! height="25px" | Damage
! Stun
! Cancel
! Guard
! Parry
! Startup
! Active
! Recovery
! Total
! Adv Hit
! Adv Block
! Invul
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Placeholder example
Version
|
Damage
|
Stun
|
Cancel
|
Guard
|
Parry
|
Startup
|
Active
|
Recovery
|
Total
|
Adv Hit
|
Adv Block
|
Invul
|
+
|
800
|
8
|
None
|
Mid
|
High
|
12
|
Traveling
|
42
|
54
|
-9
|
-9
|
None
|
+
|
900
|
9
|
None
|
Mid
|
High
|
12
|
Traveling
|
43
|
55
|
-10
|
-10
|
None
|
+
|
1000
|
10
|
None
|
Mid
|
High
|
12
|
Imma loooooooooooong man
|
44
|
56
|
-11
|
-11
|
None
|
Ryu's classic fireball series. Useful zoning tools, especially the slower LP version. The HP version is great for cancels, as it travels fastest. Fireballs carry a lot of risk however, especially in CvS2. A well timed roll cancelled special move will often go right through your fireball, and some A-Groove characters can even punish with a CC activation. Rolls also exist, and while they can't be done on reaction, they don't need to react if you use this in the same spots all the time. Vary when you use these, how you use them, and which version you use to get the most out of your zoning, neutral, and pressure.
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