Introduction
Color Options
Default |
Moves List
Command Normals
- Air Headbutt (strong): During neutral jump > up+mp
- Air Headbutt (fierce): During neutral jump > up+hp
- Splash: During diagonal jump > down + hp
Special Moves
Lariat: All three Punch buttons simultaneously
Spinning Piledriver (SPD): All four cardinal directions in clockwise/anti clockwise order + punch (360/270 motion)
The Basics
Anti Airs: Close lp, cr hp, lariat, sac spd
Combos
- Far lk > cr hk
- Cr lpxN > cr hk
- Crossup splash > st mp> cr hk
Advanced Strategy
Hitboxes
Standing Normals
- Standing LP:
Damage | 12 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +6 | |||
Frame Count | 2 | 4 | 5 | |
Simplified | 2 | 4 | 5 |
- Standing MP:
Damage | 18 | ||||
Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +12 | ||||
Frame Count | 2 | 2 | 3 | 5 | |
Simplified | 1+4 | 3 | 5 |
- Standing HP:
Damage | ? | |||||||
Stun | 11~17 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | -11 | |||||||
Frame Count | 3 | 3 | 6 | 10 | 8 | 6 | 5 | |
Simplified | 1+6 | 4 | 29 |
- Standing LK:
Damage | 12 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +10 | |||
Frame Count | 2 | 2 | 5 | |
Simplified | 1+4 | 5 |
- Standing MK:
Damage | 18 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +7 | |||||
Frame Count | 3 | 3 | 4 | 4 | 5 | |
Simplified | 1+6 | 4 | 9 |
- Standing HK:
Damage | 22 | |||
Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +5 | |||
Frame Count | 4 | 8 | 11 |
Close Standing Normals
- Close Standing LP:
Damage | ? | |||||||
Stun | 1~7 | |||||||
Stun Timer | 40 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +3 | |||||||
Frame Count | 2 | 2 | 2 | 2 | 4 | 4 | 5 | |
Simplified | 1+2 | 4 | 15 |
- Close Standing LK:
Damage | 12 | ||||||
Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +2 | ||||||
Frame Count | 3 | 2 | 2 | 8 | 4 | 1 | |
Simplified | 1+7 | 8 | 5 |
- Close Standing MK:
Damage | 18 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +2 | |||||
Frame Count | 3 | 3 | 4 | 4 | 5 | |
Simplified | 1+6 | 4 | 9 |
- Close Standing HK:
Damage | 22+6 | ||||||||||
Stun | 10~16+1~7 | ||||||||||
Stun Timer | 80+70 | ||||||||||
Chain Cancel | No | ||||||||||
Special Cancel | No | ||||||||||
Frame Advantage | -17 | ||||||||||
Frame Count | 2 | 2 | 2 | 3 | 6 | 8 | 8 | 10 | 8 | 5 | |
Simplified | 1+9 | 14 | 31 |
Crouching Normals
- Crouching LP:
Damage | 6 | ||
Stun | 1~7 | ||
Stun Timer | 40 | ||
Chain Cancel | Yes | ||
Special Cancel | Yes | ||
Frame Advantage | -4 | ||
Frame Count | 3 | 5 |
- Crouching MP:
Damage | 18 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +12 | |||||
Frame Count | 3 | 3 | 8 | 4 | 5 | |
Simplified | 1+6 | 8 | 9 |
- Crouching HP:
Damage | 22 | |||||
Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -11 | |||||
Frame Count | 3 | 3 | 8 | 10 | 13 | |
Simplified | 1+6 | 8 | 23 |
- Crouching LK:
Damage | 12 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +3 | |||
Frame Count | 3 | 4 | 7 |
- Crouching MK:
Damage | 18 | |||
Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | +5 | |||
Frame Count | 3 | 6 | 9 |
- Crouching HK:
Damage | 22 | |||
Stun | 11~17 | |||
Stun Timer | 80 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | +1 | |||
Frame Count | 4 | 8 | 13 |
Aerial Normals
- Neutral/Diagonal Jumping LP:
Damage | 14 | ||||
Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Diagonal Jumping LP:
Damage | 16 | ||||
Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Neutral Jumping MP:
Damage | 20 | ||||
Stun | 5~11 | ||||
Stun Timer | 50 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Diagonal Jumping MP:
Damage | 20 | ||||
Stun | 5~11 | ||||
Stun Timer | 50 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Neutral Jumping HP:
Damage | 24 | ||||
Stun | 11~17 | ||||
Stun Timer | 60 | ||||
Frame Count | 2 | 3 | 8 | ∞ | |
Simplified | 2 | 11 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | |||||||
Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 1 | 3 | 3 | 7 | 3 | 3 | ∞ | |
Simplified | 1+7 | 4 | ∞ |
- Neutral Jumping LK:
Damage | 14 | ||
Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 3 | ∞ |
- Diagonal Jumping LK:
Damage | 16 | ||
Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 3 | ∞ | |
Simplified | 3 | ∞ |
- Neutral Jumping MK:
Damage | 20 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 16 | ∞ |
- Diagonal Jumping MK:
Damage | 20 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 50 | ||||||
Frame Count | 3 | 16 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 16 | ∞ |
- Neutral Jumping HK:
Damage | 24 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 8 | ∞ |
- Diagonal Jumping HK:
Damage | 22 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 60 | ||||||
Frame Count | 3 | 8 | 8 | 6 | 4 | ∞ | |
Simplified | 3 | 8 | ∞ |
Unique Moves
- Headbutt: (Jump straight up, ↖/↑/↗ + Strong/Fierce)
Strong
Damage | 14 | |||
Stun | 5~11 | |||
Stun Timer | 50 | |||
Frame Count | 3 | 8 | ∞ |
Fierce
Damage | 14 | |||
Stun | 11~17 | |||
Stun Timer | 60 | |||
Frame Count | 3 | 6 | ∞ |
Flying Body Attack a.k.a. Chest Splash: (Jump diagonally, ↙/↓/↘ + Fierce)
Damage | 14 | ||
Stun | 5~11 | ||
Stun Timer | 60 | ||
Frame Count | 5 | ∞ |
Throws
Standing Normal Grabs Throwboxes:
Throw | Hold | ||||
Damage | 32 | Damage | 16+(4*n) | ||
Duration | - | Duration | 300 | ||
Stun | 7~13 | Stun | - | ||
Stun Timer | 100 | Stun Timer | - | ||
Range (from axis) | 69 | Range (from axis) | 69 | ||
Range advantage | 24 | Range advantage | 24 |
Pile Driver (←/→ + Strong): 32
Iron Claw (←/→ + Fierce): 16,4*n
Brain Buster (←/→ + Forward): 32
Kamitsuki a.k.a. Bite (←/→ + Roundhouse): 16,4*n
Crouch Grabs Throwboxes:
Throw | Hold | ||||
Damage | 28 | Damage | 16+(4*n) | ||
Duration | - | Duration | 300 | ||
Stun | 5~11 | Stun | 5~11 | ||
Stun Timer | 100 | Stun Timer | - | ||
Range (from axis) | 69 | Range (from axis) | 69 | ||
Range advantage | 24 | Range advantage | 24 |
Stomach Claw (↙/↓/↘ + Strong/Fierce): 16,4*n
Deadly Driver (↙/↓/↘ + Strong): 28
Leg Throw (↙/↓/↘ + Fierce): 28
Special Moves
- Double Lariat: Press all Punch Buttons
Damage | 22 | ||||||||||||
Stun | 13~19 | ||||||||||||
Stun Timer | 120 | ||||||||||||
Frame Advantage | -25 | ||||||||||||
Frame Count | 11 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 |
- Spinning Piledriver: (360 + P)
Damage | 44 | ||
Duration | 130 | ||
Stun | 5~11 | ||
Stun Timer | 60 | ||
Range (from axis) | 64 | ||
Range advantage | 35 |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
- Standing reel:
- Standing gut reel:
- Crouching reel:
- Dizzy:
Match-Ups
Vs. Ryu
Get to close range, then use either sweep or walk up spd for a kd, and just spd loop from there. Lariat can go through fireballs, but it's not very useful.
Vs. Ken
Same as Ryu.
Vs. E.Honda
If he stars mashing hands, the match is over. Mashed cr lp can beat headbutts, and if you get a knockdown you can win (like all of ww giefs matchups).
Vs. Chun Li
Patiently walk up and threaten with sweep, even if it trades with her cr mk, you can usually walk in and get an spd tick in time.
Vs. Blanka
Similar to Chun, but his air normals make this a pain. As usual your sweep is good in neutral, and cr lp can beat ball. Lariat can also be good vs ball, but has to be done as a read, he takes so much damage it might be worth it. If he uses air normals like nj hk to keep you out, it's hard to deal with, either hit him early by jumping at him with an air normal, or sweep him coming down if he attacks early.
Vs. Guile
Another terrible one. Whiff punish his cr mk with a sweep etc. Lariat is useless as usual, just be patient and pray he makes a mistake. He can anti air you with cr hp and far hk very effectively.
Vs. Dhalsim
You can punish his pokes well with sweep, even on trade it's a good trade for zangief. Lariat through fireball is useless since he can just punish you with a cr hp for free. If he gets distance, try walk your way in and punish pokes with sweep, or read fireballs with jump into sweep/spd.