|
Frames
|
Advantage
|
Cancel
|
Block
|
Hitbox
|
Notes
|
Standing Close
|
|
3/4/4
|
+4/+2
|
|
HL
|
|
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3/5/9
|
-2/-4
|
|
HL
|
|
|
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3/3+4/15
|
-2/-4
|
|
HL
|
|
|
Fast, cancelable.
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|
3/5/21
|
-6/-8
|
|
HL
|
|
Same as above except does more damage but pushes back further.
|
Standing Far
|
|
3/4/7
|
+1/-1
|
|
HL
|
|
Good long range poke. Generally Standing B is better, but this one is cancelable, so you can cancel into f+A to bait someone mashing.
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|
4/8/13
|
-9/-11
|
|
HL
|
|
One of the godliest pokes in the game. Fast, long range, stops short hop...stops a lot of other shit too!
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|
10/3/32
|
-15/-17
|
|
HL
|
|
Slow recovery, but it is whiff cancelable (f+B preferred) and connects against crouchers. Still, crouching C has all this move's got and more.
|
|
8/4/33
|
-17/-19
|
|
HL
|
|
Uncancelable and super slow recovery, but it is notable that it beats some things. I see Chinese players use it sometimes in specific situations. Mess around with it if you're feeling experimental.
|
+
|
15/5/24
|
KD/-7
|
S,Su
|
HL
|
|
Great long range poke with nice priority, cancelable of course.
|
Crouching
|
|
3/4/6
|
+2/0
|
|
HL
|
|
Nice and long range for a cr.A. Cancelable into f+A as an anti-mash setup.
|
|
6/3/10
|
-1/-3
|
|
L
|
|
It's a fast low! And it's chainable into other lights other than itself as you'd expect (timing is a little slower than other characters).
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|
3/2+3/28
|
-13/-15
|
|
HL
|
|
|
One of the best ground pokes and a fantastic anti-air. The first part when his arm isn't fully extended is cancelable.
|
|
9/3(5)5/22
|
KD/-9
|
|
L
|
|
|
Very long range sweep, cancelable and easily cancelable on whiff for safety.
|
Jump
|
|
6/9/-
|
-/-
|
|
H
|
|
Awesome jump-in. Similar to Kyo's j.B. Can be used as an instant overhead on large characters (short hop only).
|
|
7/9
|
-/-
|
|
H
|
|
Okay air-to-air or as a jump-in I guess. There are better jump attacks for those specific uses, though.
|
|
8/5
|
-/-
|
|
H
|
|
Good jump-in, excellent crossup. Experiment to find the crossup hitbox, it's a little weird.
|
|
7/7
|
-/-
|
|
H
|
|
Awesome air-to-air and air-to-ground from long range. Short hop up/back with this is a great poke.
|
+
|
11/4
|
KD/-
|
|
HL
|
|
Great air-to-air when they are slightly above you obviously. Good anti-air vs Choi.
|
Command Normals
|
f+
|
22/3/24
|
KD/-9
|
|
H
|
|
Overhead and knocks down when done alone. Fast, cancelable, and non-overhead when chained.
|
f+ (cancel)
|
12/3/24
|
-7/-9
|
S,Su
|
HL
|
f+
|
11/5/28
|
-13/-15
|
S,Su
|
HL
|
|
Always fast and cancelable, does more damage than f+A but doesn't travel as far. This is the move of choice to cancel into on your opponent's wakeup, since if they reversal roll backwards, you can still whiff cancel into f+B with the same timing (close C/D~f+B) and catch their roll anyway.
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