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
- Safe on block, except against particularly fast/far ranged punish supers
|
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
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
|
+ 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
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
+ 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

|
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
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
- 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
|
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
|