Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
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Default VS Mirror
Move List
Vertical Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | +4 | +21 | - | Ground | |
Byakko's busted cat jab. Does not hit other cats crouching, or Gantetsu/Gamof crouching when at specific ranges. |
5AA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -4 | +14 | - | Ground | |
Byakko loses frame advantage on hit, and without a fast special move to combo into, that's a rather large weakness, all things considered. |
5AAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | +12 | - | Ground | |
Because Byakko loses frame advantage on 5AA, his 5AAA is completely inferior to Rai-On's, as it does not combo. Considering it also has the same pushout on block, it also isn't the best of pressure tools to go for, either. There is something he can do here, though, that separates him from Rai-On a bit in a positive way... |
5AAAK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | +3 | +1 | - | Ground | |
...and that's this. This simple little low kick puts Byakko back in 2K/5A range at frame advantage. Since it's a kick, it cannot be parried. The damage off of this is basically nothing unless you're willing to risk it all on 236A+B cancels, which -will- combo, but because none of the hits in the string combo to this point, is a pretty wild guess/read to make |
5AAAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | -15 | - | Ground | |
"Blue Palm." It pushes out really far on block so it is probably safe versus most characters. But... it also pushes out really far on block, and you want to be in close. You probably shouldn't use this |
2A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | +0 | +14 | - | Ground | |
Good range and speed, incredibly busted frame data on block. It's a really good thing he doesn't have any sort of reward for this on hit. Enough frame advantage on block that slide afterwards catches jumpers. Pushes out pretty far on block/hit, so its difficult to do much aside from slide afterwards that doesn't lose to sidestep/jump. |
3A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 19 | - | - | - | - | -15 | - | Ground | |
Byakko's primary launcher into damage, and one of his most important moves. You could, in theory, cancel this into your back hop and get a smaller confirm from it, but -15 is pretty hard to punish at the range it puts you at and, more importantly, landing this move into a juggle super confirm is the single reason to play this character. This frame traps after all his of 5AAA on block. |
While Running A or B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 10 | - | - | - | -13 at close range, -2 at tip | -13 at close range, -2 at tip | - | Jumping | |
Byakko's running overhead is a two part move. Even at tip range this is at disadvantage, so be careful. This part of the move tends to whiff smaller opponents when crouching, so its also a matchup dependent move. |
While Running A or B, A/B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 10 | - | - | - | X | -7 | - | Jumping | |
The second part of Byakko's running overhead. Knocks down on hit. Combos with the first part, making it a fairly good mixup/approach tool. |
Horizontal Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
5BAB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | - | - | - | - | +7 | +4 | - | Low | |
Creates a little space with slight frame advantage, will frame trap into its own string ender or slide at the range it creates, and it is one of the few special cancelable moves he has that combos into 236B. |
Kick Normals
2K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 5 | - | - | - | +8 | +7 | - | Low | |
Byakko's main low string starter. The hit advantage might make you think he can link off of it, but due to push out + a weird buffer lock on the move, nothing connects afterwards aside from the occasional perfectly timed 5A. The combo counter will also lie about this comboing in training, sometimes. Cool! Despite these problems, 2K is still your primary pressure tool outside of 5A (which this pairs nicely with) |
2KK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | i5 | - | - | - | -3 | - | - | Low | |
Byakko's main low string. It has a tendency to not combo properly depending upon range/axis/character, so careful attention to the situation is required to hitconfirm this into the third hit. If it does hit, it does cancel into dash super, and serves Byakko's main low confirm into it. It almost never combos on crouching opponents regardless of axis. |
2KKK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | i5 | - | - | - | - | -13 | - | Low | |
Byakko's main low string ender without meter. All things considered, probably safer than it should be, considering what it does, and the advantage is variable with spacing. |
3K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 8 | - | - | - | -6 at close range, +10 at tip | -7 at close range, +8 at tip | - | Low | |
The slide. Byakko's main low poke. Plus enough on hit that it is relatively easy to confirm into swords super with enough practice. Far more reliable than 2KK in that regard. It is technically possibile to do 3K(tip), 2K->Dash super, if you're feeling saucy about your neutral. |
4K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 29 | - | - | - | +3 on standing, +4 on crouching, +2 on crouching counterhit, -2 on standing counterhit | +2 | - | Low | |
Byakko's overhead kick. Unlike Rai-On, he does not get links from this and, weirdly, he loses a lot of frame advantage on counterhit. A far less important move for this cat, but it is still a pressure OH that jumps lows/throws. |
While Running K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | X | -6 at close range | - | Low | |
It's Byakko's slide again, but its a frame faster and knocks down. The knockdown does not stop swords from comboing afterwards. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
236 B Shippu Zan
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 31 | - | - | - | - | -11 | - | Low | |
An extremely long range knock down horizontal low. At -11, and especially with spacing, this can be difficult if not impossible for some characters to punish. It is very slow despite the somewhat subtle startup animation, though, and can be jump punished. |
Kessou Jin 214B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 18 | - | - | - | - | -27 (both hits blocked) | - | Ground | |
Byakko stabs his hands into the ground and swords come out around him. This move only hits in a very small circle around Byakko, making it very difficult to ever actually hit someone with. If it whiffs, he's vulnerable for any punish his opponents want, and if its blocked, it's not much better. It does have a tendency to beat anything above Byakko clean, though... but you'd probably just want the super version of this to do anti-airs, anyways. In contention for one of the worst special moves in the game, but Byakko still has some niche uses for it. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 (2 pre flash, 5 post) | - | - | - | - | - | - | Ground | |
Byakko's swords are probably the reason you should play him. Fast, great anti-air, good damage, this is the glue that holds the rest of his movelist together. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |