アースクェイク, Earthquake | |
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Category | Normal |
Playstyle | Unorthodox anti-zoner setplay |
Difficulty | Easy Execution, Hard Gameplay |
Max Mode Needed? | Doesn't Need It |
Tier Placement | Maybe (C) |
Standing Hitbox | Tall |
Crouching Hitbox | Huge |
Defense Modifier | 212 |
Wall Jump | Yes |
Introduction
Earthquake (or EQ for short) is easily the fattest character of both the Samurai Shodown series and this game, and is almost as tall as Hugo. While he definitely has some issues, he's an overall unique character in SVC and may even surprise you with what he has to offer as an unorthodox big-body type character.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
- Note: Until labbed further to verify accuracy, keep in mind that the mook erroneously swaps EQ's Guard Crush and Stun values on his pages. Unsure if a typo or not for the time being.
Close/Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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cl.A= 7 ; st.A= 8 | cl.A= 8 ; st.A= 9 | Mid | cl.A= 7 ; st.A= 8 | cl.A= 7 ; st.A= 8 | - | - | 8 | 3 | 7 | 18 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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cl.B= 7 ; st.B= 8 | cl.B= 8 ; st.B= 9 | Mid | cl.B= 7 ; st.B= 8 | cl.B= 7 ; st.B= 8 | - | - | cl.B= 7 ; st.B= 9 | 5 | 8 | cl.B= 20 ; st.B= 22 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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23 | 31 | Mid | 22 | 16 | - | - | 7 | 3 | 7 | 17 | +10 | +8 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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26 | 34 | Mid | 25 | 20 | - | - | 17 | 6 | 15 | 38 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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23 | 31 | Mid | 22 | 16 | - | - | cl.D= 4 ; st.D= 6 | cl.D= 6 ; st.D= 8 | cl.D= 11 ; st.D= 13 | cl.D= 21 ; st.D= 27 | cl.D= +3 ; st.D= -1 | cl.D= +1 ; st.D= -3 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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7 | 8 | Low | 7 | 7 | - | - | 9 | 2 | 6 | 17 | +4 | +2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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7 | 8 | Mid | 7 | 7 | - | - | 8 | 5 | 11 | 24 | -4 | -6 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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23 | 31 | Mid | 22 | 16 | - | - | 20 | 9 | 9 | 38 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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23 | 31 | Low | 22 | 16 | - | - | 19 | 2 | 11 | 32 | SKD | +5 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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8 | 9 | Overhead | 8 | 8 | - | - | 9 | 3 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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8 | 9 | Overhead | 8 | 8 | - | - | 8 | 11 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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23 | 31 | Overhead | 22 | 16 | - | - | 13 | 9 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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23 | 31 | Overhead | 22 | 16 | - | - | 8 | 7 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 28 | Mid | 16 | 16 | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcf A | 22 | 26 | Mid | 10 | 10 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | 22 | 26 | Mid | 11 | 11 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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j.qcf A | 18x3 | 24 | Mid | 11x3 | 11x3 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
j.qcf C | 18x3 | 24 | Mid | 11x3 | 11x3 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp A | 24 | 28 | Mid | 12 | 12 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | 24 | 28 | Mid | 13 | 13 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcb A | 24x1 | 27 | Mid | 16x1 | 16x1 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb C | 24x1 | 27 | Mid | 16x1 | 16x1 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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Fat Fake hcb B |
0 | 0 | X | 0 | 0 | 0 | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Fat Replica Attack hcb D |
29 | 36 | Mid | 16 | 16 | - | - | - | - | - | - | - | - | - |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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34x10 | 40 | Mid | 8x10 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0+72 | 72 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0+(24x6)+91 | 0, 24, 91 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Strategy
Basic Strategy
EQ can be a big target, but he is a little fast. You know that. EQ has some nice pokes to use(and abuse sometimes) in the battle, so don't forget to use them. Make sure to don't go the corner(You can go if you know what will do). You can ask: "What can I do when EQ is stuck on the corner?" You have options, but you need meter(EQ needs to have only one level to be a defensive character). Here they are:
- GCF(Guard Cancel Frontstep) - Use any of the two inputs, and can be safe depending of which character the opponent is using. After you use it, counter him with what you have(Any attack or combo).
- CD Counter - The easiest to use. But remember: The CD Counter is cancelable, so try to combo(I'm not so sure if it can combo), or even try to get near from the opponent with EQ's DP+A or his HCB+C. A nice option if you're on desperate situations.
- Anti-airing the opponent - EQ has some strange anti-airs, but they are not so good to use on the corner. The best anti-air that you can use is the QCF(2x)+P(As a reversal if you want). Some players like to use the "Fat Guilty as an anti-air too, but remember, you're vulnerable to throws(But your opponents don't need to know that now, or they need?).
- Grabbing the opponent(With CD) - A not so good choice, but can be the best choice if it works(Depending of the character that is cornering EQ). Let me explain how it works. Some block string combos(EQ has some too) have some "holes"(EQ's blockstring has "holes" too), if you know what I mean. You can take advantage of those "holes" to grab the opponent, or even punish him, but I think that grabbing the opponent with CD can be a better option. Why? Just see. You're on the corner, the opponent "creates a hole" near you. You can do a GCF if you're blocking(That's something optional). After that, just do an grab with CD and see what happens: The opponent will be on the corner! That's a nice thing, but can be hard sometimes. Use this with caution.
- Wall/Normal/Hyper jump + QCF+P/b+K - Don't use, but it's possible if the opponent tries to fool you by making you think: "He will run now?" But don't try to think this, please.
EQ's Gameplan
"Don't get on the corner" is your main gameplan. Other than that, is to make the opponent throw a projectile just to punish him with his QCF(2x)+K. How can you make? Just use your... (Kind of) projectile. The opponent can try to use his projectile(If he have one, of course), and then you can punish him. After that, the opponent will try not to use projectiles on him(Which is a nice thing). But if you don't have meter, the opponent can abuse of them. Wait, there's more. If you want to do some jumpins/crossups with his j.C, do a Hyper Jump(It's his best jump). If you know that the opponent will do a super projectile move, just EAT it. If you're cornered, just see the above.
Advanced Strategy
More info on EQ's "projectile"
EQ's projectile is pretty good, right? But it have some disadvantages. What do you mean? I'll explain. The recovery on EQ's "projectile" is very good, as you know. Because of this, the move/combo used after the projectile could result some nice setups. Now for the bad part: EQ's projectile will vanish after you use certain moves. EQ's fart will vanish when used with: QCB+P(That "Yoga Flame"), QCF(2x)+K(Fat Guilty), and his Exceed.
Some strategies with your fart - Throw a C fart when you can. Don't use the 3 moves above. Now just walk with it(You're faster than the projectile). After that, the opponent have one(or two) option(s), and they are: Jump over the projectile(The opponent can crossup EQ with ease, remember?), or throwing a projectile(If he/she have one). For the second one, you'll know what to do. Now for the first: The opponent will try to jump over your fart(It's strange, really) and it will be with you. The opponent will do a jump-in/crossup on you. So what to do? You have two options: Backdash + QCF+A/d+B(To gain meter), or just block the attack(The opponent will fall on the projectile, but you'll lose a little ammount of your Guard Meter).
Some tricks with EQ's "poof" moves
Well... You have 4 poof moves: The Fat Fake(HCB+B), the Strong Fat Chainsaw(DP+C), the Fat Replica(HCB+D) and the Exceed(QCF, HCB+PP). This strategy works if you're far away(You don't need to be on the other side of the screen). Just remember that your Fat Replica is your main move, and when you "poof", EQ's invincible until he appears again. Now for the trick: Just do some Fat Replicas many times you want(You can do near the opponent if you want), and after that do any of the other "poof" moves. You can choose depending of the situation: The Exceed you can use as a surprise move, the DP you can use when you know that the opponent will do a jump-in, which can be almost everytime(It's not safe, but it's nice for the strategy, and you can do the fart strategy above/that blockstring combo after it if you want). For the Fat Replica, it's a little hard to use, but you can catch those characters with BAD/not so reliable anti-airs/reversals(excluding Super Moves), like Mai, and (maybe) the Dictador.
More info on the Fat Guilty
EQ's Fat Guilty is really an important super(To punish projectiles/other special moves, of course). But you need to know when you're going to use, after all, each character has a different projectile, and that means, different recovery. Here is a list on who is easy/hard to punish(Assuming that they use the Light version of the projectile). And If I forget something, just add here.
(I don't even know if this section is actually necessary, it could be useful info but this feels way too opinionated and will need to be heavily combed over so it isn't a fat text dump in the middle of the page for seemingly little reason... Doesn't even list what exactly makes a character "easy/hard" to punish; it's based entirely on projectiles which hardly explains anything and doesn't help at all with characters who don't have projectiles. As is it could be deleted entirely and almost nothing would be lost.)
SNK side:
Iori: Normal
Kyo: Doesn't have a projectile(Sadly)
Mai: EXTREMELY easy
Terry: Normal
Mr. Karate(Normal version): Easy-to-normal
Ryo: Normal-to-hard
Choi: Doesn't have a projectile, but you can punish his Giant Tornado instead(His Exceed is something hard to punish, but if you want to punish it, go ahead).
Kim: Doesn't have
Shiki: Doesn't have
Kasumi: Normal-to-hard
EQ: Normal(It has almost no recovery, but you can hit him while he's talking that "KUKAMON KURUMI" thing)
Genjyuro: Easy-to-normal
Geese: Normal(Reppuken), Easier(Double Reppuken, it's a different move, so it counts too), and you can punish his Raging Storm Super if you want.
Goenitz: Easy if the "Koko Desu Ka" whiffs, if the tornado was blocked, it's hard(If you cannot GCF it)
O./RTB Iori: Same as the normal Iori
Mars People: Normal-to-hard
Shin Karate: Hard(Invisible thing), Hard(Haoh Shikouken), Hard(Chou Haou Shikou Ken, you'll need to do the super at the same time he charges the move)
Athena: Normal(That insect), and was hard for me to punish those giant animals too.
Capcom Side:
Ryu: Normal(Hadouken), A little easier(Shakunetsu, or the Fire Hadouken), the easiest of the three(Shinkuu)
Ken: Easier than Ryu's Hadouken
Chun-Li: Normal, and you can punish the Kikosho too.
Guile: Hard(You'll know why if you use him)
Dhalsim: Hard(Yoga Fire), Easy(Flame), Easier(Inferno)
Akuma/Gouki: Hard(Hadouken, same in the air), Normal(Shakunetsu), Easy(Super in the ground, but it's Normal if used the air)
The Dictador: Doesn't have(And he needed one)
Sagat: Easy(High/Low tiger), Easier(High/Low Super)
Claw: Doesn't have
Boxer: Doesn't have
Tessa/Thabasa: Normal(Ground projectile), Easy(The air one)
Hugo: Doesn't have
Dan: Easy(Gadouken), Easier(Gadou Shokoken)
Demitri: Hard(Chaos Flare), Easy-to-normal(ES version), Easy(Exceed that doesn't knock down)
Violent Ken: Normal
Zero: Hard(Ground shot, normal/charged), Easier(Air shot, same as ground), Easy(Support Cyber Elf, it's not a projectile, but you can punish it), Hard(Cyber-Elf that does damage), Normal(Super projectile), Easy(Exceed)
Shin Akuma: Hard on everything
Red Arremer: Easy-to-normal(Fireball), Easy(When he flies and launches a fireball on the ground), Normal(When he charges), Hard(If he calls a monster)
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
Combo | Position | Damage | Stun | Difficulty | Notes |
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cl.C, st.D | TBA | TBA | TBA | TBA | The damage is nice, but sadly, you cannot combo after the st.D. Nice combo if want to start with EQ. You need to time well if you want to use, but this is matter of practice. |
cl.C/D, dp A | TBA | TBA | TBA | TBA | Simple combo. That's EQ's punish combo. The cl.C and D are EQ's most damaging cancelable moves, so just choose which one you want to use. The damage is good. |
(When the opponent is knocked down near the corner) qcf C, sj.C/D crossup, qcf C hits, cl.D, qcf C, qcf x2 P | TBA | TBA | TBA | TBA | EQ's blockstring. Can be used as a combo too. qcf C should be performed some distance away from the opponent. If you can hit this, after the fart hits the opponent, do a QCF(2x)+P. It's not hard, really. You can use this after you use the combo number two in the middle of the screen(Which is nice). If you want to repeat the process by canceling the cl.D(Which is not so hard), go ahead, but can be easy for the opponent to flee. If you don't want to try, just do a combo on the opponent(Just see above). |
(When the opponent is knocked down near the corner) qcf C, sj.C/D crossup, qcf C hits, cl.D, qcf C, Exceed | TBA | TBA | TBA | TBA | (Editor's note: Does this combo even work or is this another case of weird misinfo put on the wiki haphazardly?) |
cl.D, qcf x2 P | TBA | TBA | TBA | TBA | Can be one of his most damaging combos. You can use this input to combo with more ease: QCF+D,QCF+P. The QCF(2x)+P part whiffs on some characters(Even on the corner). The Super will whiff with this combo on: Mai, Goenitz, Shiki, Dan(One reason that Dan is not a Shoto), Chun-Li, Demitri, Guile, Zero, and Dictador(I'm not sure if this whiffs on Athena or Red Arremer, but if you if you want to check, thanks). If the opponent is in a Dizzy state, you can add a QCF+P and a Jump-in attack(like the blockstring above). |