Hit] Forces stand, active frame 1-4 wont hit crouchers, active frames 5-6 refer to [] (overhead)
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Crouching Attacks
HL
30
50
20
ch/sp/su
5
2
6
+3
+6
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HL
70
100
40
sp/su
7
3
10
+1
+4
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HL
70*40
100*50
60*20
sp/su
8
2*2
22
-6
-
1st part [Ground Hit] Forces Stand, 2nd [Hit] Floats opponent
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L
20
50
20
ch/sp/su
5
3
7
+1
+4
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HL
70
100
40
sp/su
8
5
13
-4
+1
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L
100
200
60
sp/su
11
3
25
-10
-
[Hit] Hard Knockdown cannot fast recover
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Straight Up Jump Attacks
H
50
50
20
-
5
4
-
-
-
[Projectile Invulnerability] Till end of active frames (leg part only)
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H
80
100
40
-
5
6
-
-
-
[Projectile Invulnerability] Till end of active frames (leg part only)
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H
100
200
60
-
5
4
-
-
-
[Projectile Invulnerability] Till end of active frames (leg part only)
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H
50
50
20
-
5
8
-
-
-
[Projectile Invulnerability] Until just before startup (leg part only)
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H
80
100
40
-
4
6
-
-
-
[Projectile Invulnerability] Till end of active frames (leg part only)
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H
100
200
60
-
5
4
-
-
-
[Projectile Invulnerability] Till end of active frames (leg part only)
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Forward / Back Jump Attacks
H
50
50
20
-
5
8
-
-
-
[Projectile Invulnerability] Till end of active frames (leg part only)
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H
80
100
40
-
5
10
-
-
-
[Projectile Invulnerability] Till end of active frames (leg part only)
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H
100
200
60
-
5
8
-
-
-
[Projectile Invulnerability] Till end of active frames (leg part only)
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H
50
50
20
-
4
5
-
-
-
[Projectile Invulnerability] Till end of active frames (leg part only)
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H
70
100
40
-
5
6
-
-
-
[Projectile Invulnerability] Until just before startup (leg part only)
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H
110
200
60
-
5
5
-
-
-
[Projectile Invulnerability] Till end of active frames (leg part only)
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Unique Attacks
+
HL
80
100
40
dash
7
2
16
0
+3
Dash cancellable
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Target Combos
Focus Attacks
Focus Attack LVL 1
HL
60
100
20
-
21
2
35
-21
-21
1~10F or 1F after button's are released: Has super armor. Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons.
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Focus Attack LVL 2
HL
80
150
40
-
17+13
2
35
-15
-
1~1F after button's are released: Has super armor. Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons.
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Focus Attack LVL 3
-
140
200
60
-
65
2
35
-
-
1~64F has super armor. Breaks super armor. Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F.
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Normal Throws
Forward Throw
0.9
130
140
40
-
3
2
20
-
-
Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla)
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Back Throw
0.9
130
140
40
-
3
2
20
-
-
Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla)
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Special Moves
Change of Direction
HL
30
50
20/30
su
14
3
25
-3
+2
[Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 25-26F can follow with second middle/low
Change of Direction
HL
35
50
20/30
su
16
3
25
-3
+2
[Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low
Change of Direction
HL
40
50
20/30
su
17
3
25
-3
+2
[Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 28-29F can follow with second middle/low
Change of Direction
HL
40
50
-250/0
su
16
3
25
-3
+2
1-18F [Armor] / [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low
Second Mid
H
40
50
10/20
-
15
4
28
-9
-4
[Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low
Second Low
L
50
50
20/30
su
22
4
24
-5
-1
[Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low
Finish Mid
H
100
100
10/30
-
10
2
44
-35
-
[Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after throw recovers (from SF4 vanilla)
Finish Low
L
150
100
30/30
-
22
2
53
-44
-
[Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after throw recovers (from SF4 vanilla)
Wheel Kick
H
120
200
30/40
-
20
7
2+19
-10
-5
1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu)
Wheel Kick
H
140
200
30/40
-
24
7
2+20
-11
-6
1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu)
Wheel Kick
H
160
200
30/40
-
27
7
1+22
-12
-7
1-22F [Hit/Projectile Invul.] (lower half part only) / 15F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 31F (opp Ryu)
Wheel Kick
H
60*120
100*100
-250/0
--
17
7*3
2+19
-6
0
1-26F [Hit Invul.] (lower half part only) / 1-26F [Projectile Invul.] / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / 2nd hit can juggle / Hit on crouching opp on the 23F (opp Ryu)
Marseilles Roll
-
-
-
20/-
-
-
-
27
-
-
5-26 [Hit Invul.] / 5-23F can cross opponent
Marseilles Roll
-
-
-
20/-
-
-
-
30
-
-
5-29 [Hit Invul.] / 5-25F can cross opponent
Marseilles Roll
-
-
-
20/-
-
-
-
32
-
-
5-31 [Hit Invul.] / 5-27F can cross opponent
Marseilles Roll
-
-
-
-250/-
-
-
-
32
-
-
1-32 [Hit Invul.] / 5-27F can cross opponent
Sky Fall
-
0*140
100
30/0*100
-
5
2
31
-
-
1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)
Sky Fall
-
0*150
150
30/0*100
-
6
4
31
-
-
1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)
Sky Fall
-
0*160
200
30/0*100
-
9
6
31
-
-
1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)
Sky Fall
-
0*160
150
-250/0
-
6
2
31
-
-
1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after throw recovers (from SF4 vanilla) / CAN JUGGLE !!!
Tornado Throw
1.3
160
100
30/80
-
5
2
51
-
-
1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)
Tornado Throw
1.1
180
150
30/80
-
5
2
45
-
-
1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)
Tornado Throw
0.9
200
200
30/80
-
5
2
39
-
-
1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)
Tornado Throw
1.25
200
150
-250/0
-
5
2
54
-
-
1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after throw recovers (from SF4 vanilla)
Super Combos
Heartless
HL
0*335
0
-1000/0
-
1+5
2
41
-32
-
1F-blackout [Full Invul.] / after blackout, 1-6F LP: [Hit Invul], MP:[Throw Invul.], HP:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after throw recovers (from SF4 vanilla)
Ultra Combos
Soulless
HL
45*455
0
0/0
-
1+13
2
46
-30
-
1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after throw recovers (from SF4 vanilla)
Breathless
1.0
480
0
0/0
-
1+7
6
51
-
-
1F-end of blackout [Full Invul.] / 1F after blackout till end of active frames [Armor][Throw Invul.] / [Hit] Hard Knockdown / Hold button to delay (up to 92F) / Active frames come 7F after button release / Can be cancelled with any Punch (20F recovery) / Ground Throw range 1.0