|
Frames
|
Advantage
|
Cancel
|
Block
|
Hitbox
|
Notes
|
Standing Close
|
|
3/3/9
|
|
|
HL
|
|
Hits crouchers, cancelable. Can be used as combo filler.
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|
7/3/7
|
|
|
HL
|
|
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|
2/2/20
|
|
|
HL
|
|
Fast and cancelable, one of the main hard hit combo starters.
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|
6/3/28
|
|
|
HL
|
|
|
Standing Far
|
|
3/2/8
|
|
|
HL
|
|
Not a bad standing A. Not the best range but hits most characters crouching and is cancelable. Can be anti-air vs short hop.
|
|
7/3/7
|
|
|
HL
|
|
Nice front poke. A little slow, but good reach/hitbox and cancelable.
|
|
7/2/16
|
|
|
HL
|
|
Decent range/speed mid poke that hits all characters crouching other than Chin/Choi, but standing D is usually almost always better.
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|
6/3/28
|
|
|
HL
|
|
Longer range, bigger hitbox, and slightly faster than standing C. Great long range poke.
|
+
|
20/2/25
|
|
|
HL
|
|
|
Crouching
|
|
3/3/6
|
|
|
HL
|
|
Standard low A, cancelable.
|
|
3/3/7
|
|
|
L
|
|
Good range for a low B, main combo starter in-close. Great meaty as well.
|
|
4/3/19
|
|
|
HL
|
|
Fast and cancelable, good for when you are too far for cl.C.
|
|
8/4/9+14
|
|
|
L
|
|
Nice range cancelable sweep. Good as a meaty.
|
Jump
|
|
3/7/-
|
-/-
|
|
H
|
|
|
|
6/12/-
|
-/-
|
|
H
|
|
Good air-to-air since it does stay out for a moment.
|
|
4/9/-
|
-/-
|
|
H
|
|
|
|
4/12/-
|
-/-
|
|
H
|
|
Your main jump-in and also good air-to-air from range, jumping back. Has a nice big hitbox and can be used as an instant overhead effectively. Can cross-up if done very close to their head as well.
|
+
|
11/5/-
|
KD/-
|
|
HL
|
|
Good air-to-air.
|
Command Normals
|
f+
|
13/2/25
|
|
|
HL
|
|
Always the same speed and cancelable. not only your combo filler from hard hits, but it's actually a really good long-range poke. It has the longest range of any of his normals, and his entire lower leg up to the knee is invincible.
|
df+
|
13/4/24
|
|
|
L
|
|
Low slide kick. Crappy recovery, but you can use it to go under all non-ground fireballs.
|