Template:AttackData-3S

Template page


Template DocumentationEdit This Documentation
Template:AttackData-3S/Documentation

This documentation is automatically transcluded from Template:AttackData-3S/Documentation and is not included when this page is transcluded.

normal moves

5LP (cl)
Close LP
Lp.png (cl)
(orocloselp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 5 +5 +5 +5 6 3 0 HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
sp, su 0 2 1 0 0
  • Good tick throw / frame trap option due to being +5 on block.
  • Still works for "jab jab jab" anti-airs despite not being self-cancelable.
FATonline.png


special moves

214K
Tsumuji
Qcb.png+K.png
(ibukitsumuji).gif
Lk.png/Mk.png/Hk.png
(ibukitsjex).gif
Ex.png
LK (high) Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 1(14)1 19 -4 0 2 10*(8) 3*(2) - H*H H*H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 3 19 13 4 0
  • 2nd high kick comes out automatically if not holding D.png
    • Safe on block, except against particularly fast/far ranged punish supers
FATonline.png



LK (low end) Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 1(19)2 30 -12 D D 10*(8) 3*(3) - H*L H*L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Hold D.png for a low 2nd kick
    • Doesn't combo, but can mess up parry attempts in exchange for safety



MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
13 1(15)1 21 -2 0 2 10*8 3*2 - H*H H*H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 3 19 13 4 0
  • Safe on block against most characters; can follow up with 3rd kick after confirming a hit
FATonline.png



+ MK (3rd High) Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- 1 21 -7 1 3 8 5 - H H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Press K.png for a high third kick - 6f window, shortly after 2nd kick
  • The timing of the 3rd hit doesn't change regardless of when it is input during this 6f window
  • Full active frame data: 1(15)1(15)1



+ MK (3rd Low) Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- 2 30 -12 D D 8 3 - L L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Press D.png+K.png for a low third kick - 6f window, shortly after 2nd kick
  • The timing of the 3rd hit doesn't change regardless of when it is input during this 6f window
  • Only combos against crouching opponents (easily confirmed after the first 2 hits connect)
  • Full active frame data: 1(15)1(21)2



HK (high) Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
14 1(13)1(15)1 24 -8 0 2 10*8*(13) 3*4*(4) - H*H*H H*H*H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
su (2nd hit only, into SA2 fireball or SA3) 3 20 14 4 0
  • Third high kick comes out automatically if not holding D.png
FATonline.png



HK (low end) Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- 2 30 -12 D D 12 3 - L L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 3 20 14 4 0
  • Hold D.png after 2nd kick to use the low ender
  • Frame data is for the 3rd low kick only, not the entire sequence
  • Can't be comboed into, but can mess up parry attempts at the risk of being more unsafe on block
  • Full active frame data: 1(13)1(18)2



EX (high) Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 1(9)1(9)1(10)1 28 -11 D D 8*8*8*(11) 3*4*4*(2) - H*H*H*H H*H*H*H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- -40 -40 -40 0 0
  • After the first kick, any followups can be low by holding D.png
    • A high kick will only combo into a low followup on crouching opponents
    • A successful low followup can always combo into further high or low kicks
  • Whiffs against short crouching characters; later hits can whiff on more characters depending on range
    • -23 on hit if only the final kick whiffs
FATonline.png



EX (low end) Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- 2 30 -16 D D 10 3 - L L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Frame data when the final kick is a low (any of the 2nd-4th hits can alternate between high and low)
  • Active frames for 3 high kicks + low ender: 1(9)1(9)1(14)2