General Info
Crouch height: Medium
Jump: 4/31/1
Hop: 4/23/1
Dash: 3/10~∞/3
Backdash: 3/21/3
Wakeup: 29 frames
Recovery roll: 20 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A
- f + B (Overhead (2) if not cancelled into.)
- df + B (Low.)
- qcf + P
- dp + P
- qcb + P
- Close, hcf + K (Proximity unblockable.)
- Any other special. (Only on hit.)
- DM qcb hcf + P (May charge.)
- SDM qcb hcf + AC (May charge.)
- HSDM D C d C D (Hit anywhere on the screen.)
Notes
Cancellable moves
- Close: A, B, C, D (Special moves and DMs.)
- Far: A, C (1)
- Crouch: A, C (1)
- CD is cancellable into special moves and DMs.
- f + A is cancellable.
- f + B (2) is cancellable only when you cancel into it.
Super cancellable moves
- dp + C (3)
- Close, hcf + K (Last hit.)
Free cancellable into moves
- qcb + P
- dp + P
Free cancellable out-of moves
- f + B
- df + B
- dp + C (1-3)
- Close, hcf + K
Moves with Invincibility
- HSDM D C d C D (Full: startup & active & recovery.)
Moves with autoguard
(none)
Other Notes
- D throw is a backturned hard knockdown.
Combos
Basic Combos
- cl.C / (cr.B, cr.A) >
- f + A > [11.1%]
- DM qcb hcf + A [38.6%] {1 stock}
- hcf + K, [24.7%]
- > dp + A [35.6%]
- j.D (Corner.) [34.2%]
- st.D (Corner. Timming required.) [35.9%]
- dp + C [25.8%]
- dp + C (3) >> DM qcb hcf + A [52.8%] {2 stocks}
- qcb + C (Standing.) [21.2%]
- dp + A [19.8%]
- f + B (2) > [15.9]
- qcb + C (Standing & close. A version will only combo in the corner.) [27.1%]
- df + B [15.2%]
- f + A > [11.1%]
Damage above is based on cl.C as starter.
About cl.C / (cr.B, cr.A): cl.C deals more damage (~+5%). If you want to use just cr.A, the combos will deal ~-7% less damage. If you are close, you may replace cr.A for cl.A / cl.B for ~+1% more damage (cl.A only against standing).
About f + A: if you skip it, the combo damage is reduced by ~-2%. If you started with a weak attack and skip this, only hcf + K or dp +P will combo. Keep in mind that while weak attack > f + A leave you closer than just a weak attack, hard attack > f + A leave you further than just a hard attack, so, starting from a hard attack, you should skip f + A if you are not very close and want to combo into hcf + K or dp +P.
- qcf + A,
- DM qcb hcf + A [40.6%] {1 stock}
- dp + C (Close.) [28.3%]
- dp + C (3) >> DM qcb hcf + A (Close.) [53.8%] {2 stocks}
- qcb + C [24.5%]
The qcf + C deals a little more damage (~+2%) than qcf + A, but from many distances and positions not all flames will hit and is harder to follow up.
Max Mode
- qcf + A, j.D, cl.C > f + A >> BC, st.C (1) > f + A > hcf + K (5) > dp + C (3) >>
- qcb + P (Standing)
- DM qcb hcf + A
Strategies
KUSANAGI's childhood friend in the puerto rican downtowns, he is Justin Bieber when becames angry and its a strong zoning character focused in standing rushdowns, spam qcf + P its your main far distance tool but try to approach a failed anti air to hit low cr.B, cr.A, f + A to hcf + K juggles or your special overhead qcb + P for a jummp a ground projectile.
Sadly your main problem will be jumping opponent because you had a poor recovery anti air special, try to use crouching C or low hit him/her instead.
comboing a hcf + K its your main strategy, also you must be a battery character in middle or point in the team to gain stocks for a HSDM comebacks if your are an anchor one, or use it for his great Max Cancel Combos, a random qcb,hcf + P its a decent hit or miss idea when you only had at least 2 stocks.