|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
10
|
-1
|
+2
|
|
|
Close
|
HL
|
80
|
100
|
40
|
su
|
6
|
2
|
10
|
+2
|
+5
|
|
|
Close
|
HL
|
110[90]
|
200[150]
|
60
|
su
|
7
|
4
|
22
|
-7
|
-1
|
Forces stand, [] refers to active frames 3~4
|
|
Close
|
HL
|
40
|
50
|
20
|
sp/su
|
4
|
3
|
10
|
-2
|
+1
|
3~12f feet strike and projectile invincible
|
|
Close
|
HL
|
40*40
|
50*50
|
40*20
|
su*-
|
5
|
2(3)2
|
12
|
0
|
+3
|
4~18f feet strike and projectile invincible
|
|
Close
|
HL
|
100[80]
|
200[150]
|
60
|
su
|
7
|
6
|
19
|
-6
|
-1
|
6~8f feet strike and projectile invincible, [] refers to active frames 3~6
|
|
Far
|
HL
|
30
|
50
|
20
|
sp/su
|
3
|
2
|
9
|
0
|
+3
|
|
|
Far
|
HL
|
80
|
100
|
40
|
su
|
7
|
4
|
9
|
+1
|
+4
|
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
7
|
6
|
20
|
-6
|
-1
|
Hit advantage is based on 2nd active frame
|
|
Far
|
HL
|
30
|
50
|
20
|
su
|
5
|
2
|
12
|
-3
|
0
|
|
|
Far
|
HL
|
90
|
100
|
40
|
su
|
5
|
2
|
19
|
-7
|
-4
|
|
|
Far
|
HL
|
100[80]
|
200[150]
|
60
|
-
|
3
|
6
|
23
|
-10
|
-5
|
4~8f feet strike and projectile invincible, [] refers to active frames 3~6
|
|
crouch
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
crouch
|
HL
|
90
|
100
|
40
|
su
|
7
|
4
|
15
|
-5
|
-2
|
|
|
crouch
|
HL
|
100
|
200
|
60
|
su
|
8
|
4
|
25
|
-10
|
-4
|
Forces stand
|
|
crouch
|
L
|
30
|
50
|
20
|
sp/su
|
4
|
3
|
7
|
+1
|
+4
|
|
|
crouch
|
L
|
70
|
100
|
40
|
sp/su
|
5
|
2
|
11
|
+1
|
+4
|
|
|
crouch
|
L
|
90
|
150
|
60
|
su
|
6
|
5
|
21
|
-7
|
-
|
cannot fast recover (Hard knockdown), opponent gets up 48F after recovery if hit on first active frame
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
5
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
70
|
100
|
40
|
-
|
6
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
120
|
200
|
60
|
-
|
4
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
4
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
60
|
100
|
40
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
120
|
200
|
60
|
-
|
7
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
5
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
6
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
90
|
200
|
60
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
60
|
100
|
40
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
110
|
200
|
60
|
-
|
7
|
6
|
-
|
-
|
-
|
|
|
or +(close)
|
HL
|
50*40
|
50*50
|
40*20
|
sp/su*-
|
7
|
2(1)5
|
11
|
-2
|
+3
|
Only +1 on hit vs crouching opponents
|
|
Overhead
|
H
|
50*40
|
50*50
|
40*20
|
-
|
25
|
2(1)4
|
11
|
-1
|
+5
|
Hold button 15f
|
|
+
|
L
|
100
|
200
|
60
|
-
|
10
|
16
|
16
|
-11
|
-
|
cannot fast recover (Hard knockdown)
|
|
+
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 22
|
-
|
-
|
5~18f airborne & can pass through opponent, treated as a special move
|
|
+
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Total 29
|
-
|
-
|
4~21f airborne, treated as a special move
|
|
+
|
-
|
-
|
-
|
-
|
sp/su
|
-
|
-
|
Total 53
|
-
|
-
|
1~31f [4] everything except feet strike and projectile invincible, 32~40[5~13f] airborne, 29~32f [3] cancellable, duration can be extended, [] refers to extension
|
|
+ (Max duration)
|
-
|
-
|
-
|
-
|
sp/su
|
-
|
-
|
Total 90
|
-
|
-
|
1~64f everything except feet strike and projectile invincible, 69~77f airborne, 29~65f cancellable
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
20
|
2
|
38
|
-24
|
-24
|
|
|
Focus attack LVL 2
|
HL
|
90
|
150
|
40
|
-
|
17+11
|
2
|
38
|
-18
|
-
|
|
|
Focus attack LVL 3
|
-
|
150
|
200
|
60
|
-
|
63
|
2
|
39
|
-
|
-
|
|
|
Forward Throw
|
0.93
|
130
|
140
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Cannot fast recover (Hard knockdown). Opponent gets up 81f after throw recovers
|
|
Back throw
|
0.93
|
120
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Cannot fast recover (Hard knockdown). Opponent gets up 54f after throw recovers
|
|
Rolling Attack
|
HL
|
110
|
100
|
30/30
|
su
|
6
|
18
|
4 + After landing 2 [36+5]
|
-24
|
-15
|
8f~ airborne, Armor break, charge 55f, [] refers to on hit/block
|
|
Rolling Attack
|
HL
|
120
|
150
|
30/30
|
su
|
6
|
33
|
4+2 [36+5]
|
-24
|
-15
|
8f~ airborne, Armor break, charge 55f, [] refers to on hit/block
|
|
Rolling Attack
|
HL
|
130
|
200
|
30/30
|
su
|
6
|
33
|
4+3 [36+5]
|
-24
|
-15
|
7f~ airborne, [Hit, active frames 1~2] Limited juggle knockdown, Armor break, charge 55f, [] refers to on hit/block
|
|
Rolling Attack
|
HL
|
120
|
150
|
-250/0
|
su
|
6
|
33
|
4+3[36+5]
|
-24
|
-15
|
Projectile invincible until end of active frames, 7f~ airborne, [Hit, active frames 1~2] Limited juggle knockdown, Armor break, charge 55f, [] refers to on hit/block
|
|
Backstep Rolling
|
HL
|
110
|
200
|
30/40
|
-
|
28
|
25
|
After landing 6
|
-
|
-
|
1f~ airborne, charge 55f
|
|
Backstep Rolling
|
HL
|
120
|
200
|
30/40
|
-
|
28
|
29
|
After landing 6
|
-
|
-
|
1f~ airborne, charge 55f
|
|
Backstep Rolling
|
HL
|
130
|
200
|
30/40
|
-
|
28
|
33
|
After landing 6
|
-
|
-
|
1f~ airborne, charge 55f
|
|
Backstep Rolling
|
HL
|
120
|
200
|
-250/0
|
-
|
28
|
33
|
After landing 6
|
-
|
-
|
1~22f invincible, 23~27f cannot be thrown, 1f~ airborne, charge 55f, direction can be controlled
|
|
Anti Air Rolling
|
HL
|
100
|
200
|
30/30
|
-
|
4
|
18
|
40+5 [36+5]
|
-21
|
-17
|
3f~ airborne, charge 55f, [] refers to on hit/block
|
|
Anti Air Rolling
|
HL
|
110
|
200
|
30/30
|
-
|
4
|
15
|
42+10 [36+5]
|
-21
|
-17
|
3f~ airborne, charge 55f, [] refers to on hit/block
|
|
Anti Air Rolling
|
HL
|
120
|
200
|
30/30
|
-
|
4
|
12
|
46+4 [36+5]
|
-21
|
-17
|
3f~ airborne, charge 55f, [] refers to on hit/block
|
|
Anti Air Rolling
|
HL
|
120
|
200
|
-250/0
|
-
|
4
|
18
|
47+10 [36+10]
|
-26
|
-17
|
1~5f invincible, 3f~ airborne, charge 55f, [] refers to on hit/block
|
|
Electricity
|
HL
|
120
|
200
|
20/20
|
su
|
5
|
{4(4)}x3*4
|
9
|
+5
|
-
|
1st hit on block does not stop immediately, can be extended
|
|
Electricity
|
HL
|
130
|
200
|
20/20
|
su
|
7
|
{2(2)}x7*2
|
9
|
+8
|
-
|
1st hit on block does not stop immediately, can be extended
|
|
Electricity
|
HL
|
140
|
200
|
20/20
|
su
|
10
|
{1(1)}x16*2
|
9
|
+10
|
-
|
1st hit on block does not stop immediately, can be extended
|
|
Electricity
|
HL
|
150
|
200
|
-250/0
|
su
|
5
|
{1(1)}x16*2
|
11
|
+8
|
-
|
1st hit on block does not stop immediately
|
|
Super Combo
|
HL
|
100x5
|
0
|
-1000/0
|
-
|
1+4
|
16*1x14
|
12 [38+5]
|
-32
|
-
|
1~5f invincible, Pursuit property, Untechable limited juggle knockdown, charge 55f, [] refers to on hit/block
|
|
Ultra Combo 1
|
L*H*HLx4
|
0*120*125x4
|
0
|
0/0
|
-
|
0+4
|
2(20)26*1x20
|
17 [39+5]
|
-41
|
-
|
1~27f invincible, 26~51f airborne, 1st hit cannot hit airborne opponents & cannot be countered, Pursuit property, charge 55f, can be held in place
|
|
Ultra Combo 2
|
L
|
120x2*90x3
|
0
|
0/0
|
-
|
0+12
|
2(7)2(33)90
|
31
|
-57
|
-
|
1~11f invincible, charge 42f, 12~145f projectile invincible, armor break, pursuit property, (translate)
|
|
Ultra Combo 2
|
-
|
30*195[470]
|
0
|
0/0
|
-
|
0+7
|
55(10)6
|
80
|
-
|
-
|
1~7f Invincible, 1st hit active from 8f~, 1st hit projectile invincible, armor break, pursuit property, 2nd hit cannot hit crouching opponents, can delay 1st hit for a maximum of 30 frames, 1st hit goes into animation, [] refers to animation, charge 42f
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|