~~ Uses and Strategies ~~
{{{7}}}
Special Moves
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
hp is anti-air; mp is a straight, chest level attack; lp is a straight, leg level attack; Startup can be canceled with 2p; ex armorbreak
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}canceled with 2p; ex armorbreak }}
|
File:No image.png
|
ex
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
ex
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
Startup can be canceled cancel with 2p; ex
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
Cannot be used as a Reversal
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
Super Combo
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
Ultra Combos
|
Name
|
Nickname
|
Command
|
Notes
|
File:No image.png
|
armorbreak
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
|
File:No image.png
|
armorbreak
|
{{{4}}}
|
{{{5}}}
|
{{{6}}}
|
~~ Uses and Strategies ~~
{{{7}}}
The Basics
Combos
Strategy
Matchups
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
60
|
100
|
40
|
sp/su
|
5
|
2
|
9
|
+3
|
+6
|
|
|
Close
|
HL
|
90
|
200
|
60
|
sp/su
|
9
|
2
|
16
|
0
|
+5
|
Forces stand
|
|
Close
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
5
|
1
|
7
|
+3
|
+6
|
|
|
Close
|
HL
|
60
|
100
|
40
|
sp/su
|
7
|
4
|
11
|
-1
|
+2
|
|
|
Close
|
HL
|
40*60
|
125*75
|
60*20
|
su*-
|
12
|
1(8)3
|
17
|
-2
|
+3
|
Forces stand
|
|
Far
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
6
|
2
|
7
|
+2
|
+5
|
|
|
Far
|
HL
|
70
|
100
|
40
|
su
|
7
|
2
|
12
|
0
|
+3
|
|
|
Far
|
HL
|
100
|
200
|
60
|
-
|
14
|
4
|
16
|
-2
|
+3
|
Only +2 on hit vs. crouching opponents
|
|
Far
|
HL
|
30
|
50
|
20
|
sp/su
|
6
|
2
|
8
|
+1
|
+4
|
|
|
Far
|
HL
|
60
|
100
|
40
|
-
|
8
|
3
|
11
|
0
|
+3
|
|
|
Far
|
HL
|
100
|
200
|
60
|
-
|
11
|
6
|
15
|
-2
|
+2
|
[Air hit] Limited juggle knockdown, frame advantage is based on 2nd active frame
|
|
crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
10
|
-1
|
+2
|
|
|
crouch
|
HL
|
60
|
100
|
40
|
sp/su
|
5
|
3
|
9
|
+2
|
+5
|
|
|
crouch
|
HL
|
90
|
200
|
60
|
sp/su
|
8
|
2
|
18
|
-2
|
+2
|
|
|
crouch
|
L
|
20
|
50
|
20
|
ch/sp/su
|
5
|
2
|
12
|
-3
|
0
|
|
|
crouch
|
L
|
60
|
100
|
40
|
sp/su
|
7
|
3
|
16
|
-5
|
-2
|
|
|
crouch
|
L
|
100
|
200
|
60
|
-
|
12
|
3
|
18
|
-3
|
-
|
Hard knockdown
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
5
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
70
|
100
|
40
|
sp
|
7
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
90
|
200
|
60
|
sp
|
8
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
30
|
50
|
20
|
sp
|
6
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
70
|
100
|
40
|
-
|
9
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
90
|
200
|
60
|
-
|
7
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
7
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
sp
|
8
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
90
|
200
|
60
|
-
|
8
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
sp
|
7
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
60
|
100
|
40
|
-
|
7
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
90
|
200
|
60
|
sp
|
6
|
7
|
-
|
-
|
-
|
|
|
+
|
H
|
70
|
100
|
40
|
-
|
20
|
5
|
3 + After landing 8
|
-2
|
+1
|
6f~ Airborne
|
|
+
|
HL
|
40*60
|
125*75
|
60*20
|
su*-
|
12
|
1(8)3
|
17
|
-2
|
+3
|
1~11f feet invincible to projectiles and strikes, forces stand
|
|
Super Jump
|
-
|
-
|
-
|
-
|
See Notes
|
-
|
-
|
See Notes
|
|
-
|
Airborne 4f~, 1-3f FA/special/super/ultra cancellable, 11f landing recovery, can cancel midair to jump attack or jump special (3f landing recovery instead of 11f), neutral super jump is 48f+recovery, diagonal super jump is 44f+landing recovery, if no special moves are used
