Ultra Street Fighter IV/Ibuki

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.png

Ibuki

SSFIV-Ibuki Face.jpg

Being trained as a ninja since childhood, Ibuki secretly wishes nothing more than to escape the life she has lived for as long as she can remember and become a "normal" teenage girl in Japan. Although she excels in her training and has become an effective hand-to-hand combatant, as well as an expert at the throwing knife, Ibuki does not enjoy being part of the hidden clan. And as her high school years draw to an end, she is hoping to escape the life of a ninja permanently and become a regular college girl living a regular college life.


In a nutshell

One thing that makes Ibuki so unique is her mobility. From her command dash to High Jumps, Ibuki definitely has ways to continually run circles around the opponent. And everything she has can lead into an untechable Neck Breaker thanks to her myriad of Target Combos and links. And once she gets that untechable knock down, it's time for her Kunai traps. Oftentimes, Ibukis can win entire rounds from one knock down, and keep the opponent guessing which side to block. However, relying on that trap is a mistake: she's definitely a finesse character and, without learning many of her fundamentals, your opportunities for Kunai traps may never arise.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Bug during block where El Fuerte's F + MK would pass over Ibuki fixed
  • Crouch LP: Startup reduced to 3 frames from 4 frames
  • Target Combo 4 (close LP --> MP --> HP): 2nd hit Hitbox expanded downward
  • Hammer Kick (F + MK): Hitbox expanded downward; on block now +2 from +3
  • Backhand Punch (HP --> HP): Can now be canceled by Special Moves, Super, EX Focus Attack, and Jumps when connecting on opponent
  • Tsujigoe: Light, Medium, and Hard versions total frames reduced to 44 frames from 50 frames; can now be cancelled into any attack immediately upon landing
  • Tsumuji: All versions Hitboxes expanded slightly downward
  • Tsumuji: Medium version recovery increased to 15 frames from 14 frames
  • EX Kazegiri: Startup invincibility increased by to 7 frames from 6 frames; 1st hit Hitbox on Active Frames 2-3 expanded, now more effective as an anti-air

(New to Ultra SFIV Console Digital Release)

  • Walk Speed: Forward and backward walk speeds increased
  • Target Combo 6 (Close LP --> MP --> D + HK --> HK): Final HK now causes Soft Knockdown
  • Target Combo 8 (Close HP --> D + HK --> HK): Final HK now causes Soft Knockdown
  • Target Combo 10 (Crouch HK --> HK): Last hit no longer hits crouching opponents
  • Raida: All versions Juggle Potentials have been increased by 1 (exact data unknown)


Character Specific Data

Ibuki

VITALS
Health: 900 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.045 Forward Dash Distance: 1.70
Back Walk Speed: 0.03125 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 1.57
Jump Height Apex: 2.12 Back Dash Total Frames: 28
Jump Total Frames: 43 (4+39) Back Dash Invincibility: 8
Forward Jump Distance: 2.28 Back Dash Airborne: 15
Back Jump Distance 2.28 Back Dash Recovery: 5
THROWS WAKE-UP TIMING
Forward Throw Range: 0.90 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Hammer Kick, Target Combo 1, Target Combo 2, Target Combo 3, Target Combo 7, Hien, EX Hien Hard Knockdowns: Crouch HK, Target Combo 6 (3rd Part), Target Combo 8 (2nd Part), Neck Breaker, EX Neck Breaker, Raida, EX Raida, Tsumuji Follow Up Attack Low (final hit), EX Tsumuji Follow Up Attack Low (final hit)
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Sazan, Target Combo 6 (3rd Part), Target Combo 8 (2nd Part), Neck Breaker, EX Neck Breaker, Tsumuji Follow Up Attack Low, EX Tsumuji Follow Up Low Armor Breakers: Neck Breaker, EX Neck Breaker, Hashinsho
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: TBD
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -12 L2 FA Back Dash (On Block): -6


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
Close LP Close Jab.gif 30 50 20 HL sp/su 3 2 10 0 +3
Close MP Close Strong.gif 70 100 40 HL - 5 4 6 +2 +6
Close HP Close Fierce.gif 60*70 125*75 40*20 HL sp/su*- 7 2*2 18 -6 -2
Close LK Close Short.gif 20 50 20 HL - 4 4 9 -2 +1
Close MK Close Forward.gif 70 100 40 HL sp/su 5 4 14 -4 +1
Close HK Close Roundhouse.gif 50*60 125*75 40*20 HL -*ju 6 2*2 23 -5 -
Far LP Far Jab.gif 25 50 20 HL ch 3 2 5 +4 +8
Far MP Far Strong.gif 70 100 40 HL - 5 4 6 +2 +6
Far HP Far Fierce.gif 100 100 60 HL - 12 4 16 -2 +2
Far LK Far Short.gif 20 50 20 HL - 4 4 9 -2 +1
Far MK Far Forward.gif 70 100 40 HL sp/su 5 4 14 -4 +1
Far HK Far Roundhouse.gif 110 200 60 HL - 10 3 17 -2 +2
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 3 6 +3 +6
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 8 7 7 0 +3
Crouch HP Crouch Fierce.gif 100 200 60 HL ju 9 3 18 -3 +2
Crouch LK Crouch Short.gif 20 50 20 L sp/su 4 2 8 +1 +4
Crouch MK Crouch Forward.gif 70 100 40 L - 6 5 9 0 +3
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 6 2 25 -9 -
Agemen Left.gif+Strong.gif 30*60 50*50 40*40 HL sp/su*- 6 1*2 10 0 +4
Backhand Punch Fierce.gif > Fierce.gif 50 200 60 HL sp/su 3 2 20 -4 0
Spin Kick Right.gif+Short.gif 70 100 40 HL - 4 4 9 0 +4
Reverse Spin Kick Left.gif+Forward.gif 30 50 20 HL sp/su 10 2 17 -1 +2
Hammer Kick Right.gif+Forward.gif 80 100 40 H - 25 2 10 +2 +5
Sazan Downright.gif+Forward.gif 70 100 20 L - 7 11 11 -11 -5
Bonsho Kick Right.gif+Roundhouse.gif 100 210 60 HL - 13 2 21 -3 +1
Target Combo 4 Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 -1 +3
Target Combo 4 ... > Fierce.gif 100 60 30 HL sp/su 2 3 10 +1 +4
Target Combo 5 Jab.gif > Strong.gif 40 50 20 HL - 4 3 9 +2 +5
Target Combo 5 ... > Right.gif+Short.gif 20 30 10 HL - 4 4 9 -1 +2
Target Combo 6 Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 -1 +3
Target Combo 6 ... > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 -9 -
Target Combo 6 ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL ju 5 3 18 -7 -
Target Combo 7 Left.gif+Forward.gif > Right.gif+Forward.gif 80 100 40 H - 25 2 12 +1 +3
Target Combo 8 Fierce.gif > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 -9 -
Target Combo 8 ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL ju 5 3 18 -7 -
Target Combo 9 Short.gif > Forward.gif 40 50 20 HL sp/su 4 4 14 -4 +1
Target Combo 9 ... > Roundhouse.gif 60 60 30 HL - 5 3 18 -3 +1
Target Combo 10 Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL ju 5 3 18 -7 -
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 - 6 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 9 5 - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 6 12 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 7 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 110 200 60 H - 7 3 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 40 50 20 H - 6 6 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 70 50 40 H - 7 8 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 120 200 60 H - 11 5 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 8 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 8 7 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 8 5 - - -
Target Combo 1 (air) Fierce.gif > Right.gif+Forward.gif 40 50 20 H - 3 7 - - -
Target Combo 2 (air) Jab.gif > Right.gif+Fierce.gif 70 150 30 H - 4 5 - - -
Target Combo 3 (air) Short.gif > Right.gif+Forward.gif 40 50 20 H - 4 7 - - -
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 34 -20 -20
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 34 -14 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 34 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Yami Kazura Forward Throw 130 140 40 0.9 - 3 2 20 - -
Uki Yami Back Throw 130 120 40 0.9 - 3 2 20 - -
Tobizaru Air Throw 150 100 40 1.1 - 3 2 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Kunai Kunai 30 60 10/10 HL su 7 - After landing 16 - -
EX Kunai Kunai EX.gif 50*50 100*100 -250/0 HL - 8 - After landing 9 - -
Tsujigoe Tsujigoe Jab.gif - - 20/- - sp/su - - Total 44 - -
Tsujigoe Strong.gif - - 20/- - sp/su - - Total 48 - -
Tsujigoe Fierce.gif - - 20/- - sp/su - - Total 53 - -
Neck Breaker Neck Breaker Jab.gif 120 200 30/30 L - 15 10 16 -13 -
Neck Breaker Strong.gif 120 200 30/30 L - 15 12 17 -13 -
Neck Breaker Fierce.gif 120 200 30/30 L - 15 21 19 -13 -
EX Neck Breaker Neck Breaker EX.gif 160 250 -250/0 L - 15 14 19 -13 -
Raida Raida Jab.gif 110 200 10/30 HL - 6 5 25 -14 -
Raida Strong.gif 110 200 10/30 HL - 6 5 27 -16 -
Raida Fierce.gif 110 200 10/30 HL - 6 5 29 -18 -
EX Raida Raida EX.gif 140 250 -250/0 HL - 6 5 20 -9 -
Kasumi Gake Kasumi Gake Short.gif - - - - - - - Total 20 - -
Kasumi Gake Forward.gif - - - - - - - Total 22 - -
Kasumi Gake Roundhouse.gif - - - - - - - Total 24 - -
Kazegiri Kazegiri Short.gif 50*20*65 40x3 10/20x3 HL su 5 1*1*11 17 + After landing 8 -27 -
Kazegiri Forward.gif 50*20*75 40x3 10/20x3 HL su 7 1*1*11 18 + After landing 10 -30 -
Kazegiri Roundhouse.gif 50*20*90 40x3 10/20x3 HL su 9 1*1*11 15 + After landing 10 -27 -
EX Kazegiri Kazegiri EX.gif 40*40*80 40x3 -250/0 HL su 5 3*4(2)8 25 + After landing 14 -26 -
Tsumuji Tsumuji Short.gif 50*50 50*60 10/20*20 HL - 12 2(10)2 16 -4 +3
Tsumuji Tsumuji Forward.gif 35*35 70*60 10/20*20 HL - 15 2(12)2 15 0 +4
Follow Up Attack Tsumuji Forward.gif (followup) 50 60 10/20 HL - 14 2 17 -3 +1
Follow Up Attack Low Tsumuji Forward.gif (followup low) 20 60 10/20 L - 17 2 15 -2 -
Tsumuji Tsumuji Roundhouse.gif 50*40 70*60 10/20*20 HL -*su 15 2(14)2 20 -4 0
Tsumuji Follow Up Attack Tsumuji Roundhouse.gif (followup) 50 70 10/20 HL - 15 2 19 -5 -1
Trumuji Follow Up Attack Low Tsumuji Roundhouse.gif (followup low) 20 60 10/20 L - 18 2 25 -9 -
EX Tsumuji Tsumuji EX.gif 40*30X3 60x3*70 -250/0 HL - 12 2(10)2(10)2(10)2 9 -2 -
EX Tsumuji Follow Up Low Tsumuji EX.gif (followup low) 30 50 -/0 L - 12 2 - - -
EX Tsumuji Follow Up Low Finish Tsumuji EX.gif (followup low finish) 25 70 -/0 L - 12 2 12 -2 -
Hien Hien Short.gif 40*75 70*70 10/0*20 H - 25 7 6 + After landing 11 - -
Hien Forward.gif 40*90 70*70 10/0*40 H - 27 7 6 + After landing 11 - -
Hien Roundhouse.gif 40*110 70*90 10/0*60 H - 28 7 6 + After landing 11 - -
Hien Recoil Hien Recoil - - - - sp/su - - After landing 8 - -
EX Hien Hien EX.gif 40x3*50 70*0*0*200 -250/0 H - 36 12 19 + After landing 11 - -
EX Hien Recoil Hien Recoil EX.gif - - - - sp/su - - After landing 8 - -
High Jump High Jump - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Kasumi Suzaku Kasumi Suzaku (27*28)x6 0 -1000/0 HL - 1+7 - After landing 5 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Yoroitoshi Yoroitoshi 501[38*45*38x4*39] 0[50*0x6] 0/0 (1.10)*HLx7 - 0+2[13] 2(10)17 Total 107 -5 -1
Hashinsho Hashinsho 30x6*289 0 0/0 HL - 0+9 2(2)2(15)2(26)1*2(8)2 70 -63 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Agemen

Upward Jab l + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Backhand Punch

Backfist hp --- hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Spin Kick

Low Kick f + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Reverse Spin Kick

Spin Kick b + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hammer Kick

Overhead f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Sazan

Slide df + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Bonsho Kick

Hop Kick f + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 1

Target Combo 1 (in air) hp --- f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 2

Target Combo 2 (in air) lp --- f + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 3

Target Combo 3 (in air) lk --- f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 4

Target Combo 4 (near opponent) lp --- mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 4

Target Combo 4 (near opponent) lp --- mp --- hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 5

Target Combo 5 (far from opponent) lp --- mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 5

Target Combo 5 (far from opponent) lp --- mp --- f + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 6

Target Combo 6 (near opponent) lp --- mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 6

Target Combo 6 (near opponent) lp --- mp --- d + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 6

Target Combo 6 (near opponent) lp --- mp --- d + hk + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 7

Target Combo 7 b + mk --- f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 8

Target Combo 8 (near opponent) hp --- d + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 8

Target Combo 8 (near opponent) hp --- d + hk --- hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 9

Target Combo 9 lk --- mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 9

Target Combo 9 lk --- mk --- hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 10

Target Combo 10 d + hk --- hk

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Yami Kazura

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Uki Yami

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tobizaru

Air Throw (in air) lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Kunai

Kunai (in air) qcf + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tsujigoe

Somersault Jump dp + p Able to perform Kunai or Kasumi Suzaku during jump

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neck Breaker

Neck Breaker hcf + p ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Raida

Raida hcb + p ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kasumi Gake

Command Dash qcf + k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kazegiri

Uppercut dp + k ex ex version can be followed up with Kunai

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tsumuji

Spin Kicks qcb + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Follow Up Attack

Spin Kicks Followup

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Follow Up Attack Low

Spin Kicks Followup Low

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hien

Hien rdp + k ex Able to perform Kunai or Kasumi Suzaku during recoil

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hien Recoil

Hien Recoil

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

High Jump

High Jump tap db or d or df then ub or u or uf

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Kasumi Suzaku

Super Combo (in air) qcf qcf + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Yoroitoshi

Ultra Combo I hcb hcb + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hashinsho

Ultra Combo II qcf qcf + 3k armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


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
Close LP Close Jab.gif 30 50 20 HL sp/su 3 2 10 14 0 +3 12 15 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL - 5 4 6 14 +2 +6 12 16 Reset Reset - - - - - - -
Close HP Close Fierce.gif 60*70 125*75 40*20 HL sp/su*- 7 2*2 18 28 -6 -2 14 18 Reset Reset - - - - - - -
Close LK Close Short.gif 20 50 20 HL - 4 4 9 16 -2 +1 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 70 100 40 HL sp/su 5 4 14 22 -4 +1 14 19 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 50*60 125*75 40*20 HL -*ju 6 2*2 23 32 -5 - 20 - 2nd hit pursuit property 2nd Hit: Soft Knockdown 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - 2nd Hit JP: ?
Far LP Far Jab.gif 25 50 20 HL ch 3 2 5 9 +4 +8 11 15 Reset Reset - - - - - - -
Far MP Far Strong.gif 70 100 40 HL - 5 4 6 14 +2 +6 12 16 Reset Reset - - - - - - -
Far HP Far Fierce.gif 100 100 60 HL - 12 4 16 31 -2 +2 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 20 50 20 HL - 4 4 9 16 -2 +1 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 70 100 40 HL sp/su 5 4 14 22 -4 +1 14 19 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 10 3 17 29 -2 +2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 3 6 11 +3 +6 12 15 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 8 7 7 21 0 +3 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL ju 9 3 18 29 -3 +2 18 23 Forces stand Forces stand Reset Reset - - - - - - JP: ?
Crouch LK Crouch Short.gif 20 50 20 L sp/su 4 2 8 13 +1 +4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 L - 6 5 9 19 0 +3 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 6 2 25 32 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Agemen Left.gif+Strong.gif 30*60 50*50 40*40 HL sp/su*- 6 1*2 10 18 0 +4 12 16 1st ground hit forces stand, 1st air hit limited juggle knockdown, 2nd hit pursuit property 1st Hit: Forces stand 1st Hit: Forces stand 1st Hit: Soft Knockdown, 2nd Hit Reset 1st Hit: Soft Knockdown, 2nd Hit Reset - - - - - - 2nd Hit JP: ?
Backhand Punch Fierce.gif > Fierce.gif 50 200 60 HL sp/su 3 2 20 24 -4 0 18 22 Reset Reset - - - - - - -
Spin Kick Right.gif+Short.gif 70 100 40 HL - 4 4 9 16 0 +4 13 17 Reset Reset - - - - - - -
Reverse Spin Kick Left.gif+Forward.gif 30 50 20 HL sp/su 10 2 17 28 -1 +2 18 21 Reset Reset - - - - - - -
Hammer Kick Right.gif+Forward.gif 80 100 40 H - 25 2 10 36 +2 +5 14 17 Reset Reset - - Legs: 8~27f - - 3~31f -
Sazan Downright.gif+Forward.gif 70 100 20 L - 7 11 11 28 -11 -5 11 17 Reset Reset - - - Upper body: 5~17f - - -
Bonsho Kick Right.gif+Roundhouse.gif 100 210 60 HL - 13 2 21 35 -3 +1 20 24 [counter-hit] +5 frame advantage Reset Reset - - - - - 5~30f -
Target Combo 4 Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 18 -1 +3 12 16 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 4 ... > Fierce.gif 100 60 30 HL sp/su 2 3 10 14 +1 +4 14 17 Reset Reset - - - - - - -
Target Combo 5 Jab.gif > Strong.gif 40 50 20 HL - 4 3 9 15 +2 +5 14 17 Reset Reset - - - - - - -
Target Combo 5 ... > Right.gif+Short.gif 20 30 10 HL - 4 4 9 16 -1 +2 12 15 Reset Reset - - - - - - -
Target Combo 6 Jab.gif > Strong.gif 30*30 50*50 40*40 HL sp/su*- 5 1*2 11 18 -1 +3 12 16 Forces stand Forces stand Reset Reset - - - - - - -
Target Combo 6 ... > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 30 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Target Combo 6 ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL ju 5 3 18 25 -7 - 14 - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Target Combo 7 Left.gif+Forward.gif > Right.gif+Forward.gif 80 100 40 H - 25 2 12 38 +1 +3 15 17 Reset Reset - - Legs: 8~27f - - 3~32f -
Target Combo 8 Fierce.gif > Down.gif+Roundhouse.gif 60 60 30 L - 4 2 25 30 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Target Combo 8 ... > Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL ju 5 3 18 25 -7 - 14 - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Target Combo 9 Short.gif > Forward.gif 40 50 20 HL sp/su 4 4 14 21 -4 +1 14 19 Reset Reset - - - - - - -
Target Combo 9 ... > Roundhouse.gif 60 60 30 HL - 5 3 18 25 -3 +1 18 22 Reset Reset - - - - - - -
Target Combo 10 Down.gif+Roundhouse.gif > Roundhouse.gif 60 60 30 HL ju 5 3 18 25 -7 - 14 - Cannot hit crouching opponents Reset Reset - - - - - - JP: ?
Move Name Nickname Damage Stun Meter
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Hit
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Startup Active Rcvry Total
Frames
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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 - 6 7 - 12 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 9 5 - 13 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 6 12 - 17 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 110 200 60 H - 7 3 - 9 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 40 50 20 H - 6 6 - 11 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 70 50 40 H - 7 8 - 14 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 120 200 60 H - 11 5 - 15 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 8 - 11 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 8 7 - 14 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 8 5 - 12 - - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Target Combo 1 (air) Fierce.gif > Right.gif+Forward.gif 40 50 20 H - 3 7 - 9 - - Reset Reset - - - - - - -
Target Combo 2 (air) Jab.gif > Right.gif+Fierce.gif 70 150 30 H - 4 5 - 8 - - Reset Reset - - - - - - -
Target Combo 3 (air) Short.gif > Right.gif+Forward.gif 40 50 20 H - 4 7 - 10 - - Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
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Hit
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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 34 56 -20 -20 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 34 64 -14 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 34 100 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
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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
Yami Kazura Forward Throw 130 140 40 0.9 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Uki Yami Back Throw 130 120 40 0.9 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Tobizaru Air Throw 150 100 40 1.1 - 3 2 - #VALUE! - - Hard knockdown X - - Hard Knockdown - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
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Frames
Block
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Stun
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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
Kunai Kunai 30 60 10/10 HL su 7 - After landing 16 - - - Not considered a Projectile, projectile disappears when it touches a strike or projectile Soft Knockdown Soft Knockdown - - - - - - -
EX Kunai Kunai EX.gif 50*50 100*100 -250/0 HL - 8 - After landing 9 - - - Not considered a Projectile, projectile disappears when it touches a strike or projectile, 2nd projectile startup 15f Soft Knockdown Soft Knockdown - - - - - - JP: ?
Tsujigoe Tsujigoe Jab.gif - - 20/- - sp/su - - Total 44 44 - - 7 grounded recovery frames, 27f~ can cancel into kunai or super combo - - - - - - Lower body: 1~9f - 1~7f 8f~ -
Tsujigoe Strong.gif - - 20/- - sp/su - - Total 48 48 - - 7 grounded recovery frames, 27f~ can cancel into kunai or super combo - - - - - - Lower body: 1~9f - 1~7f 8f~ -
Tsujigoe Fierce.gif - - 20/- - sp/su - - Total 53 53 - - 7 grounded recovery frames, 27f~ can cancel into kunai or super combo - - - - - - Lower body: 1~9f - 1~7f 8f~ -
Neck Breaker Neck Breaker Jab.gif 120 200 30/30 L - 15 10 16 40 -13 - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Neck Breaker Strong.gif 120 200 30/30 L - 15 12 17 43 -13 - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Neck Breaker Fierce.gif 120 200 30/30 L - 15 21 19 54 -13 - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
EX Neck Breaker Neck Breaker EX.gif 160 250 -250/0 L - 15 14 19 47 -13 - On block switches to 23f recovery animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - All: 1~28f - - -
Raida Raida Jab.gif 110 200 10/30 HL - 6 5 25 35 -14 - Not a Throw, range 1.01 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - All: 1~10f - JP: ?
Raida Strong.gif 110 200 10/30 HL - 6 5 27 37 -16 - Not a Throw, range 1.06 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - All: 1~10f - JP: ?
Raida Fierce.gif 110 200 10/30 HL - 6 5 29 39 -18 - Not a Throw, range 1.10 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - All: 1~10f - JP: ?
EX Raida Raida EX.gif 140 250 -250/0 HL - 6 5 20 30 -9 - Not a Throw, range 1.25 X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - All: 1~10f - JP: ?
Kasumi Gake Kasumi Gake Short.gif - - - - - - - Total 20 20 - - - - - - - - - - - - -
Kasumi Gake Forward.gif - - - - - - - Total 22 22 - - - - - - - - - - - - -
Kasumi Gake Roundhouse.gif - - - - - - - Total 24 24 - - 3~12f can pass through opponent - - - - - - - - - - -
Kazegiri Kazegiri Short.gif 50*20*65 40x3 10/20x3 HL su 5 1*1*11 17 + After landing 8 42 -27 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~6f 8~34f JP: ?
Kazegiri Forward.gif 50*20*75 40x3 10/20x3 HL su 7 1*1*11 18 + After landing 10 47 -30 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~8f 10~37f JP: ?
Kazegiri Roundhouse.gif 50*20*90 40x3 10/20x3 HL su 9 1*1*11 15 + After landing 10 46 -27 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - 1~10f 12~36f JP: ?
