Ultra Street Fighter IV/Makoto

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.png

Makoto

SSFIV-Makoto Face.jpg

Growing up respecting and loving her father's Rindoukan karate dojo, Makoto did everything she could to emulate her father. However, upon his passing, no one was left to continue the school (her brother had no interest in the school) and it eventually closed down. Figuring she was the only hope to rebuild the respected school, she literally used her own hands to bring the school back to life with her carpentry skills and has now entered the Street Fighting circuit to see if she can garner potential students after seeing her success in battles, thus continuing to spread her father's teachings.


In a nutshell

Makoto is a character who seems like she has the proper mix-ups built into her moves, but Makoto is not straight-forward at all. Learning to win with Makoto takes a ton of creativity and unpredictability, and although it appears her main goals are to land her Karakusa, oftentimes she has to make you respect all her other moves first before the Karakusa can even be a threat. Her awkward Dash and extremely slow walk speed can make for a very difficult character to learn, making it very hard to control your distances from the opponent. She's definitely a very awkward character to play, but when your mix-ups and mind games are working, she also can end up being one of the most fun and satisfying characters to play.


Ultra SFIV Changes

Forward throw

  • Throw range increased (0.9->0.95)

Back throw

  • Throw range decreased (0.9->0.85)

Standing hard punch

  • Hit stun increased on crouching opponents to match hit stun on standing opponents

Crouching heavy kick

  • Stun damage increased (100->200)

Jumping middle kick

  • Hitbox increased to increase cross up ability

Light/Medium/Heavy Karakusa

  • Increased recovery when it misses (4 frames added)

EX Oroshi

  • Can now be used in air combos

EX Fukiage

  • Can now hit standing opponents
  • Now jump cancellable
  • Damage decreased (120->80)
  • Stun damage decreased (200->100)

Light Tsurugi

  • Disadvantage after block increased (increased by 1F)

Medium Tsurugi

  • Disadvantage after block increased (increased by 1F)

Seichusen Godzansuki

  • Damage decreased (480->440)

Abare Tosanami

  • Projectile invincibility added; While traveling to the wall, invincibility changed from complete invincibility to projectile- and throw-invincibility