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
10+16
|
2
|
40
|
-26
|
-26
|
|
|
Focus Attack LVL 2
|
HL
|
90
|
150
|
40
|
-
|
18+16
|
2
|
40
|
-20
|
-
|
|
|
Focus Attack LVL 3
|
-
|
150
|
200
|
60
|
-
|
70
|
2
|
40
|
-
|
-
|
|
|
Forward Throw
|
0.91
|
130
|
100
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Back Throw
|
0.91
|
120
|
160
|
60
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Thunder Knuckle
|
HL
|
100
|
150
|
20/30
|
su
|
16
|
6
|
21
|
-2
|
+2
|
10~15f upper body invincible to strikes, 10~21f upper body invincible to projectiles, armor break, 8~9f can cancel into Feint
|
|
Thunder Knuckle
|
HL
|
110
|
200
|
20/30
|
su
|
14
|
4
|
20
|
-1
|
+3
|
Armor break, 7~8f can cancel into Feint
|
|
Thunder Knuckle
|
HL
|
70
|
150
|
30/40
|
su
|
7
|
16
|
14+13
|
-22
|
-
|
1~6f Invincible, 7f unthrowable, 10f~ airborne, armor break, can juggle, 5~6f can cancel into Feint
|
|
Thunder Knuckle
|
HL
|
60*60
|
100*100
|
-250/0
|
su
|
27
|
17
|
38
|
-5
|
-
|
Crumples on hit, armor break, can juggle, 2nd hit can pass through opponent, 15~16f can cancel into Feint
|
|
Burning Kick
|
HL
|
100
|
100
|
20/30
|
-
|
23
|
4
|
17
|
-2
|
-
|
1f~ Airborne, projectile hitbox
|
|
Burning Kick
|
HL
|
100
|
100
|
20/30
|
-
|
25
|
3
|
17
|
-1
|
-
|
1f~ Airborne, projectile hitbox
|
|
Burning Kick
|
HL
|
100
|
100
|
20/30
|
-
|
27
|
2
|
17
|
0
|
-
|
1f~ Airborne, projectile hitbox
|
|
Burning Kick
|
HL
|
20x3*80
|
50x3*100
|
-250/0
|
-
|
9
|
2*1*2(11)10
|
23
|
-12
|
-
|
1~8f Invincible, 1f~ Airborne, can juggle, 4th hit projectile hitbox
|
|
Burning Kick (air)
|
HL
|
90
|
100
|
10/30
|
-
|
21
|
8
|
After landing 12
|
+6
|
-
|
Projectile hitbox, block advantage is based on jump recovery
|
|
Burning Kick (air)
|
HL
|
90
|
100
|
10/30
|
-
|
19
|
8
|
After landing 12
|
+4
|
-
|
Projectile hitbox, block advantage is based on jump recovery
|
|
Burning Kick (air)
|
HL
|
90
|
100
|
10/30
|
-
|
17
|
9
|
After landing 12
|
+2
|
-
|
Projectile hitbox, block advantage is based on jump recovery
|
|
Burning Kick (air)
|
HL
|
20x3*80
|
50x3*100
|
-250/0
|
-
|
6
|
2*1*2(10)8
|
After landing 15
|
+2
|
-
|
Can juggle, 4th hit projectile hitbox, block advantage is based on jump recovery
|
|
Seismo Hammer
|
L
|
120
|
100
|
20/30
|
su
|
24
|
8
|
31
|
-18
|
-
|
Floats opponent, can cancel into super jump, cannot hit airborne opponents, 9~10f can cancel into feint
|
|
Seismo Hammer
|
L
|
100
|
100
|
-250/0
|
su
|
19
|
5
|
18
|
-2
|
-
|
1~13f strike invincible, floats opponent, can cancel into super jump, cannot hit airborne opponents, 8~9f can cancel into feint
|
|
Feint
|
HL
|
-
|
-
|
0/0
|
-
|
-
|
-
|
Total 6
|
-
|
-
|
Fastest duration for Thunder Knuckle- LP:13f MP:12f HP:10f EX:20f for Seismo Hammer- Non-EX:14f EX:13f
|
|
Super Combo
|
HL
|
80*80*140
|
0
|
-1000/0
|
-
|
1+13
|
1(33)1(19)2
|
59+56
|
-96
|
-
|
1~4f Invincible, 68f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|
|
Super Combo
|
HL
|
80*80*140
|
0
|
-1000/0
|
-
|
1+7
|
1(15)1(21)2
|
59+56
|
-96
|
-
|
1~4f Invincible, 46f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|
|
Super Combo
|
HL
|
80*80*140
|
0
|
-1000/0
|
-
|
1+5
|
1(8)1(29)2
|
36+35
|
-52
|
-
|
1~4f Invincible, 45f~ airborne, (knockdown properties), can juggle, 3rd hit projectile hitbox
|
|
Ultra Combo 1
|
HL
|
60*89x3*114
|
0
|
0/0
|
-
|
0+7
|
3(53)5(8)5(10)5(10)5
|
59+56
|
-201
|
-
|
1~9f Invincible, 61f~ airborne, Untechable limited juggle knockdown, 1st armor break, can juggle, hit advantage based on 1st hit
|
|
Ultra Combo 2
|
HL
|
410
|
0
|
0/0
|
-
|
0+10
|
until ground
|
After landing 46
|
-
|
-
|
1~10f Invincible, Hard knockdown, armor break, (some properties on block and 20 recovery frames after landing)
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes:
|
|
|
|