Introduction
Colors
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-- Gongfuren
Move List
Command Normals
Special Moves
Super Special Moves
Move Analysis
Normal Moves
Command Normals
Sweep (![]() ![]() <Description here> |
Elbow Press(![]() ![]() <Description here> |
Hopkick(![]() ![]() <Description here> |
Special Moves
Ateyumi – Kagebi (![]() ![]() <Description here> |
Manchuin – Toriuchi (![]() ![]() <Description here> |
Himezori – Yuzuruha (![]() ![]() <Description here> |
Super Special Moves
Shahouhassetsu Ukifune (![]() ![]() ![]() <Description here> |
Kasanejyumonji – Kujigarasu (![]() ![]() ![]() <Description here> |
Frame Data
Combos
NOTES FOR ALL COMBOS: closeC or 2d can replace 2c as a starter (unless otherwise noted). 2c is Crow's highest damaging starter. 2a can replace 2b as a starter but note that 2b is a low while 2a is NOT! "A/C" means either version of Crow's DP(Toriuchi) or fireball (Kagebi) can be used. 236A and 236C have the same damage and start up, doesn't matter which you use. 623C ender provides more damage, 623A ender provides better frame advantage. Damage values are from C enders and are listed in parenthesis.
Meterless
2b 5b 623a/c (9000)
2c 236a/c (7950)
5c 236a/c (7500)
2d 236a/c (7250)
- will not combo if not close enough
2c 623a/c (12000)
5c 623a/c (11100)
2d 623a/c (11300)
- will not combo if not close enough
(VS STANDING OPPONENT ONLY):
2b 5b 214d 623a/c (9995)
2c 214b 214d 623a/c (14493)
- corner carry. Immediate 214d means the 2nd of the three kick's will whiff(trivial damage loss) but is the most consistent route. Delayed 214d can get all 3. Delay 214d versus Aja because shes fat, an immediate 214d means a dropped combo against her!!!
2c 214b closeC 623a/c (16392)
2c 214b 2d 623a/c (16536)
2c 214b 2c 623a/c (17040)
- IMPORTANT NOTE: the 214b juggles involving 2c, closeC and 2d pick ups require a small forward walk after 214b if done mid screen. Also note that you want to hit them lower to the ground to get max damage, higher up = less damage!
1/2 Meter
2b 5b 214BD (9170)
2c 214bd (12225)
6d 623AC (10807)
- late cancellable
2d 623AC (12466)
- late cancellable, great for footsies. Damage dependent on how many hits of ex DP land (spacing dependent).
(VS STANDING OPPONENT ONLY):
2c 214b 214d 623AC (14969)
- delay 214d so all 3 kicks connect. Adds less than 500 from the meterless combo (that's bad). Only use if you think it will kill and do not have a full bar.
1 Meter
2b 5b 236236b (13433)
2c 214214c 214d 623a/c (21208)
6d 236236b (14464)
- late cancellable
214214C (GUARD CRUSH!) 214d 623a/c (8232)
(VS STANDING OPPONENT ONLY):
2c 214b closeC 623C 236236b (19944)
2c 214b 2d 623C 236236b (20533)
2c 214b 2c 623C 236236b (21037)
1 1/2 Meter
2c 214BD 236A 236236b (18371)
- Almost every starter works, ie;2b,2a,5a,5c,2c,2d, just using 2c as highest damage example. Doesnt matter if you use 236A or C. Don't forget to short cut to super by inputting 236a236b!
2 Meter
2c 214214c 214d 623c 236236b (22627)
- Tip for confirming crouching or standing with light attacks; ie 2a2a2a or 2b2a2a. Crow's routes depend on you being able to confirm whether your opponent is crouching or standing in order to maximize your output. If you use too many lights there is a great possibility depending on your spacing that your 623A/C will whiff. Because of this I recommend when confirming with lights to look first to confirm crouching after 2 light attacks. After 2 light attacks if you see your opponent standing add one more light and go into 214d! Everyone is different but this works for me!
Strategy
Matchups
vs. Azure
(No strategies)
vs. Kotaro
(No strategies)
vs. Aja
(No strategies)
vs. Kou
(No strategies)
vs. Hanzo
(No strategies)
vs. Jyuzumaru
(No strategies)
vs. Dark Jyuzumaru
(No strategies)
vs. Hina
(No strategies)
vs. Shimo
(No strategies)
vs. Jet
(No strategies)
vs. Chadha
(No strategies)
vs. Crow
(No strategies)