-
|
20/-
|
-
|
-
|
-
|
Total 30
|
-
|
-
|
5~25f strike and projectile invincible, 26~29f projectile invincible, 5~25f can pass through opponent
|
|
Marseilles Roll
|
-
|
-
|
-
|
20/-
|
-
|
-
|
-
|
Total 32
|
-
|
-
|
5~27f strike and projectile invincible, 28~31f projectile invincible, 5~27f can pass through opponent
|
|
Marseilles Roll
|
-
|
-
|
-
|
-250/-
|
-
|
-
|
-
|
Total 32
|
-
|
-
|
1~32 strike invincible, 5~27f can pass through opponent
|
|
Falling Sky
|
-
|
0*140
|
100
|
30/0*100
|
-
|
5
|
2
|
31
|
-
|
-
|
2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
|
|
Falling Sky
|
-
|
0*150
|
150
|
30/0*100
|
-
|
6
|
4
|
31
|
-
|
-
|
2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
|
|
Falling Sky
|
-
|
0*160
|
200
|
30/0*100
|
-
|
9
|
6
|
31
|
-
|
-
|
2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
|
|
Falling Sky
|
-
|
0*160
|
150
|
-250/0
|
-
|
6
|
2
|
31
|
-
|
-
|
1~5f strike invincible, 6~7f upper body strike invincible, 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 62F after throw recovers
|
|
Tornado Throw
|
1.33
|
160
|
100
|
30/80
|
-
|
5
|
2
|
51
|
-
|
-
|
1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
|
|
Tornado Throw
|
1.13
|
180
|
150
|
30/80
|
-
|
5
|
2
|
45
|
-
|
-
|
1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
|
|
Tornado Throw
|
0.93
|
200
|
200
|
30/80
|
-
|
5
|
2
|
39
|
-
|
-
|
1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
|
|
Tornado Throw
|
1.27
|
200
|
150
|
-250/0
|
-
|
5
|
2
|
54
|
-
|
-
|
1~6f strike invincible, hard knockdown, Opponent gets up 49F after throw recovers
|
|
Super Combo
|
HL
|
0*335
|
0
|
-1000/0
|
-
|
1+5
|
2
|
41
|
-32
|
-
|
1f Invincible, 1~6f strike invincible, hard knockdown, armor break
|
|
Super Combo
|
HL
|
0*335
|
0
|
-1000/0
|
-
|
1+5
|
2
|
41
|
-32
|
-
|
1f Invincible, 1~6f unthrowable, hard knockdown, armor break
|
|
Super Combo
|
HL
|
0*335
|
0
|
-1000/0
|
-
|
1+5
|
2
|
41
|
-32
|
-
|
1f Invincible, 1~6f projectile invincible, hard knockdown, armor break
|
|
Ultra Combo 1
|
HL
|
45*416
|
0
|
0/0
|
-
|
1+13
|
2
|
46
|
-30
|
-
|
1~4f Invincible, 5~14f strike invincible (except feet), 5~14 projectile invincible, hard knockdown, armor break, pursuit property, Opponent gets up 57F after throw recovers
|
|
Ultra Combo 2
|
2.92
|
431
|
0
|
0/0
|
-
|
1+7
|
6
|
51
|
-
|
-
|
1f Invincible, 1~4f armored (or until button release, maximum 90f), strike invulnerable from button release for 7f , hard knockdown, can hold button to delay (up to 92F), active 7f after button release, can be cancelled with any Punch (20f recovery), Ground Throw range 1.0
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|