Introduction
Moves List
Normal Moves
Button | Position | Buffers: | Itself | Specials | Supers | Hit | Block | Startup | Active | Recovery | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Jab | Close | n,n | y,n | y,y | +0 | +0 | 3 | 4 | 13 | 500,400 | |
Far | n | y | y | +0 | +0 | 3 | 4 | 13 | 500 | ||
Crouching | y | y | y | +5 | +5 | 3 | 4 | 8 | 300 | ||
Jumping | - | - | - | - | - | 4 | 22 | - | 700 | ||
Strong | Standing | n | n | y | +5 | +5 | 7 | 2 | 13 | 1100 | |
Crouching | n | n | n | -1 | -1 | 8 | 12 | 11 | 1000 | ||
Jumping | - | - | - | - | - | 6 | 4 | - | 1100 | ||
Fierce | Standing | n | n | n | -3 | -3 | 11 | 6 | 23 | 1600 | |
Crouching | n | n | n | -2 | -2 | 11 | 12 | 16 | 1400 | ||
Jumping Neutral | - | - | - | - | - | 10 | 8 | - | 1600 | ||
Jumping Diagonal | - | - | - | - | - | 10 | 6 | - | 1400 | ||
Short | Standing | n | y | y | -5 | -5 | 3? | 6? | 14 | 400 | |
Crouching | n | y | y | -5 | -5 | 4? | 5? | 15 | 400 | ||
Jumping | - | - | - | - | - | 6 | 22 | - | 600 | ||
Forward | Standing | n | n | y | -5 | -5 | 7 | 10 | 15 | 1100 | |
Crouching | n | n | n | -4 | -4 | 8 | 12 | 14 | 1000 | ||
Jumping Neutral | - | - | - | - | - | 8 | 12 | - | 100 | ||
Jumping Diagonal | - | - | - | - | - | 8 | 10 | - | 1000 | ||
Roundhouse | Standing | n,n | n,n | y,n | -13 | -13 | 6 | 9 | 28 | 1500,1300 | |
Crouching | n | n | n | down | -8 | 9 | 10 | 24 | 1300 | ||
Jumping | - | - | - | - | - | 8 | 6 | - | 1400 | ||
Command Normals | |||||||||||
db + Forward | n | o | o | -1 | -1 | 5 | 4 | 17 | 1100 | ||
db + Roundhouse | n | n | y | down | +1 | 7 | 4 | 19 | 1500 | ||
(air) u + Strong | - | - | - | - | - | 4 | 12 | - | 1200 | ||
(air) u + Fierce | - | - | - | - | - | 4 | 6 | - | 1500 | ||
(air) d + Fierce | - | - | - | - | - | 5 | 22 | - | 1300 | ||
(air) d + Short | - | - | - | - | - | 7 | 22 | - | 600 | ||
(air) d + Forward | - | - | - | - | - | 7 | 22 | - | 1000 |
Special Moves
Super Moves
The Basics
Master 360 motion buffering and standing 360's. Tick grabs are good, but running LP Spinning Pile Drivers are better! (Obviously in SNK groove. I prefer K.)
If you have trouble with standing 360's, you can do the Hooligan Combination motion (hcf,u/f + P). Also, hcf,u + P or hcf,u/b + P tends to work more consistently for me.
The up motion has to be done VERY quickly, though I think it's easier to execute with the small-jumping grooves (P S N K) since the startup frames for jumping in these grooves are about 2 frames greater. Basically, you have more time to do a 360 special before the computer registers it as a jump.
Advanced Strategy
Shit bitch just do some piledrivers and shit. Roll cancel that fierce lariat vs. fat characters and you know they ain't gonna do nothing about it.