Ultra Combo W

  • Scaling changed from 60% to 75%


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Stand LP Stand Jab.gif 30 50 20 HL sp/su 4 4 5 2 5
Stand MP Stand Strong.gif 60 100 40 HL sp/su 5 7 7 2 5
Stand HP Stand Fierce.gif 80 200 60 HL sp/su 6 3 24 -9 -5
Stand LK Stand Short.gif 40 50 20 HL sp/su 5 3 8 0 3
Stand MK Stand Forward.gif 70 100 40 HL sp/su 6 4 12 -2 1
Stand HK Stand Roundhouse.gif 100 250 60 HL su 8 8 12 -2 2
Toward LP Toward Jab.gif 30 50 20 HL sp/su 3 4 7 0 3
Toward MP Toward Strong.gif 90 100 40 HL su 7 6 8 0 3
Toward HP Toward Fierce.gif 90 200 60 HL - 13 8 18 -8 -4
Toward LK Toward Short.gif 40 50 20 HL - 7 3 12 -4 -1
Toward MK Toward Forward.gif 90 100 40 HL - 15 3 16 -1 2
Toward HK Toward Roundhouse.gif 110 200 60 L - 19 3 23 -8 -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 4 6 1 4
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 7 6 9 -1 2
Crouch HP Crouch Fierce.gif 90 100 60 L - 7 3 24 -9 -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 4 7 0 3
Crouch MK Crouch Forward.gif 70 100 40 HL - 7 6 8 0 3
Crouch HK Crouch Roundhouse.gif 90 200 60 HL - 9 4 17 -3 1
Yamase Right.gif+Fierce.gif > Fierce.gif 50*80 50*100 20*20 HL - 7 3(3)5 18 -5 -1
Target Combo 1 Short.gif > Forward.gif 50 100 40 HL sp/su 2 4 14 -4 -1
Target Combo 2 Right.gif+Forward.gif > Roundhouse.gif 100 200 60 HL - 8 7 14 -3 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 9 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 6 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 250 60 H - 8 2 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 4 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 10 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 5 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H -- 4 9 - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 5 6 - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 6 5 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 9 - - -
Angled Jump MK Angled Jump Forward.gif 80 100 40 H - 7 5 - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 9 5 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Head Butt Forward Throw 100 200 40 0.95 - 3 2 20 - 1
Triple Threat Back Throw 130 120 40 0.85 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Fukiage Fukiage Jab.gif 90 160 30/40 HL su 6 8 31 - -
Fukiage Strong.gif 90 160 30/40 HL su 10 8 32 - -
Fukiage Fierce.gif 90 160 30/40 HL su 13 8 32 - -
EX Fukiage Fukiage EX.gif 80 100 -250/0 HL su 10 8 32 - -
Hayate Hayate Jab.gif (Lv1) 90 120 20/40 HL su 8 5 23 -8 0
Hayate Jab.gif (Lv2) 105 135 20/40 HL su 4+8 5 23 -7 1
Hayate Jab.gif (Lv3) 120 150 20/40 HL su 24+8 5 23 -6 2
Hayate Jab.gif (Lv4) 135 165 20/40 HL su 44+20 5 19 -2 -
Hayate Jab.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 -2 -
Hayate Strong.gif (Lv1) 100 120 20/40 HL su 15 5 21 -7 1
Hayate Strong.gif (Lv2) 115 135 20/40 HL su 4+15 5 21 -6 2
Hayate Strong.gif (Lv3) 130 150 20/40 HL su 24+15 5 21 -5 3
Hayate Strong.gif (Lv4) 155 165 20/40 HL su 44+20 5 19 -2 -
Hayate Strong.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 -2 -
Hayate Fierce.gif (Lv1) 110 120 20/40 HL su 20 5 19 -6 2
Hayate Fierce.gif (Lv2) 125 135 20/40 HL su 4+20 5 19 -5 3
Hayate Fierce.gif (Lv3) 140 150 20/40 HL su 24+20 5 19 -4 4
Hayate Fierce.gif (Lv4) 155 165 20/40 HL su 44+20 5 19 -2 -
Hayate Fierce.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 -2 -
EX Hayate Hayate EX.gif 120 150 -250/0 HL su 13 6 16 -4 -
Hayate Cancel Hayate Cancel - - - - - - - Total 12 - -
Oroshi Overhead Chop Jab.gif 90 200 30/30 H su 22 6 16 -4 4
Overhead Chop Strong.gif 100 200 30/30 H su 23 6 15 -5 5
Overhead Chop Fierce.gif 150 200 30/30 H su 24 6 14 -5 -
EX Oroshi Overhead Chop EX.gif 120 200 -250/0 H su 18 6 19 -4 -
Karakusa Karakusa Short.gif 40 80 20/40 0.93 - 7 2 51 - 12
Karakusa Forward.gif 40 80 20/40 0.99 - 8 2 51 - 12
Karakusa Roundhouse.gif 40 80 20/40 1.06 - 9 2 51 - 12
EX Karakusa Karakusa EX.gif 60 120 -250/0 0.93 - 5 2 47 - 12
Tsurugi Axe Kick Short.gif 90 120 Oct-40 HL - 11 4 After landing 11 - -
Axe Kick Forward.gif 100 140 Oct-40 HL - 13 4 After landing 11 - -
Axe Kick Roundhouse.gif 150 200 Oct-40 HL - 15 4 After landing 11 - -
EX Tsurugi Axe Kick EX.gif 60*100 100*120 #DIV/0! H - 15 1*4 After landing 11 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tanden Renki Super Combo - - #DIV/0! HL - 1+0 720 11 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Seichusan Godanzuki Ultra Combo 1 75*365 0 0/0 HL - 0+6 3 47 -29 -
Abare Tosanami Ultra Combo 2 Short.gif 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 0 until ground After landing 26 -28 -
Ultra Combo 2 Forward.gif 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 0 until ground After landing 26 -28 -
Ultra Combo 2 Roundhouse.gif 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 3 8 3+After landing 26 -28 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Normals

  Name Nickname Command Notes
File:No image.png Stand lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Stand mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Stand hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Stand lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Stand mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Stand hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Standing Toward Normals

  Name Nickname Command Notes
File:No image.png Toward lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Toward mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Toward hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Toward lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Toward mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Toward hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Crouching Normals

  Name Nickname Command Notes
File:No image.png d + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Neutral Jump Attacks

  Name Nickname Command Notes
File:No image.png u + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Angled Jump Attacks

  Name Nickname Command Notes
File:No image.png ub / uf + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Unique Attacks

  Name Nickname Command Notes
File:No image.png f + hp First hit can whiff and still be chained

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lk --- mk First hit can whiff and still be chained

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png f + mk --- hk First hit can whiff and still be chained

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Focus Attacks

  Name Nickname Command Notes
File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Throws

  Name Nickname Command Notes
File:No image.png f or n + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Special Moves

  Name Nickname Command Notes
File:No image.png dp + p ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcf + p ex ( ex version armorbreak ) Hold p to delay attack and increase damage; Press k during delay to cancel; Ex.png version cannot be delayed or canceled

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png k

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcb + p ex armorbreak

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hcb + k ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (in air) qcb + k ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Super Combo

  Name Nickname Command Notes
File:No image.png qcf qcf + p Boosts strength temporarily

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Ultra Combos

  Name Nickname Command Notes
File:No image.png qcf qcf + 3p

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcf qcf + 3k Hold different k buttons before reaching wall to select attack angle

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Stand LP Stand Jab.gif 30 50 20 HL sp/su 4 4 5 12 2 5 11 14 Reset Reset - - - - - - -
Stand MP Stand Strong.gif 60 100 40 HL sp/su 5 7 7 18 2 5 16 19 Reset Reset - - - - - - -
Stand HP Stand Fierce.gif 80 200 60 HL sp/su 6 3 24 32 -9 -5 18 22 Reset Reset - - - - - - -
Stand LK Stand Short.gif 40 50 20 HL sp/su 5 3 8 15 0 3 11 14 8~15 can be canceled into Karakusa on hit/block/whiff Reset Reset - - - - - - -
Stand MK Stand Forward.gif 70 100 40 HL sp/su 6 4 12 21 -2 1 14 17 Reset Reset - - - - - - -
Stand HK Stand Roundhouse.gif 100 250 60 HL su 8 8 12 27 -2 2 18 22 Reset Reset - - - - - - -
Toward LP Toward Jab.gif 30 50 20 HL sp/su 3 4 7 13 0 3 11 14 Reset Reset - - - - - - -
Toward MP Toward Strong.gif 90 100 40 HL su 7 6 8 20 0 3 14 17 Reset Reset - - - - - - -
Toward HP Toward Fierce.gif 90 200 60 HL - 13 8 18 38 -8 -4 18 22 Reset Reset - - - - - - -
Toward LK Toward Short.gif 40 50 20 HL sp/su 7 3 12 21 -4 -1 11 14 cancelable 1~6F Reset Reset - - - - - - JP: 1
Toward MK Toward Forward.gif 90 100 40 HL - 15 3 16 33 -1 2 18 21 Reset Reset - - - - - - -
Toward HK Toward Roundhouse.gif 110 200 60 L - 19 3 23 44 -8 - 18 - Hold button to feint (total 27f) Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 8-14F -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 4 6 13 1 4 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 7 6 9 21 -1 2 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 100 60 L - 7 3 24 33 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 4 7 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 HL - 7 6 8 20 0 3 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 200 60 HL - 9 4 17 29 -3 1 18 22 Reset Reset - - - - - - -
Yamase Right.gif+Fierce.gif > Fierce.gif 50*80 50*100 20*20 HL - 7 3(3)5 18 35 -5 -1 18 22 Reset Reset - - - - - - -
Target Combo 1 Short.gif > Forward.gif 50 100 40 HL sp/su 2 4 14 19 -4 -1 14 17 Reset Reset - - - - - - -
Target Combo 2 Right.gif+Forward.gif > Roundhouse.gif 100 200 60 HL - 8 7 14 28 -3 1 18 22 Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 9 - 12 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 6 - 10 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 250 60 H - 8 2 - 9 - - Reset Reset - - - Legs: During startup - - JP: 1
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 4 9 - 12 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 10 - 16 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 5 - 11 - - Reset Reset - - - Legs: During startup - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H -- 4 9 - 12 - - Reset Reset - - - Legs: During startup - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 5 6 - 10 - - Reset Reset - - - Legs: During startup - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - JP: 1
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 9 - 12 - - Reset Reset - - - Legs: During startup - - -
Angled Jump MK Angled Jump Forward.gif 80 100 40 H - 7 5 - 11 - - Reset Reset - - - Legs: During startup - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 9 5 - 13 - - Reset Reset - - - Legs: During startup - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 100 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Head Butt Forward Throw 100 200 40 0.95 - 3 2 20 24 - 1 Forces stand X Hard Knockdown - - - - - - - - - -
Triple Threat Back Throw 130 120 40 0.85 - 3 2 20 24 - - Untechable knockdown X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Fukiage Fukiage Jab.gif 90 160 30/40 HL su 6 8 31 44 - - Jump cancellable, cannot hit grounded opponents - - Soft Knockdown Soft Knockdown - - - - - - JP: 1
Fukiage Strong.gif 90 160 30/40 HL su 10 8 32 49 - - Jump cancellable, cannot hit grounded opponents - - Soft Knockdown Soft Knockdown - - - - - 2f JP: 1
Fukiage Fierce.gif 90 160 30/40 HL su 13 8 32 52 - - Jump cancellable, cannot hit grounded opponents - - Soft Knockdown Soft Knockdown - - - - - 2~3f JP: 1
EX Fukiage Fukiage EX.gif 80 100 -250/0 HL su 10 8 32 49 - - Jump cancellable on hit only - - Soft Knockdown Soft Knockdown - - - - - 2f JP: 1
Hayate Hayate Jab.gif (Lv1) 90 120 20/40 HL su 8 5 23 35 -8 0 8f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Jab.gif (Lv2) 105 135 20/40 HL su 4+8 5 23 39 -7 1 Charge 4~23f, 8f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Jab.gif (Lv3) 120 150 20/40 HL su 24+8 5 23 59 -6 2 Charge 24~43f, 8f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Jab.gif (Lv4) 135 165 20/40 HL su 44+20 5 19 87 -2 - Charge 44~63f, 20f startup from button release Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Jab.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 98 -2 - Charge 64f, 11f startup from button release X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
Hayate Strong.gif (Lv1) 100 120 20/40 HL su 15 5 21 40 -7 1 15f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Strong.gif (Lv2) 115 135 20/40 HL su 4+15 5 21 44 -6 2 Charge 4~23f, 15f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Strong.gif (Lv3) 130 150 20/40 HL su 24+15 5 21 64 -5 3 Charge 24~43f, 15f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Strong.gif (Lv4) 155 165 20/40 HL su 44+20 5 19 87 -2 - Charge 44~63f, 20f startup from button release Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Strong.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 98 -2 - Charge 64f, 11f startup from button release X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
Hayate Fierce.gif (Lv1) 110 120 20/40 HL su 20 5 19 43 -6 2 20f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Fierce.gif (Lv2) 125 135 20/40 HL su 4+20 5 19 47 -5 3 Charge 4~23f, 20f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Fierce.gif (Lv3) 140 150 20/40 HL su 24+20 5 19 67 -4 4 Charge 24~43f, 20f startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Fierce.gif (Lv4) 155 165 20/40 HL su 44+20 5 19 87 -2 - Charge 44~63f, 20f startup from button release Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate Fierce.gif (Lv5) 190 180 20/40 HL su 64+11 5 19 98 -2 - Charge 64f, 11f startup from button release X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
EX Hayate Hayate EX.gif 120 150 -250/0 HL su 13 6 16 34 -4 - X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
Hayate Cancel Hayate Cancel - - - - - - - Total 12 12 - - Fastest cancel is 16f - - - - - - - - - - -
Oroshi Overhead Chop Jab.gif 90 200 30/30 H su 22 6 16 43 -4 4 +3 hit advantage on crouching opponent X Hard Knockdown Hard Knockdown - - - - - - -
Overhead Chop Strong.gif 100 200 30/30 H su 23 6 15 43 -5 5 +4 hit advantage on crouching opponent X Hard Knockdown Hard Knockdown - - - - - - -
Overhead Chop Fierce.gif 150 200 30/30 H su 24 6 14 43 -5 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
EX Oroshi Overhead Chop EX.gif 120 200 -250/0 H su 18 6 19 42 -4 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - All: 1~12f All: 1~12f - - JP: 2
Karakusa Karakusa Short.gif 40 80 20/40 0.93 - 7 2 51 55 - 12 X Forces stand - - - - - - - - - -
Karakusa Forward.gif 40 80 20/40 0.99 - 8 2 51 56 - 12 X Forces stand - - - - - - - - - -
Karakusa Roundhouse.gif 40 80 20/40 1.06 - 9 2 51 57 - 12 X Forces stand - - - - - - - - - -
EX Karakusa Karakusa EX.gif 60 120 -250/0 0.93 - 5 2 47 53 - 12 X Forces stand - - - 1~6f - - - - - -
Tsurugi Axe Kick Short.gif 90 120 10/40 HL - 11 4 After landing 11 - - - Soft Knockdown Soft Knockdown - - - - - - JP: 1
Axe Kick Forward.gif 100 140 10/40 HL - 13 4 After landing 11 - - - Soft Knockdown Soft Knockdown - - - - - - JP: 1
Axe Kick Roundhouse.gif 150 200 10/40 HL - 15 4 After landing 11 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
EX Tsurugi Axe Kick EX.gif 60*100 100*120 -250/0 H - 15 1*4 After landing 11 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 1~15f - - JP: 2*3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tanden Renki Super Combo - - -1000/0 HL - 1+0 720 11 731 - - Increases damage by 25% - All: 1~Recovery finishes - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Seichusan Godanzuki Ultra Combo 1 75*365 0 0/0 HL - 0+6 3 47 55 -29 - Can juggle, 1st hit goes into animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8f - - - - -
Abare Tosanami Ultra Combo 2 Short.gif 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 0 until ground After landing 26 - -28 - Startup can pass through opponent, fastest startup 16f, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, hits 2 through 4 do not add juggle usage, hold button until wall to determine version X 4th Hit: Hard Knockdown 4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - - All: Until wall All: Until landing from wall All: Until wall - JP: 1*2*3*4
Ultra Combo 2 Forward.gif 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 0 until ground After landing 26 - -28 - Startup can pass through opponent, fastest startup 16f, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, hits 2 through 4 do not add juggle usage, press button until wall to determine version X 4th Hit: Hard Knockdown 4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - - All: Until wall All: Until landing from wall All: Until wall - JP: 1*2*3*4
Ultra Combo 2 Roundhouse.gif 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 3 8 3+After landing 26 - -28 - Startup can pass through opponent, fastest startup 16f, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, hits 2 through 4 do not add juggle usage, press button until wall to determine version X 4th Hit: Hard Knockdown 4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - - All: Until wall All: Until landing from wall All: Until wall - JP: 1*2*3*4
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: