Introduction
Excellent low tier character. Also has a nice throw loop.
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Command Normals
Knee Kick (aironly): +
Step Kick: +
Jump Sobat (overhead): +
Spin Back Knuckle: +
Special Moves
Super Moves
Assist Moves
The Basics
Beginner Overview
Combos
Notation Key:
V = land from a jump
> = cancel, whether it's from a normal to a special, or a special to a super
(w) = whiff
d. = dash prior to the move
j. = normal jump
sj. = super jump
jc = jump cancel
sjc = super jump cancel
[X] = hold input
]X[ = release input
(move) = move is optional
[sequence] xN = Repeat sequence N amount of times
(N) = Hit N of a move or move must deal N amount of hits
Updated Notation:
j.LP [2] > j.MP, V 2LK 2MK > 8K
d.2LP 2HP sjc sj.LP LK MP MK HP
j.HK V d.2LP 2HP sjc sj.LP LK MP MK > j.896K
d.2LK 5MP 5HP > 214KK
j.HK V d.2LP 2HP sjC sj.LP LK MP > sj.896K , sj.HK V 214KK
Old Notation:
-Jump LP (charge d) > LP \/ c.LK > c.LK XX u + LK
-d.c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
-Jump HK \/ d.c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX u,uf,f + K
-d.s.LK > s.LP > s.HP XX qcb + KK
-Jump HK \/ d.c.LP > c.HP /\ sj.LP > sj.LK > sj.LP XX u,uf,f + K, sj.HK \/ qcb + KK