EX Kazegiri Kazegiri EX.gif 40*40*80 40x3 -250/0 HL su 5 3*4(2)8 25 + After landing 14 60 -26 - 36f~ can cancel into kunai or super combo Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~7f - - - 8~45f JP: ?
Tsumuji Tsumuji Short.gif 50*50 50*60 10/20*20 HL - 12 2(10)2 16 41 -4 +3 Soft Knockdown Soft Knockdown - - - - - - -
Tsumuji Tsumuji Forward.gif 35*35 70*60 10/20*20 HL - 15 2(12)2 15 45 0 +4 Soft Knockdown Soft Knockdown - - - - - - -
Follow Up Attack Tsumuji Forward.gif (followup) 50 60 10/20 HL - 14 2 17 32 -3 +1 Soft Knockdown Soft Knockdown - - - - - - -
Follow Up Attack Low Tsumuji Forward.gif (followup low) 20 60 10/20 L - 17 2 15 33 -2 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Tsumuji Tsumuji Roundhouse.gif 50*40 70*60 10/20*20 HL -*su 15 2(14)2 20 50 -4 0 Soft Knockdown Soft Knockdown - - - - - - -
Tsumuji Follow Up Attack Tsumuji Roundhouse.gif (followup) 50 70 10/20 HL - 15 2 19 35 -5 -1 Soft Knockdown Soft Knockdown - - - - - - -
Trumuji Follow Up Attack Low Tsumuji Roundhouse.gif (followup low) 20 60 10/20 L - 18 2 25 44 -9 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
EX Tsumuji Tsumuji EX.gif 40*30X3 60x3*70 -250/0 HL - 12 2(10)2(10)2(10)2 9 58 -2 - 4th Hit: Soft Knockdown 4th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Tsumuji Follow Up Low Tsumuji EX.gif (followup low) 30 50 -/0 L - 12 2 - 13 - - Can replace 2nd and/or 3rd hit of EX Tsumuji Soft Knockdown Soft Knockdown - - - - - - -
EX Tsumuji Follow Up Low Finish Tsumuji EX.gif (followup low finish) 25 70 -/0 L - 12 2 12 25 -2 - Can replace 4th hit of EX Tsumuji Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Hien Hien Short.gif 40*75 70*70 10/0*20 H - 25 7 6 + After landing 11 48 - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block Soft Knockdown Soft Knockdown - - - - - 7f~ JP: ?
Hien Forward.gif 40*90 70*70 10/0*40 H - 27 7 6 + After landing 11 50 - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block Soft Knockdown Soft Knockdown - - - - - 7f~ JP: ?
Hien Roundhouse.gif 40*110 70*90 10/0*60 H - 28 7 6 + After landing 11 51 - - 2nd hit only triggers when 1st connects, 2nd hit goes into recoil animation on hit/block Soft Knockdown Soft Knockdown - - - - - 7f~ JP: ?
Hien Recoil Hien Recoil - - - - sp/su - - After landing 8 8 - - 21f~ can cancel into kunai or super combo - - - - - - -
EX Hien Hien EX.gif 40x3*50 70*0*0*200 -250/0 H - 36 12 19 + After landing 11 77 - - 2nd-4th hits only trigger when 1st connects, 4th hit goes into recoil animation on hit/block, listed startup is point blank, startup is distance dependent, tracks opponent 4th Hit: Soft Knockdown 4th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 1~13f 1~13f 9f~ JP: ?
EX Hien Recoil Hien Recoil EX.gif - - - - sp/su - - After landing 8 8 - - 9f~ can cancel into kunai or super combo - - - - - - -
High Jump High Jump - - - - - - - - - - - 1-4f Pre-jump frames cancellable into Focus, Special, Super, or Ultra, Forward or Netrual version is 44f total in air, Back version is 45f total in air, 11f recovery upon landing on empty jump, can cancel midair to jump attack (3f landing recovery instead of 11f) or jump special (with landing recovery of special), cannot be used as a Reversal - - - - - 5~45f[5~45f] -
Move Name Nickname Damage Stun Meter
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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
Kasumi Suzaku Kasumi Suzaku (27*28)x6 0 -1000/0 HL - 1+7 - After landing 5 - - - Not considered a Projectile, does not nullify projectiles, 2 projectiles always released at the same time, each pair released every 20f - All: 1~5f - - - - JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
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Frames
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Stun
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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
Yoroitoshi Yoroitoshi 501[38*45*38x4*39] 0[50*0x6] 0/0 (1.10)*HLx7 - 0+2[13] 2(10)17 Total 107 148 -5 -1 1st hit is a throw, If throw hit whiffs becomes projectile version, recovery and [] refers to projectile, projectile is active for 59f X X Throw: Hard Knockdown Throw: Hard Knockdown Projectile: Hard Knockdown Projectile: Hard Knockdown - All: 1~2f - - - - JP: ?
Hashinsho Hashinsho 30x6*289 0 0/0 HL - 0+9 2(2)2(15)2(26)1*2(8)2 70 140 -63 - 6th hit goes into animation, block advantage based on 4th hit X 4th-6th Hit: Hard Knockdown 4th-6th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8f - All: 9~70f - 59~101f JP: ?
Move Name Nickname Damage Stun Meter
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Stun
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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: