Oro's Character Select Portrait
Oro's Neutral Stance
Introduction
Specific Character Information
- Stamina: 1120
- Stun Bar Length (in pixels): 72 (Long)
- Stun Bar Recovery (frames it takes to recover 1 pixel): 24
- Taunt: Recovers stun by 600-800% as the taunt is held longer.
- Best Kara-Throw: Far S. MK
Character Colors
Moves List
Basic Moves
Move |
Convention
|
Forward |
F
|
Back |
B
|
Crouch |
C / D
|
Up |
U
|
Jump |
J
|
Jump Forward |
JF
|
Jump Backwards |
JB
|
Super Jump |
D-U
|
Super Jump Forward |
D-UF
|
Super Jump Backwards |
D-UB
|
Dash Forward |
FF
|
Dash Backwards |
BB
|
Quarter Circle Forward |
QCF
|
Half Circle Backwards |
HCB
|
Charge Back, then Forward |
(B)F
|
Charge Down, then Up |
(D)U
|
Guard (High) |
B when enemy is attacking
|
Guard (Low) |
DB when enemy is attacking
|
Parry (High) |
Tap F when about to take a hit
|
Parry (Low) |
Tap D when about to take a hit
|
Parry (Air) |
Tap F in air when about to take a hit
|
Red Parry |
Execute parry after blocking a hit in a combo
|
Punch (Any) |
P
|
Kick (Any) |
K
|
2 Punches |
PP
|
2 Kicks |
KK
|
3 Punches |
PPP
|
3 Kicks |
KKK
|
Jab |
LP
|
Strong |
MP
|
Fierce |
HP
|
Short |
LK
|
Forward |
MK
|
Roundhouse |
HK
|
Universal Overhead |
UOH
|
Normal Moves
Move |
Motion
|
Jab |
LP
|
Strong |
MP
|
Fierce |
HP
|
Close Jab |
(Close to opponent) LP
|
Close Strong |
(Close to opponent) MP
|
Short |
LK
|
Forward |
MK
|
Roundhouse |
HK
|
Close Short |
(Close to opponent) LK
|
Close Forward |
(Close to opponent) MK
|
Jumping Jab |
(Air) LP
|
Jumping Strong |
(Air) MP
|
Jumping Fierce |
(Air) HP
|
Neutral Jumping Jab |
(Air) LP
|
Neutral Jumping Strong |
(Air) MP
|
Neutral Jumping Fierce |
(Air) HP
|
Jumping Short |
(Air) LK
|
Jumping Forward |
(Air) MK
|
Jumping Roundhouse |
(Air) HK
|
Neutral Jumping Short |
(Air) LK
|
Neutral Jumping Forward |
(Air) MK
|
Neutral Jumping Roundhouse |
(Air) HK
|
Overhead |
MP+MK
|
Taunt |
HP+HK
|
Throws
Move Name |
Motion
|
Kubi-jime Kataguruma |
LP+LK or F+LP+LK
|
Tomoe Nage |
B+LP+LK
|
Kuuchuu Jigoku Guruma |
(Air) LP+LK
|
Command Normals
Move Name |
Motion
|
Mawashi Hiji |
F+MP
|
Crouching Jab |
D+LP
|
Crouching Strong |
D+MP
|
Crouching Fierce |
D+HP
|
Crouching Short |
D+LK
|
Crouching Forward |
D+MK
|
Crouching Roundhouse |
D+HK
|
2 Dan Tobi |
Up Up / Up Up-Forward / Up Up-Backwards
|
Target Combos
Special Moves
Move Name |
Motion
|
Nichiirin Shyou |
(B)F+P
|
Oni Yanma |
(D)U+P
|
Niou Riki |
HCB+P
|
Jinchuu Watari |
QCF+K
|
Hitobashira Nobiri |
(Air) QCF+K (Tap K rapidly)
|
EX Moves
Move Name |
Motion
|
Nichiirin Shyou |
(B)F+PP
|
Oni Yanma |
(D)U+PP
|
Jinchuu Watari |
QCF+KK
|
Hitobashira Nobiri |
(Air) QCF+KK (Tap K rapidly)
|
Super Arts
Num. |
Super Art Name |
Motion |
Super Bars
|
I |
Kishin-Riki |
QCF QCF+P (Aproach opponent, then P) |
1 stock
|
I |
Kishin-Tsui |
QCF QCF+PP |
1 stock
|
II |
Yagyou-Dama |
QCF QCF+P |
3 stocks
|
II |
Yagyou-Oodama |
QCF QCF+PP |
MAX required
|
III |
Tengu-Stone |
QCF QCF+P |
1 stock
|
III |
Tengu-Midareishi |
QCF QCF+PP |
1 stock
|
Move Analysis
- All sprites are taken from this site: http://www.zweifuss.ca/
- All Framedata in the "Move Analysis" section is taken from Game Restaurant, this means the Framedata is from the Arcade version, unlike Karathrow, which uses the Dreamcast port.
General
- Move: Move name
- Motion: What you must do to execute the move
- Damage: Damage it does (in pixels)
- Stun Damage: Stun Damage it does (in pixels)
- Chains into itself: If you can combo into the same movement
- Special Cancel: If you can cancel the move into a Special Move
- Super Cancel: If you can cancel the move into a Super Art
- Throw Range: Range of the throw (in pixels)
- Num.: Super Art number
- Super Art: Super Art name
- Super Art Stock: Number of Gauge Bars the Super Art have, also the length of each bar (in pixels)
Frame Data
- Startup: Number of frames it takes to start the move
- Hit: Number of frames that can hit the opponent
- Recovery: Number of frames it takes to recover from the move
- Blocked Advantage: Number of frames you are in advantage/disadvantage after opponent blocks the hit
- Hit Advantage: Number of frames you are in advantage/disadvantage after opponent takes the hit
- Crouching Hit Advantage: Number of frames you are in advantage/disadvantage after opponent takes the hit while crouching
- + # : You have # frames of advantage
- - # : You have # frames of disadvantage
- # ~ # : Advantage/disvantage can vary from # to #
- Down: Enemy gets knocked down
- Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
- Parry: How opponent must parry the move, High (H), Low (L) or both (HL)
Gauge Increase
- Miss: Gauge you gain if you miss the move (in pixels)
- Blocked: Gauge you gain if the move gets blocked (in pixels)
- Hit: Gauge you gain if you hit the opponent with the move (in pixels)
- Parry: Gauge opponent gains when he parry the move (in pixels)
Basic Moves
Move
|
Total frames
|
Dash Forward
|
17
|
Comments here
Move
|
Total frames
|
Dash Backwards
|
11
|
Comments here
Move |
Motion |
Startup Frames
|
Jump |
BU or U or FU |
4
|
Comments here
Move |
Motion |
Startup Frames
|
Super Jump |
DBU or DU or DFU |
5
|
Comments here
Move |
Motion |
Frames
|
Normal Wakeup |
- |
71
|
Comments here
Move |
Motion |
Frames
|
Quick Stand |
Tap D when hitting the ground |
52
|
Comments here
Move |
Motion |
Frames |
Gauge Increase
|
Taunt |
HP+HK |
?? |
?
|
Comments here
Move |
Motion
|
Parry (High) |
Tap F when about taking a hit
|
Parry (Low) |
Tap D when about taking a hit
|
Parry (Air) |
Tap F in air when about taking a hit
|
Frame Data
Move |
Frames you're frozen |
Frames opponent is frozen |
Frame Advantage when parry is successful |
Frames before you can try another parry
|
Parry (High) |
16 |
16 |
+4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) |
24(19 when attack comes from the air)*,**
|
Parry (Low) |
16 |
16 |
+4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) |
24(19 when attack comes from the air)*,**
|
Parry (Air) |
16 |
16 |
+4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) |
21(19 when attack comes from the air)*,**
|
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
|
** (If another attack connects within 2 frames of your parry, it will automatically be parried)
|
Gauge Increase
Move |
Gauge Increase
|
Parry (High) |
4***
|
Parry (Low) |
4***
|
Parry (Air) |
4***
|
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multi-hit attack)
|
You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).
- Parry information is taken from Shoryuken Forums, specifically from user JinraiPVC. Thanks for this information dude
Normal Moves
Please note that the images shown in this section are for the first frame it hits, so this means the opponent is taking the hit in the image shown on the move. The first frame of every move (except 2nd throw image sprites) is used to illustrate the maximum range of every attack. Note also that those images are ACCURATE, they are exactly the first frame it hits, so the opponent takes damage but doesn't enter the "pain" frame until a frame later.
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Far Jab |
LP |
30 |
3 |
No |
Yes |
Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
4 |
1 |
10 |
0 |
0 |
0 |
HL |
HL
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
0 |
1 |
2 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Far Strong |
MP |
80 |
11 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
8 |
4 |
12 |
-2 |
-1 |
0 |
HL |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
1 |
5 |
9 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Fierce |
HP |
140(60+80) |
14(7+7) |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
17 |
1 |
19 |
-5 |
-3 |
-1 |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
2 |
6(1+4+1) |
17 |
8(4+4)
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Close Jab |
(Close to opponent) LP |
35 |
3 |
No |
Yes |
Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
2 |
1 |
5 |
+5 |
+5 |
+5 |
HL |
HL
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
0 |
1 |
2 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Close Strong |
(Close to opponent) MP |
70(40+30) |
8(4+4) |
Yes |
Yes/Yes |
Yes/Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
5 |
2 |
16 |
-4 |
0 |
0 |
HL |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
1 |
6(5+1) |
11 |
8(4+4)
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Far Short |
LK |
35 |
3 |
No |
Yes |
Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
3 |
1 |
8 |
+2 |
+2 |
+2 |
HL |
HL
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
0 |
1 |
2 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Far Forward |
MK |
100 |
13 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
8 |
6 |
12 |
-5 |
-4 |
-3 |
HL |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
1 |
5 |
9 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Roundhouse |
HK |
120 |
19 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
7 |
4 |
17 |
-5 |
-3 |
-1 |
HL |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
2 |
7 |
15 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Close Short |
(Close to opponent) LK |
40 |
3 |
No |
Yes |
Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
2 |
2 |
4 |
+4 |
+4 |
+4 |
HL |
HL
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
0 |
1 |
2 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Close Forward |
(Close to opponent) MK |
110 |
11 |
No |
Yes |
Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
4 |
3 |
15 |
-5 |
-4 |
-3 |
HL |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
1 |
5 |
9 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Jump Jab |
(Air) LP |
60 |
7 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
7 |
17 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
0 |
1 |
2 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Neutral Jump Jab |
(Air) LP |
60 |
5 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
3 |
12 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
0 |
1 |
2 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Jump Strong |
(Air) MP |
100 |
11 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
10 |
8 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
1 |
5 |
9 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Neutral Jump Strong |
(Air) MP |
110 |
9 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
5 |
6 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
1 |
5 |
9 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Jump Fierce |
(Air) HP |
140(100+40) |
18(9+9) |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
9 |
2 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
2 |
8 |
17 |
8(4+4)
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Neutral Jump Fierce |
(Air) HP |
140 |
13 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
7 |
4 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
2 |
7 |
15 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Jump Short |
(Air) LK |
60 |
5 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
3 |
13 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
0 |
1 |
2 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Neutral Jump Short |
(Air) LK |
60 |
7 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
2 |
10 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
0 |
1 |
2 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Jump Forward |
(Air) MK |
100 |
9 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
3 |
6 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
1 |
5 |
9 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Neutral Jump Forward |
(Air) MK |
110 |
11 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
4 |
8 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
1 |
5 |
9 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Jump Roundhouse |
(Air) HK |
120 |
13 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
5 |
3 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
2 |
7 |
15 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Neutral Jump Roundhouse |
(Air) HK |
140 |
15 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
5 |
5 |
- |
- |
- |
- |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
2 |
7 |
15 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Tobi Hiza |
MP+MK |
40 |
3 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
15 |
10 |
5 |
-5~+7 |
0~+8 |
+1~+9 |
H |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
0 |
1 |
2 |
4
|
Comments here
Throws
Move |
Motion |
Damage |
Stun Damage |
Throw Range |
Kara-Throw |
Kara-Throw Range
|
Kubi-jime Kataguruma |
LP+LK or F+LP+LK |
115(6x30) |
20(6x5) |
25 |
Far S.MK/S.HK/Close S.MP/Close S.MK |
53/39/35/35
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
2 |
1 |
21 |
- |
- |
- |
LP+LK |
-
|
Gauge Increase
Miss |
Blocked |
Hit
|
0 |
7 (for the player who blocked) |
12
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Throw Range |
Kara-Throw |
Kara-Throw Range
|
Tomoe Nage |
B+LP+LK |
120 |
15 |
25 |
Far S.MK/S.HK/Close S.MP/Close S.MK |
53/39/35/35
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
2 |
1 |
21 |
- |
- |
- |
LP+LK |
-
|
Gauge Increase
Miss |
Blocked |
Hit
|
0 |
7 (for the player who blocked) |
7
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Throw Range (Front) |
Throw Range (Up & Down)
|
Kuuchuu Jigoku Guruma |
(Air) LP+LK |
180 |
15 |
19 |
62~91
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
6 |
1 |
- |
- |
- |
- |
LP+LK |
-
|
Gauge Increase
Comments here
Command Normals
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Mawashi Hiji |
F+MP |
90 |
13 |
No |
Yes |
Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
8 |
2 |
18 |
-5 |
-4 |
-3 |
HL |
H
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
1 |
5 |
9 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Crouch Jab |
D+LP |
30 |
3 |
Yes |
Yes |
Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
4 |
2 |
9 |
+1 |
+1 |
+1 |
HL |
HL
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
0 |
1 |
2 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Crouch Strong |
D+MP |
65 |
3 |
No |
Yes |
Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
7 |
6 |
12 |
-5 |
-4 |
-3 |
HL |
HL
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
1 |
5 |
9 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Crouch Fierce |
D+HP |
120 |
11 |
No |
No |
Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
6 |
4 |
18 |
-2 |
0 |
0 |
HL |
HL
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
2 |
7 |
15 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Crouch Short |
D+LK |
20 |
3 |
No |
Yes |
Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
4 |
2 |
9 |
+1 |
+1 |
+1 |
L |
L
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
0 |
1 |
2 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Crouch Forward |
D+MK |
80 |
3 |
No |
Yes |
Yes
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
6 |
4 |
11 |
0 |
+1 |
+2 |
L |
L
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
1 |
5 |
9 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
Crouch Roundhouse |
D+HK |
100 |
3 |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
10 |
2 |
20 |
-6 |
Down |
Down |
L |
L
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
2 |
7 |
15 |
4
|
Comments here
Move |
Motion |
Damage |
Stun Damage |
Chains into itself |
Special Cancel |
Super Cancel
|
2 Dan Tobi |
UU/U-UF/U-UB |
- |
- |
No |
No |
No
|
Frame Data
Startup |
Hit |
Recovery |
Blocked Advantage |
Hit Advantage |
Crouching Hit Advantage |
Guard |
Parry
|
- |
- |
- |
- |
- |
- |
- |
-
|
Gauge Increase
Miss |
Blocked |
Hit |
Parry (Gauge for opponent)
|
- |
- |
- |
-
|
Comments here
Target Combo
Combos
Crouch >R1> QCF x 2 + 2 Punches (EX Kishin Riki) ...........2 rd hit
Stand MP (hit rd 1) >Jinchu Nobori MK stand MP (2 rd hit) While the opponent in air you should make>QCF x 2 + Punch (Kishin Riki) ............
Frame Data
Normals
Throws
Command Normals
Special Moves
Super Arts
Additional Frame Data
Strategies
Overview
Basics
Super Art Selection
Kara-Techniques
Zoning
Mixups
Additional Notes
- Personal Action: Recovers stun meter.