Ground Normals
Standing Jab:
Damage
5
Stun
2
Chain Cancel
Yes
Special Cancel
Yes
Super Cancel
Yes
Meter on whiff/hit
0/1
Frame Count
3/4 /6
Block Stun
+4
Hit Stun/Counter Hit
+5/+10
Close Standing Strong:
Damage
13
Stun
4
Chain Cancel
No
Special Cancel
Yes
Super Cancel
Yes
Meter on whiff/hit
1/3(A)4(XV)
Frame Count
5/4 /16
Block Stun
-1
Hit Stun/Counter Hit
0/+4
Far Standing Strong:
Damage
13
Stun
4
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/3(A)4(XV)
Frame Count
6/4 /17
Block Stun
-2
Hit Stun/Counter Hit
-1/+3
Close Standing Fierce:
Damage
16,15
Stun
8
Chain Cancel
No
Special Cancel
Yes
Super Cancel
Yes
Meter on whiff/hit
1/4(A)6(XV)
Frame Count
5/4 /28
Block Stun
-9
Hit Stun/Counter Hit
-8/Launch
2nd part can be special canceled in V.
Far Standing Fierce:
Damage
15
Stun
8
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/4(A)6(XV)
Frame Count
8/4 /25
Block Stun
-6
Hit Stun/Counter Hit
-5/Launch
Standing Short:
Damage
5
Stun
2
Chain Cancel
No
Special Cancel
Yes
Super Cancel
Yes
Meter on whiff/hit
0/1
Frame Count
5/3 /13
Block Stun
-2
Hit Stun/Counter Hit
-1/+4
Close Standing Forward:
Damage
12
Stun
4
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/3(A)4(XV)
Frame Count
6/2 /28
Block Stun
-11
Hit Stun/Counter Hit
-10/-6
Far Standing Forward:
Damage
12
Stun
4
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/3(A)4(XV)
Frame Count
10/5 /17
Block Stun
-3
Hit Stun/Counter Hit
-2/+2
Close Standing Roundhouse:
Damage
17
Stun
8
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/4(A)6(XV)
Frame Count
9/3 /20
Block Stun
+0
Hit Stun/Counter Hit
+1/Launch
Far Standing Roundhouse:
Damage
16
Stun
8
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/4(A)6(XV)
Frame Count
7/5 /23
Block Stun
-5
Hit Stun/Counter Hit
-4/Launch
Crouching Jab:
Damage
5
Stun
2
Chain Cancel
Yes
Special Cancel
Yes
Super Cancel
Yes
Meter on whiff/hit
0/1(A)/3(XV)
Frame Count
3/4 /6
Block Stun
+4
Hit Stun/Counter Hit
+5/+10
Crouching Strong:
Damage
12
Stun
4
Chain Cancel
No
Special Cancel
Yes
Super Cancel
Yes
Meter on whiff/hit
1/3(A)/4(XV)
Frame Count
5/4 /14
Block Stun
+1
Hit Stun/Counter Hit
+2/+6
Crouching Fierce:
Damage
15/14
Stun
8
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/4(A)/6(XV)
Frame Count
6/2 /31
Block Stun
-10
Hit Stun/Counter Hit
-9/Launch
Damage
5
Stun
2
Chain Cancel
No
Special Cancel
Yes
Super Cancel
Yes
Meter on whiff/hit
0/1
Frame Count
3/4 /9
Block Stun
+1
Hit Stun/Counter Hit
+2/+7
Crouching Forward:
Damage
12
Stun
4
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/3(A)/4(XV)
Frame Count
6/4 /20
Block Stun
-5
Hit Stun/Counter Hit
-4/-0
Crouching Roundhouse:
Damage
15
Stun
8
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/4(A)/6(XV)
Frame Count
10/4 /28
Block Stun
-9
Hit Stun/Counter Hit
-
Air Normals
Neutral Jump Jab:
Damage
7
Stun
2
Meter on whiff/hit
0/1
Frame Count
3/10 /6
Diagonal Jump Jab:
Damage
7
Stun
2
Meter on whiff/hit
0/1
Frame Count
3/10 /8
Neutral/Diagonal Jump Strong:
Damage
13
Stun
4
Meter on whiff/hit
1/3(A)/4(XV)
Frame Count
6/8 /20
Neutral Jump Fierce:
Damage
18
Stun
8
Meter on whiff/hit
1/4(A)/6(XV)
Frame Count
8/5 /20
Diagonal Jump Fierce:
Damage
17
Stun
8
Meter on whiff/hit
1/4(A)/6(XV)
Frame Count
6/6 /14
Neutral Jump Short:
Damage
8
Stun
2
Meter on whiff/hit
0/1
Frame Count
4/10 /20
Diagonal Jump Short:
Damage
6
Stun
2
Meter on whiff/hit
0/1
Frame Count
3/10 /8
Neutral Jump Forward:
Damage
12
Stun
4
Meter on whiff/hit
1/4(A)/6(XV)
Frame Count
8/6 /8
Diagonal Jump Forward:
Damage
6/12
Stun
2/4
Meter on whiff/hit
1/1,3(A)/1,4(XV)
Frame Count
8/8 /8
Neutral Jump Roundhouse:
Damage
17
Stun
8
Meter on whiff/hit
1/4(A)6(XV)
Frame Count
8/4 /8
Diagonal Jump Roundhouse:
Damage
16
Stun
8
Meter on whiff/hit
1/4(A)/6(XV)
Frame Count
7/6 /8
Command Normals
Bazooka Knee :
During Dash
Damage
8
Stun
2
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
4(A)6(V)/1
Frame Count
9/4 /26
Block Stun
-16
Hit Stun/Counter Hit
-15/-10
Bazooka Knee :
/ +
Damage
8
Stun
2
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
0/1
Frame Count
7/7 /23
Block Stun
-16
Hit Stun/Counter Hit
-15/-10
Jump Sobat:
/ +
Damage
12
Stun
4
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/3(A)4(XV)
Frame Count
10/5 /17
Block Stun
-3
Hit Stun/Counter Hit
-2/+2
Step Kick:
/ +
Damage
16
Stun
8
Chain Cancel
No
Special Cancel
No
Super Cancel
No
Meter on whiff/hit
1/4(A)6(XV)
Frame Count
7/5 /23
Block Stun
-5
Hit Stun/Counter Hit
-4/Launch
Throws
Dragon Suplex:
/ +
Damage
20
Stun
0
Meter on whiff/hit
1(A)3(XV)/0
Frame Count
5/1 /16
Knee Gatling:
/ +
Damage
3x(2~17)+8
Stun
0
Meter on whiff/hit
1(A)3(XV)/0
Frame Count
5/1 /16
Flying Buster Drop:
Any direction but / +
Damage
20
Stun
0
Meter on whiff/hit
1(A)3(XV)/3(A)4(XV)
Frame Count
1/1 /1(before landing)
Airjack:
Any direction but / +
Damage
17
Stun
0
Meter on whiff/hit
1(A)3(XV)/3(A)4(XV)
Frame Count
1/1 /1(before landing)
Alpha Counter
During Blockstun + + of same strength
Damage
4
Frame Count
28/6 /25
Invincibility
0-28
Damage
4
Frame Count
27/4 /28
Invincibility
0-27
Special Moves
Sonic Boom :
Charge , +
Damage
8~1
Stun
4(10F~12F)~0
Meter on whiff/hit
1/1(A)3(XV)
Block Stun
+4
Hit Stun
+5
Frame Count
33
Damage
8~1
Stun
4(10F~12F)~0
Meter on whiff/hit
1/1(A)3(XV)
Block Stun
+3
Hit Stun
+4
Frame Count
34
Damage
8~1
Stun
4(10F~12F)~0
Meter on whiff/hit
1/1(A)3(XV)
Block Stun
+2
Hit Stun
+3
Frame Count
35
Somersault Shell :
Charge , +
Frame Count
6
Active/Recovery:
Short Version:
Damage
16,13,11
Stun
6,4,3
Meter on whiff
6(A)9(XV)
Meter on hit
7,7,4(A)12,12,6(XV)
Invincibility
0~6
Block Stun
-31
Frame Count
1
2
2
Damage
17,14,12
Stun
6,3,3
Meter on whiff
6(A)9(XV)
Meter on hit
9,4,4(A)13,7,6(XV)
Invincibility
0~6
Block Stun
-36
Frame Count
1
2
4
2
Damage
(14,13,11)+4
Stun
(4,4,2)+2
Meter on whiff
6(A)9(XV)
Meter on hit
(9,9,4)+4(A)(13,13,7)+7,6(XV)
Invincibility
0~7
Block Stun
-41
Frame Count
1
3
4
2
2
Super Combos
Somersault Justice :
Charge , +
Damage
9x6
Invincibility
0~11
Block Stun
-34
Frame Count
10
1
3
4
4
4
Damage
11x4+10x4
Invincibility
0~18
Block Stun
-33
Frame Count
10
4
4
4
4
Damage
12x6+11x4
Invincibility
0~22
Block Stun
-31
Frame Count
10
4
4
4
4
Sonic Break :
Charge , +
1st Sonic Boom:
Startup
Level 1
Invincibility
0-7
Frame Count
14
LVL.1
LVL.2
Invincibility
0-9
0-11
Frame Count
14
Damage
7~1
Block Stun
-28
Hit Stun
-27
Frame Count
49 (additional input reception)
Frame Count
24 (no input reception)
Damage
10~1
Block Stun
-28
Hit Stun
-27
Frame Count
49 (additional input reception)
Frame Count
24 (no input reception)
Damage
15~1
Block Stun
-28
Hit Stun
-27
Frame Count
49 (additional input reception)
Frame Count
24 (no input reception)
Frame Count
11
Damage
7~1
Block Stun
+10
Hit Stun
-11
Frame Count
27
LVL.1
LVL.2
Damage
10~1
15~1
Block Stun
-28
Hit Stun
-27
Frame Count
7
38 (additional input reception)
Frame Count
20 (no input reception)
Frame Count
8
Damage
10~1
Block Stun
+16
Hit Stun
+17
Frame Count
21
Damage
15~1
Block Stun
-14
Hit Stun
-13
Frame Count
5
30 (additional input reception)
Frame Count
20 (no input reception)
Final Sonic Boom:
Startup
Damage
15~1
Block Stun
+4
Hit Stun
+5
Frame Count
33
Crossfire Blitz :
Charge , +
Damage
9+10x3
Invincibility
0~10
Block Stun
-11
Frame Count
10
4
10
Damage
16+14+12x3
Invincibility
0~12
Block Stun
-5
Frame Count
10
2
2
10
Damage
15+14x2+15x3
Invincibility
0~14
Block Stun
+1
Frame Count
10
4
10
4
Frame Count
16
Miscellaneous
Dash :
Frame Count
31
Idle, Crouching, Airborne:
The Basics
Which Ism?
A-Ism
Great supers add to his strong pressure, especially near the corner, but generally not worth giving up V-ISM options.
V-Ism
Recommended. Gains access to great customs, great meter build and some nice proximity normals.
X-Ism
Loses access to his dash and some of his best normals. Avoid.
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Match-ups
Notable Players
Japan
Akino (V-Charlie)
Dashipyon (A-Charlie)
Denpo (V-Charlie)
Gechena (V-Charlie)
Gunjin (A-Charlie)
Hani (A-Charlie)
Hide (V-Charlie)
Kasiwagi (V-Charlie)
Machi Nash (A/V-Charlie)
Makibi (A-Charlie)
Matsu (V-Charlie)
Morikawa (A/V-Charlie)
Mukai (A-Charlie)
Pine (V-Charlie)
Tenin (A-Charlie)
TOMA (V/A-Charlie)
VER (V-Charlie)
Waiting Nash (V-Charlie)
XIL (V-Charlie)
Yuk (V/A-Charlie)
North America
Alex Navarro / MiamiX-Alex (V-Charlie)
Haqq (A-Charlie)
John Choi (A-Charlie)
Xwell (A/V-Charlie)
Tank (A/V-Charlie)
Europe
@uile (V-Charlie)
Boom (V-Charlie)
Dum (V-Charlie)
iori0 (V-Charlie)
Leo (V-Charlie)
xpapis (V-Charlie)
Discussion
Sodom and Dhalsim are huge problem match-ups, since they can easily go under booms and punish.
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